Меню, дверь, цвет
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@@ -2,11 +2,13 @@ using Code.App.StateMachine;
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using Code.Audio;
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using Code.Gameplay.Camera;
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using Code.Gameplay.Camera.CameraStates;
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using Code.Gameplay.Door;
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using Code.Input;
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using Code.Scenes;
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using Code.Scenes.SceneEnvironments;
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using Code.StateMachine;
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using Code.UI;
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using Code.UI.Panels;
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using Cysharp.Threading.Tasks;
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using Reflex.Extensions;
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using UnityEngine;
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@@ -24,13 +26,14 @@ namespace Code.App.AppStates
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{
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Context.UIService.LoadingScreen.Show();
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Context.CameraStateMachine.SwitchState(CameraMode.Static);
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Context.CameraStateMachine.SwitchState(CameraMode.UltraStatic);
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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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WaitForSceneToLoad();
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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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}
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private CinematicDoorOpening _damnDoor = new();
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private async UniTaskVoid WaitForSceneToLoad()
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{
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await UniTask.WhenAll(
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@@ -42,17 +45,20 @@ namespace Code.App.AppStates
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
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((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
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((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
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var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
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.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
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((StaticState)Context.CameraStateMachine.CurrentBaseState).LookTarget =
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hui.cameraTarget;
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((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
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_damnDoor.DamnDoor = hui.damnDoor;
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_damnDoor.DamnDoor.SetPhysics(false);
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_damnDoor.DoorLight = hui.doorLight;
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var menuPanel = (MainMenuPanel)Context.UIService.CurrentPanel;
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menuPanel.startButton.button.onClick.AddListener(StartGame);
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menuPanel.exitButton.button.onClick.AddListener(ExitGame);
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menuPanel.CinematicDoorOpening = _damnDoor;
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((UltraStaticState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
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Context.UIService.LoadingScreen.Hide();
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Context.InputService.EnableMap(ActionMappings.MainMenu);
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