Addressables in process
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@@ -5,7 +5,6 @@ using Code.Input;
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using Code.Scenes;
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using Code.StateMachine;
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using Code.UI;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Code.App.AppStates
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@@ -15,6 +14,8 @@ namespace Code.App.AppStates
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private PlayerHealth _playerHealth;
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private PlayerMoney _playerMoney;
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private bool _uiLoaded, _sceneLoaded;
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public GameplayState(AppStateMachineContext context) : base(context)
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{
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}
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@@ -23,12 +24,9 @@ namespace Code.App.AppStates
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{
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Context.UIService.LoadingScreen.Show();
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Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded); // TODO Фабрика говна Nada
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.UIService.SwitchPanelTo(UIPanel.Gameplay);
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Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
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Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MovementDev, callBack: OnSceneLoaded); // TODO Фабрика говна Nada
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Context.UIService.SwitchPanelTo(UIPanel.Gameplay, callback: PostUILoaded);
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_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
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_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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@@ -40,16 +38,32 @@ namespace Code.App.AppStates
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
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}
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private void OnSceneLoaded()
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{
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_sceneLoaded = true;
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CheckIfLoaded();
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}
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private void SceneLoaded()
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private void PostUILoaded()
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{
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((GameplayPanel)(Context.UIService.CurrentPanel)).Initialize(_playerMoney, _playerHealth);
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Context.UIService.LoadingScreen.Hide();
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base.EnterState();
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_uiLoaded = true;
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CheckIfLoaded();
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}
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private void CheckIfLoaded()
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{
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if(!_uiLoaded || !_sceneLoaded) return;
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Context.UIService.LoadingScreen.Hide();
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Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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}
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// Debug
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private void GiveHealth(InputAction.CallbackContext context)
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{
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@@ -14,28 +14,37 @@ namespace Code.App.AppStates
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{
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public class MainMenuState : BaseState<AppStateMachineContext>
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{
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private bool _uiLoaded, _sceneLoaded;
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public MainMenuState(AppStateMachineContext context) : base(context)
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{
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}
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public override void EnterState()
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{
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_uiLoaded = false;
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_sceneLoaded = false;
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Context.UIService.LoadingScreen.Show();
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Context.SceneLoaderService.LoadScene((int)SceneIds.MainMenu, SceneLoaded);
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Context.InputService.EnableMap(ActionMappings.MainMenu);
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Context.UIService.SwitchPanelTo(UIPanel.MainMenu);
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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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Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MainMenu, callBack: SceneLoaded);
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Context.UIService.SwitchPanelTo(UIPanel.MainMenu, PostUILoaded);
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Context.CameraStateMachine.SwitchState(CameraMode.Static);
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}
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private void PostUILoaded()
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{
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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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_uiLoaded = true;
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CheckIfLoaded();
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}
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private void SceneLoaded()
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{
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Context.UIService.LoadingScreen.Hide();
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var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
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.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
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@@ -45,8 +54,21 @@ namespace Code.App.AppStates
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((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
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base.EnterState();
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_sceneLoaded = true;
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CheckIfLoaded();
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}
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private void CheckIfLoaded()
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{
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if(!_uiLoaded || !_sceneLoaded) return;
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Context.UIService.LoadingScreen.Hide();
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Context.InputService.EnableMap(ActionMappings.MainMenu);
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}
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public override void Tick()
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{
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}
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@@ -15,7 +15,7 @@ namespace Code.App.AppStates
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public override void EnterState()
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{
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Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
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// Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
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@@ -9,7 +9,6 @@ using Code.UI;
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using Reflex.Core;
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using Reflex.Injectors;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Code.App
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{
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@@ -62,12 +61,13 @@ namespace Code.App
