Базовая инфраструктура

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ThomasCharester committed 2025-10-14 09:47:56 +03:00
1 parent 2e0dc15beb
commit b5e28c7abb
117 files changed
+2068 -2031

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# Default ignored files
/shelf/
/workspace.xml
# Rider ignored files
/contentModel.xml
/projectSettingsUpdater.xml
/modules.xml
/.idea.CourierOld.iml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>
@@ -0,0 +1,6 @@
<component name="InspectionProjectProfileManager">
<profile version="1.0">
<option name="myName" value="Project Default" />
<inspection_tool class="CssNoGenericFontName" enabled="true" level="WARNING" enabled_by_default="true" />
</profile>
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$/../.." vcs="Git" />
</component>
</project>
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fileFormatVersion: 2
guid: 5b984d26778442e28274df043ee9a83c
timeCreated: 1760423231
@@ -0,0 +1,24 @@
using Code.App.StateMachine;
using Code.StateMachine;
namespace Code.App.AppStates
{
public class GameOverState : BaseState<AppStateMachineContext>
{
public GameOverState(AppStateMachineContext context) : base(context)
{ }
public override void EnterState()
{
base.EnterState();
}
public override void Tick()
{ }
public override void ExitState()
{
base.ExitState();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 97314a9736904f47ab06a6744ca2692f
timeCreated: 1758640549
@@ -0,0 +1,38 @@
using Code.App.StateMachine;
using Code.Input;
using Code.Scenes;
using Code.StateMachine;
using UnityEngine;
namespace Code.App.AppStates
{
public class GameplayState : BaseState<AppStateMachineContext>
{
public GameplayState(AppStateMachineContext context) : base(context)
{
}
public override void EnterState()
{
Context.SceneLoaderService.LoadScene((int)SceneIds.Gameplay, SceneLoaded);
Context.InputService.EnableMap(ActionMappings.Gameplay);
}
private void SceneLoaded()
{
base.EnterState();
}
public override void Tick()
{
}
public override void ExitState()
{
Context.InputService.DisableMap(ActionMappings.Gameplay);
base.ExitState();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b543b6d48f8b4c37bf3288f57d11dbc9
timeCreated: 1758640462
@@ -0,0 +1,35 @@
using Code.App.StateMachine;
using Code.Input;
using Code.Scenes;
using Code.StateMachine;
namespace Code.App.AppStates
{
public class MainMenuState : BaseState<AppStateMachineContext>
{
public MainMenuState(AppStateMachineContext context) : base(context)
{ }
public override void EnterState()
{
Context.SceneLoaderService.LoadScene((int)SceneIds.MainMenu, SceneLoaded);
Context.InputService.EnableMap(ActionMappings.MainMenu);
}
private void SceneLoaded()
{
base.EnterState();
}
public override void Tick()
{ }
public override void ExitState()
{
Context.InputService.DisableMap(ActionMappings.MainMenu);
base.ExitState();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 74975b23ce5e4ba29add02c6406902f5
timeCreated: 1758640536
@@ -0,0 +1,60 @@
using Code.App.StateMachine;
using Code.Configs;
using Code.Input;
using Code.Scenes;
using Code.StaticData;
using Reflex.Core;
using Reflex.Injectors;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Code.App
{
public class BootstrapInstaller : MonoBehaviour, IInstaller
{
public void InstallBindings(ContainerBuilder containerBuilder)
{
InstallStaticData(containerBuilder, out IStaticDataService staticDataService);
InstallInfrastructureUnit(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
containerBuilder.OnContainerBuilt += Bootstrap;
}
private void InstallInfrastructureUnit(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
{
GameObject infrastructureUnit = Instantiate(staticDataService.AppConfig.infrastructureUnitPrefab);
DontDestroyOnLoad(infrastructureUnit);
containerBuilder.AddSingleton(infrastructureUnit);
containerBuilder.AddSingleton(infrastructureUnit.GetComponent<ICoroutineRunner>(),
