Addressables in process

This commit is contained in:
ThomasCharester committed 2025-11-02 23:29:29 +03:00
1 parent 1ad87e7432
commit 6b1f24b72e
13 files changed
+122 -77

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@@ -5,7 +5,6 @@ using Code.Input;
using Code.Scenes;
using Code.StateMachine;
using Code.UI;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Code.App.AppStates
@@ -15,6 +14,8 @@ namespace Code.App.AppStates
private PlayerHealth _playerHealth;
private PlayerMoney _playerMoney;
private bool _uiLoaded, _sceneLoaded;
public GameplayState(AppStateMachineContext context) : base(context)
{
}
@@ -23,12 +24,9 @@ namespace Code.App.AppStates
{
Context.UIService.LoadingScreen.Show();
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded); // TODO Фабрика говна Nada
Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.UIService.SwitchPanelTo(UIPanel.Gameplay);
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MovementDev, callBack: OnSceneLoaded); // TODO Фабрика говна Nada
Context.UIService.SwitchPanelTo(UIPanel.Gameplay, callback: PostUILoaded);
_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
@@ -40,16 +38,32 @@ namespace Code.App.AppStates
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
}
private void OnSceneLoaded()
{
_sceneLoaded = true;
CheckIfLoaded();
}
private void SceneLoaded()
private void PostUILoaded()
{
((GameplayPanel)(Context.UIService.CurrentPanel)).Initialize(_playerMoney, _playerHealth);
Context.UIService.LoadingScreen.Hide();
base.EnterState();
_uiLoaded = true;
CheckIfLoaded();
}
private void CheckIfLoaded()
{
if(!_uiLoaded || !_sceneLoaded) return;
Context.UIService.LoadingScreen.Hide();
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
Context.InputService.EnableMap(ActionMappings.Gameplay);
}
// Debug
private void GiveHealth(InputAction.CallbackContext context)
{