Комнаты, вся хуйня
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@@ -53,10 +53,9 @@ namespace Code.App.AppStates
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
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Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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@@ -162,13 +161,7 @@ namespace Code.App.AppStates
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private void RoomPassedDEBUG(InputAction.CallbackContext context)
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{
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_orderService.RoomPassed();
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}
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private OrderDispenser _debugTube;
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private void Tube(InputAction.CallbackContext context)
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{
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_debugTube.ThrowOrder();
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}
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}
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// DEBUG
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private bool _tickEnabled;
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public override void Tick()
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@@ -206,8 +199,7 @@ namespace Code.App.AppStates
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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base.ExitState();
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}
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@@ -255,8 +247,7 @@ namespace Code.App.AppStates
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private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
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{
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var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
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_debugTube = sceneEnvironment.debugTube;
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return sceneEnvironment;
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}
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}
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@@ -8,7 +8,7 @@ namespace Code.Generator
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{
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public class RoomGenerator : MonoBehaviour
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{
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[Inject] private IOrderService _orderService;
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private IOrderService _orderService;
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[SerializeField] private GeneratorConfig generatorConfig;
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@@ -19,8 +19,12 @@ namespace Code.Generator
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private int _nextRoomStackIndex;
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private async void Awake()
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[Inject]
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private async void Construct(IOrderService orderService)
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{
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_orderService = orderService;
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_orderService.OrderGive();
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_factory = new RoomGeneratorFactory(generatorConfig);
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_spawnedRooms = new List<Room>();
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_roomIndexesStack = new List<int>();
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