typeof(ICoroutineRunner));
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
}
private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService)
{
staticDataService = new StaticDataService();
staticDataService.Load();
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
}
private void Bootstrap(Container container)
{
AppStateMachine appStateMachine = container.Resolve<AppStateMachine>();
appStateMachine.Initialize();
AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
appStateMachine
.SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1efb7de496e44fed9b40cb92d99ef116
timeCreated: 1760423402
@@ -0,0 +1,9 @@
using UnityEngine;
namespace Code.App
{
public class CoroutineRunner : MonoBehaviour, ICoroutineRunner
{
private void Awake() => DontDestroyOnLoad(this);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c1c87e09de06474cb53bc7ebb77e90cd
timeCreated: 1760423209
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8550610dc3df4f2ea40f05e33fc4a323
timeCreated: 1760423877
@@ -0,0 +1,18 @@
using Code.App.StateMachine;
using Reflex.Attributes;
using UnityEngine;
namespace Code.App.Debug
{
public class GoToState : MonoBehaviour
{
[SerializeField] private AppState gotoState;
[SerializeField] private AppState allowedState;
[Inject] private AppStateMachine _appStateMachine;
private void Start()
{
_appStateMachine.SwitchState(gotoState)
.AllowStateTransition(allowedState);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: affd42e82c2547a5af4604b574a24f59
timeCreated: 1760083049
@@ -0,0 +1,10 @@
using System.Collections;
using UnityEngine;
namespace Code.App
{
public interface ICoroutineRunner
{
Coroutine StartCoroutine(IEnumerator coroutine);
}
}
@@ -0,0 +1,3 @@
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guid: d3240c88cce7490dadba30536b7c2189
timeCreated: 1760423231
@@ -0,0 +1,13 @@
using System;
namespace Code.App.StateMachine
{
[Flags]
public enum AppState
{
Bootstrap = 1,
MainMenu = 2,
Gameplay = 4,
GameOver = 8
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2bda641d023e417083386b3e0bce89b1
timeCreated: 1758561696
@@ -0,0 +1,33 @@
using Code.App.AppStates;
using Code.StateMachine;
namespace Code.App.StateMachine
{
public class AppStateMachine : AbstractStateMachine<AppState, AppStateMachineContext>
{
public override void Initialize()
{
States.Add(AppState.MainMenu, new MainMenuState(StateMachineContext));
States.Add(AppState.Gameplay, new GameplayState(StateMachineContext));
States.Add(AppState.GameOver, new GameOverState(StateMachineContext));
AllowedStates |= AppState.MainMenu;
AllowedStates |= AppState.Gameplay;
}
protected override bool CheckTransitionAllowed(AppState nextState) => AllowedStates.HasFlag(nextState);
protected override void ResetAllowedTransitions() => AllowedStates = 0;
}
public static class AppStateMachineExtensions
{
public static AbstractStateMachine<AppState, AppStateMachineContext> AllowStateTransition(
this AbstractStateMachine<AppState, AppStateMachineContext> appStateMachine, AppState state)
{
if (appStateMachine == null) return null;
appStateMachine.AllowedStates |= state;
return appStateMachine;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 818668cb48d54c90859d6486f38e307a
timeCreated: 1758561251
@@ -0,0 +1,12 @@
using Code.Input;
using Code.Scenes;
using Reflex.Attributes;
namespace Code.App.StateMachine
{
public class AppStateMachineContext
{
[Inject] public ISceneLoaderService SceneLoaderService;
[Inject] public IInputService InputService;
}
}
@@ -0,0 +1,3 @@
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guid: 0c406adea623484589c43c299f333413
timeCreated: 1760423371
@@ -0,0 +1,10 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/AppConfig", fileName = "AppConfig")]
public class AppConfig : ScriptableObject
{
public GameObject infrastructureUnitPrefab;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8e3665cd0ff1429b9df87f9a5cfcbf50
