Допил интерфейса, здоровья, денег
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@@ -6,13 +6,15 @@ 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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{
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public class GameplayState : BaseState<AppStateMachineContext>
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{
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private PlayerHealthPoints _playerHealthPoints;
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private PlayerHealth _playerHealth;
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private PlayerMoney _playerMoney;
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public GameplayState(AppStateMachineContext context) : base(context)
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{
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}
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@@ -21,28 +23,65 @@ namespace Code.App.AppStates
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{
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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.UIService.LoadingScreen.Show();
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Context.UIService.SwitchPanelTo(UIPanel.Gameplay);
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Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
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_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
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_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveHealth);
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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 SceneLoaded()
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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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}
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private void GiveHealth(InputAction.CallbackContext context)
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{
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_playerHealth.GetDamage(-1);
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}
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private void LooseHealth(InputAction.CallbackContext context)
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{
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_playerHealth.GetDamage(1);
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}
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private void GiveMoney(InputAction.CallbackContext context)
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{
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_playerMoney.GiveMoney(100);
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}
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private void LooseMoney(InputAction.CallbackContext context)
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{
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_playerMoney.GiveMoney(100);
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}
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public override void Tick()
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{
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}
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public override void ExitState()
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{
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_playerHealth = null;
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_playerMoney = null;
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Context.InputService.DisableMap(ActionMappings.Gameplay);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveHealth);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
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base.ExitState();
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}
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}
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