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staticDataService.Load();
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containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
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containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
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// containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
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containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
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containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
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containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
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containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
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containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
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containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
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// containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
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// containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
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}
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private void Bootstrap(Container container)
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@@ -1,5 +1,6 @@
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using Code.UI;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.Serialization;
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namespace Code.Configs
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@@ -7,7 +8,7 @@ namespace Code.Configs
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[CreateAssetMenu(menuName = "Config/UI", fileName = "UIConfig")]
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public class UIConfig : ScriptableObject
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{
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[FormerlySerializedAs("uiElements")] public UIElement[] uiElementsPrefabs;
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[FormerlySerializedAs("canvas")] public Canvas canvasPrefab;
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public AssetReference[] uiPanelsAssetReferences;
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public AssetReference canvasAssetReference;
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}
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}
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@@ -1,10 +1,11 @@
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using System;
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using Cysharp.Threading.Tasks;
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namespace Code.Scenes
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{
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public interface ISceneLoaderService
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{
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void LoadScene(string sceneName, Action callback = null, float waitFor = 0f);
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void LoadScene(int sceneId, Action callback = null, float waitFor = 0f);
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{
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UniTaskVoid LoadSceneAsync(string sceneName, float waitFor = 0f, Action callBack = null);
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UniTaskVoid LoadSceneAsync(int sceneId, float waitFor = 0f, Action callBack = null);
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}
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}
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections;
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using Code.App;
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using Cysharp.Threading.Tasks;
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using Reflex.Attributes;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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@@ -9,38 +10,25 @@ namespace Code.Scenes
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{
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public class SceneLoaderService : ISceneLoaderService
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{
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[Inject] private ICoroutineRunner _coroutineRunner;
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public void LoadScene(string sceneName, Action callback = null, float waitFor = 0f) =>
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_coroutineRunner.StartCoroutine(LoadSceneAsync(sceneName, callback, waitFor));
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public void LoadScene(int sceneId, Action callback = null, float waitFor = 0f) =>
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_coroutineRunner.StartCoroutine(LoadSceneAsync(sceneId, callback, waitFor));
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private IEnumerator LoadSceneAsync(string sceneName, Action callback = null, float waitFor = 0f)
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public async UniTaskVoid LoadSceneAsync(string sceneName, float waitFor = 0f, Action callBack = null)
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{
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if (waitFor > 0f)
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yield return new WaitForSeconds(waitFor);
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// if (waitFor > 0f)
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// yield return new WaitForSeconds(waitFor);
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AsyncOperation waitNextScene = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single);
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// AsyncOperation waitNextScene = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single);
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while (!waitNextScene.isDone)
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yield return null;
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// while (!waitNextScene.isDone)
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// yield return null;
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callback?.Invoke();
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// callback?.Invoke();
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await UniTask.Delay(TimeSpan.FromSeconds(waitFor));
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await SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single);
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}
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private IEnumerator LoadSceneAsync(int sceneId, Action callback = null, float waitFor = 0f)
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public async UniTaskVoid LoadSceneAsync(int sceneId, float waitFor = 0f, Action callBack = null)
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{
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if (waitFor > 0f)
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yield return new WaitForSeconds(waitFor);
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AsyncOperation waitNextScene = SceneManager.LoadSceneAsync(sceneId, LoadSceneMode.Single);
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while (!waitNextScene.isDone)
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yield return null;
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callback?.Invoke();
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await UniTask.Delay(TimeSpan.FromSeconds(waitFor));
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await SceneManager.LoadSceneAsync(sceneId, LoadSceneMode.Single);
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}
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}
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}
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@@ -37,11 +37,9 @@ namespace Code.StateMachine
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{
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if (!CheckTransitionAllowed(nextState))
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{
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Debug.LogError("TransitionNotAllowed");
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return null;
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}
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Debug.Log("Entered " + nextState);
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ResetAllowedTransitions();