timeCreated: 1760082720
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.InputSystem;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "InputConfig", menuName = "Config/InputConfig")]
public class InputConfig : ScriptableObject
{
public InputActionAsset inputActionAsset;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
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@@ -0,0 +1,9 @@
namespace Code.Constants
{
public static class StringPaths
{
public const string ConfigSingle = "Configs/{0}/{1}";
public const string ConfigMultiple = "Configs/{0}";
}
}
@@ -0,0 +1,3 @@
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@@ -0,0 +1,9 @@
namespace Code.Input
{
public enum ActionMappings
{
MainMenu,
UI,
Gameplay
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ea2ed0b0725d4abd80f95c4c9e279bc5
timeCreated: 1758565105
@@ -0,0 +1,6 @@
namespace Code.Input
{
public enum GameplayActions
{
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ba4c07ed3bbf4636b24dc1d608491673
timeCreated: 1759237958
@@ -0,0 +1,11 @@
using System;
using UnityEngine.InputSystem;
namespace Code.Input
{
public interface IInputService
{
void EnableMap(ActionMappings actionMap);
void DisableMap(ActionMappings actionMap);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6171809034944b61969be9090df0b627
timeCreated: 1758561216
@@ -0,0 +1,32 @@
using System;
using Reflex.Attributes;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Code.Input
{
public class InputService : IInputService, IDisposable
{
private InputActionAsset _inputActionAsset;
public void EnableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Enable();
public void DisableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Disable();
public void BindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action) => _inputActionAsset
.actionMaps[mapId].actions[actionId].performed += action;
public void UnbindAction(int mapId, int actionId, Action<InputAction.CallbackContext> action) =>
_inputActionAsset
.actionMaps[mapId].actions[actionId].performed -= action;
public InputService(InputActionAsset inputActionAsset)
{
_inputActionAsset = inputActionAsset;
}
public void Dispose()
{
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0fe368017b914ddea45ccdffab5bd4b9
timeCreated: 1758561207
@@ -0,0 +1,7 @@
namespace Code.Input
{
public enum MainMenuActions
{
Exit
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c091224afc3e41c8897829d1de189773
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@@ -0,0 +1,7 @@
namespace Code.Input
{
public enum UIActions
{
}
}
@@ -0,0 +1,3 @@
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@@ -0,0 +1,10 @@
using System;
namespace Code.Scenes
{
public interface ISceneLoaderService
{
void LoadScene(string sceneName, Action callback = null, float waitFor = 0f);
void LoadScene(int sceneId, Action callback = null, float waitFor = 0f);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3ba21110b8c64cc18b3907e55d9c83b5
timeCreated: 1758563665
@@ -0,0 +1,9 @@
namespace Code.Scenes
{
public enum SceneIds
{
Initial,
MainMenu,
Gameplay
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bceada3812d14920a4c3eb81cc0cd0d3
timeCreated: 1758564352
@@ -0,0 +1,46 @@
using System;
using System.Collections;
using Code.App;
using Reflex.Attributes;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Code.Scenes
{
public class SceneLoaderService : ISceneLoaderService
{
[Inject] private ICoroutineRunner _coroutineRunner;
public void LoadScene(string sceneName, Action callback = null, float waitFor = 0f) =>
_coroutineRunner.StartCoroutine(LoadSceneAsync(sceneName, callback, waitFor));
public void LoadScene(int sceneId, Action callback = null, float waitFor = 0f) =>
_coroutineRunner.StartCoroutine(LoadSceneAsync(sceneId, callback, waitFor));
private IEnumerator LoadSceneAsync(string sceneName, Action callback = null, float waitFor = 0f)
{
