Фикс геймплея?

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ThomasCharester committed 2025-11-28 11:39:59 +03:00
1 parent 07535982ba
commit 9e1c1177e0
13 files changed
+17719 -11940

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@@ -40,7 +40,7 @@ namespace Code.App.AppStates
Context.LoadingManager Context.LoadingManager
.RegisterLoading(LoadingWork.LoadScene) .RegisterLoading(LoadingWork.LoadScene)
.RegisterLoading(LoadingWork.LoadUI) .RegisterLoading(LoadingWork.LoadUI)
// .RegisterLoading(LoadingWork.LoadModelResource) .RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadAudio); .RegisterLoading(LoadingWork.LoadAudio);
//_playerHealth = Context.PlayerFactory.CreatePlayerHealth(); //_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.Debug4, RoomPassedDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube); 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; 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 #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) private void CreateRoomsStack(float timer)
{ {
var currentSaveRoom = _roomIndexesStack[^1]; _nextRoomStackIndex = 0;
// var currentSaveRoom = _roomIndexesStack[^1];
_roomIndexesStack.Clear(); _roomIndexesStack.Clear();
_roomIndexesStack.Add(currentSaveRoom); // _roomIndexesStack.Add(currentSaveRoom);
var remainingTime = timer; var remainingTime = timer;
@@ -94,11 +95,12 @@ namespace Code.Generator
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}"); Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
} }
AddPickupRoom();
CreateSaveRoom(); CreateSaveRoom();
AddPickupRoom();
Debug.Log($"стек комнат: {_roomIndexesStack.Count}"); Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
SpawnNextRoomAsync();
} }
private void CreateSaveRoom() private void CreateSaveRoom()
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@@ -94,7 +94,7 @@ LightmapSettings:
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m_Metrics: m_Metrics:
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m_ClassDefinitionType: 0 m_ClassDefinitionType: 0
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m_Metrics:
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m_Metrics: m_Metrics:
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m_GlyphRect: m_GlyphRect:
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m_Y: 10 m_Y: 83
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m_ClassDefinitionType: 0 m_ClassDefinitionType: 0
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m_Metrics: m_Metrics:
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m_ClassDefinitionType: 0 m_ClassDefinitionType: 0
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m_Metrics: m_Metrics:
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m_ClassDefinitionType: 0 m_ClassDefinitionType: 0
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m_Metrics: m_Metrics:
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m_ClassDefinitionType: 0 m_ClassDefinitionType: 0
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m_Metrics: m_Metrics:
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m_HorizontalAdvance: 52.734375 m_HorizontalAdvance: 52.734375
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m_CharacterTable: m_CharacterTable:
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m_Scale: 1 m_Scale: 1
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m_Scale: 1 m_Scale: 1
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m_AtlasTextures: m_AtlasTextures:
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m_FreeGlyphRects: m_FreeGlyphRects:
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m_FontFeatureTable: m_FontFeatureTable:
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m_LigatureSubstitutionRecords: m_LigatureSubstitutionRecords:
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