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_previousBaseState = CurrentBaseState;
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@@ -1,6 +1,6 @@
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using Code.Configs;
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using Code.Constants;
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using UnityEngine;
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using Code.Constants;
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using UnityEngine;
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namespace Code.StaticData
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{
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@@ -12,7 +12,7 @@ namespace Code.StaticData
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public CharacterConfig CharacterConfig { get; private set; }
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public UIConfig UIConfig { get; private set; }
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public PlayerConfig PlayerConfig { get; private set; }
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public void Load()
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{
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InputConfig = Resources.Load<InputConfig>(string.Format(StringPaths.ConfigSingle, "App", "InputConfig"));
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@@ -1,10 +1,11 @@
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace Code.UI
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{
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public interface IUIFactory
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{
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Canvas CreateCanvas();
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UIElement CreatePanel(Canvas canvas, UIPanel uiPanel);
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UniTask<Canvas> CreateCanvas();
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UniTask<UIElement> CreatePanel(Canvas canvas, UIPanel uiPanel);
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}
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}
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@@ -1,10 +1,10 @@
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using System;
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namespace Code.UI
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{
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public interface IUIService
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{
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void EnablePanel();
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void DisablePanel();
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void SwitchPanelTo(UIPanel uiPanel);
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void SwitchPanelTo(UIPanel uiPanel, Action callback = null);
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UIElement CurrentPanel { get; }
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LoadingPanel LoadingScreen { get; }
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}
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@@ -1,24 +1,35 @@
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using Code.Configs;
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using Cysharp.Threading.Tasks;
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using Reflex.Attributes;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using Object = UnityEngine.Object;
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namespace Code.UI
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{
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public class UIFactory : IUIFactory
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{
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[Inject] private UIElement[] _uiPanelsPrefabs;
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[Inject] private Canvas _canvasPrefab;
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private AssetReference _canvasAssetReference;
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private AssetReference[] _uiPanelsAssetReferences;
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public Canvas CreateCanvas()
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public UIFactory(UIConfig uiConfig)
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{
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Canvas canvas = Object.Instantiate(_canvasPrefab);
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_canvasAssetReference = uiConfig.canvasAssetReference;
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_uiPanelsAssetReferences = uiConfig.uiPanelsAssetReferences;
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}
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public async UniTask<Canvas> CreateCanvas()
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{
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// Canvas canvasPrefab = await Addressables.LoadAssetAsync<Canvas>(_canvasAssetReference);
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Canvas canvas = (await Addressables.InstantiateAsync(_canvasAssetReference).ToUniTask()).GetComponent<Canvas>();
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Object.DontDestroyOnLoad(canvas);
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return canvas;
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}
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public UIElement CreatePanel(Canvas canvas, UIPanel uiPanel)
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public async UniTask<UIElement> CreatePanel(Canvas canvas, UIPanel uiPanel)
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{
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return Object.Instantiate(_uiPanelsPrefabs[(int)uiPanel], canvas.transform);
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return (await Addressables.InstantiateAsync(_uiPanelsAssetReferences[(int)uiPanel], canvas.transform).ToUniTask()).GetComponent<UIElement>();
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}
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}
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}
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@@ -1,4 +1,7 @@
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using System;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Code.UI
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{
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@@ -13,19 +16,25 @@ namespace Code.UI
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public UIService(IUIFactory factory)
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{
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_factory = factory;
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_canvas = _factory.CreateCanvas();
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Initialize();
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}
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private async void Initialize()
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{
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_canvas = await _factory.CreateCanvas();
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LoadingScreen = (LoadingPanel) _factory.CreatePanel(_canvas,UIPanel.Loading);
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LoadingScreen = (LoadingPanel) await _factory.CreatePanel(_canvas,UIPanel.Loading);
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}
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public void EnablePanel() => CurrentPanel.gameObject.SetActive(true);
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public void DisablePanel() => CurrentPanel.gameObject.SetActive(false);
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public void SwitchPanelTo(UIPanel uiPanel)
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public async void SwitchPanelTo(UIPanel uiPanel, Action callback = null)
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{
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if (!_canvas) await UniTask.WaitUntilValueChanged(_canvas, _ => !_canvas);
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if(CurrentPanel) Object.Destroy(CurrentPanel.gameObject);
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CurrentPanel = _factory.CreatePanel(_canvas, uiPanel);
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CurrentPanel = await _factory.CreatePanel(_canvas, uiPanel);
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callback?.Invoke();
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}
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}
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}
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