Фикс геймплея?

This commit is contained in:
ThomasCharester committed 2025-11-28 11:39:59 +03:00
1 parent 07535982ba
commit 9e1c1177e0
13 files changed
+17720 -11941

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@@ -40,7 +40,7 @@ namespace Code.App.AppStates
Context.LoadingManager
.RegisterLoading(LoadingWork.LoadScene)
.RegisterLoading(LoadingWork.LoadUI)
// .RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadAudio);
//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
@@ -56,7 +56,7 @@ namespace Code.App.AppStates
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
@@ -77,9 +77,10 @@ namespace Code.Generator
private void CreateRoomsStack(float timer)
{
var currentSaveRoom = _roomIndexesStack[^1];
_nextRoomStackIndex = 0;
// var currentSaveRoom = _roomIndexesStack[^1];
_roomIndexesStack.Clear();
_roomIndexesStack.Add(currentSaveRoom);
// _roomIndexesStack.Add(currentSaveRoom);
var remainingTime = timer;
@@ -93,12 +94,13 @@ namespace Code.Generator
remainingTime -= room.RoomTimer;
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
}
AddPickupRoom();
CreateSaveRoom();
AddPickupRoom();
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
SpawnNextRoomAsync();
}
private void CreateSaveRoom()
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