if (waitFor > 0f)
yield return new WaitForSeconds(waitFor);
AsyncOperation waitNextScene = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single);
while (!waitNextScene.isDone)
yield return null;
callback?.Invoke();
}
private IEnumerator LoadSceneAsync(int sceneId, Action callback = null, float waitFor = 0f)
{
if (waitFor > 0f)
yield return new WaitForSeconds(waitFor);
AsyncOperation waitNextScene = SceneManager.LoadSceneAsync(sceneId, LoadSceneMode.Single);
while (!waitNextScene.isDone)
yield return null;
callback?.Invoke();
}
}
}
@@ -0,0 +1,3 @@
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@@ -0,0 +1,68 @@
using System.Collections.Generic;
using UnityEngine;
namespace Code.StateMachine
{
public abstract class AbstractStateMachine<TStateEnum, TStateMachineContext>
: MonoBehaviour
where TStateMachineContext : new()
{
public BaseState<TStateMachineContext> CurrentBaseState { get; private set; }
private BaseState<TStateMachineContext> _previousBaseState;
protected Dictionary<TStateEnum, BaseState<TStateMachineContext>> States = new();
public TStateEnum AllowedStates { get; set; }
public TStateMachineContext StateMachineContext { get; protected set; } = new();
protected virtual void Update()
{
CurrentBaseState.Tick();
}
public abstract void Initialize();
// Костыли 2 шт. для флагового енама в шаблонах
protected abstract bool CheckTransitionAllowed(TStateEnum nextState);
protected abstract void ResetAllowedTransitions();
// TODO Если в EnterState вызывается ExitState, то будет гарантированная поломка
public virtual AbstractStateMachine<TStateEnum, TStateMachineContext> SwitchState(TStateEnum nextState)
{
if (!CheckTransitionAllowed(nextState))
{
Debug.LogError("TransitionNotAllowed");
return null;
}
Debug.Log("Entered " + nextState);
ResetAllowedTransitions();
_previousBaseState = CurrentBaseState;
CurrentBaseState = States[nextState];
if (_previousBaseState != null)
{
_previousBaseState.OnExited += CurrentBaseState.EnterState;
_previousBaseState.OnExited += FinishBaseStateTransition;
_previousBaseState.ExitState();
}
else
{
CurrentBaseState.EnterState();
}
return this;
}
protected virtual void FinishBaseStateTransition()
{
_previousBaseState.OnExited -= CurrentBaseState.EnterState;
_previousBaseState.OnExited -= FinishBaseStateTransition;
_previousBaseState = null;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7321778c90464deabe0f2622cf7e1b7b
timeCreated: 1758650857
@@ -0,0 +1,23 @@
namespace Code.StateMachine
{
public abstract class BaseState<TStateMachineContext>
{
public delegate void Entered();
public event Entered OnEntered;
public delegate void Exited();
public event Exited OnExited;
public BaseState(TStateMachineContext context)
{
Context = context;
}
public TStateMachineContext Context { get; protected set; }
public virtual void EnterState() => OnEntered?.Invoke();
public virtual void Tick(){}
public virtual void ExitState() => OnExited?.Invoke();
}
}
@@ -0,0 +1,3 @@
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timeCreated: 1760423341
@@ -0,0 +1,12 @@
using System.Collections.Generic;
using Code.Configs;
namespace Code.StaticData
{
public interface IStaticDataService
{
void Load();
InputConfig InputConfig { get; }
AppConfig AppConfig { get; }
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3422077bde514bf5a9e6852d7da8055c
timeCreated: 1758561230
@@ -0,0 +1,18 @@
using Code.Configs;
using Code.Constants;
using UnityEngine;
namespace Code.StaticData
{
public class StaticDataService : IStaticDataService
{
public AppConfig AppConfig { get; private set; }
public InputConfig InputConfig { get; private set; }
public void Load()
{
InputConfig = Resources.Load<InputConfig>(string.Format(StringPaths.ConfigSingle, "App", "InputConfig"));
AppConfig = Resources.Load<AppConfig>(string.Format(StringPaths.ConfigSingle, "App", "AppConfig"));
}
}
}
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