Получение урона теперь чуть более заметно (плейсхолдер)
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5d856ae162
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+436053
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@@ -42,27 +42,18 @@ namespace Code.App.AppStates
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.RegisterLoading(LoadingWork.LoadUI)
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.RegisterLoading(LoadingWork.LoadModelResource)
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.RegisterLoading(LoadingWork.LoadAudio);
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//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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//_playerHealth.OnDamage += PlayerDamageTaken;
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//_playerHealth.OnDeath += EndGame;
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
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// Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
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Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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WaitForLoad();
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#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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WaitForLoad().Forget();
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}
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private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
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@@ -160,22 +151,27 @@ namespace Code.App.AppStates
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{
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Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
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Context.AudioService.PlayCourier((CourierSounds)Random.Range((int)CourierSounds.Damage1,(int)CourierSounds.Damage2));
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DamageEffectProcess().Forget();
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}
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// TODO В конфиг
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private async UniTaskVoid DamageEffectProcess()
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{
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_damagePanel.Show();
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Context.AudioService.ApplyStun(200, 0.5f);
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await UniTask.WaitForSeconds(3f);
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Context.AudioService.ApplyStun(5000, 1f);
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_damagePanel.Hide();
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}
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// DEBUG
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private void InstaKillDEBUG(InputAction.CallbackContext context)
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{
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_playerHealth.InstaKill();
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}
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private void RoomPassedDEBUG(InputAction.CallbackContext context)
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private void TakeGamageDEBUG(InputAction.CallbackContext context)
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{
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_orderService.RoomPassed();
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}
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private OrderDispenser _debugTube;
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private void Tube(InputAction.CallbackContext context)
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{
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_debugTube.ThrowOrder();
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}
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_playerHealth.GetDamage(1);
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}
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// DEBUG
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private bool _tickEnabled;
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public override void Tick()
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@@ -217,8 +213,7 @@ namespace Code.App.AppStates
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
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base.ExitState();
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}
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@@ -235,13 +230,15 @@ namespace Code.App.AppStates
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private GameplayPanel _gameplayPanel;
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private ArmsMeshProvider _armsMesh;
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private DamagePanel _damagePanel;
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private void UIInitialize()
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{
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_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
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_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
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Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
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Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
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_damagePanel = _gameplayPanel.DamagePanel;
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}
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private void MusicInitialize()
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{
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