Интерфейс, конфиги камер
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@@ -2,19 +2,24 @@ namespace Code.Gameplay.Orders.Order
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{
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public interface IOrderService
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{
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delegate void OrderFailureDelegate();
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delegate void OrderProgressDelegate(float time);
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event OrderProgressDelegate OnOrderGiven;
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event OrderProgressDelegate OnOrderRecieved;
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event OrderFailureDelegate OnOrderFailure;
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delegate void OrderDeliveredDelegate(int score, float time);
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event OrderDeliveredDelegate OnOrderDelivered;
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OrderState OrderState { get; }
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float DeliveryTimer { get; }
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void RoomPassed();
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float DecreaseTimer(float delta);
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void DecreaseTimer(float delta);
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void OrderGive();
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void OrderRecieved();
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void OrderDelivered();
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void OrderFailed();
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}
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}
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@@ -11,7 +11,7 @@ namespace Code.Gameplay.Orders.Order
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{
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[Inject] private IOrderService _orderService;
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public Rigidbody rigidbody;
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[SerializeField] private bool _pickupMode;
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private bool _pickupMode;
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// [SerializeField] private AnimationCurve debugCurve;
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//DEBUG
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@@ -41,9 +41,7 @@ namespace Code.Gameplay.Orders.Order
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public async UniTaskVoid SwitchMode()
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{
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Debug.LogWarning("Activating");
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await UniTask.WaitForSeconds(_activationTime);
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Debug.LogWarning("Available");
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_pickupMode = true;
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rigidbody.isKinematic = true;
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_capturedPosition = transform.position;
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@@ -62,7 +60,6 @@ namespace Code.Gameplay.Orders.Order
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if (_timeForMoving > _curveLength) _timeForMoving = 0;
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transform.position = _capturedPosition + new Vector3(0, _floatingCurve.Evaluate(_timeForMoving), 0);
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Debug.Log(transform.position);
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}
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}
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}
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@@ -1,6 +1,6 @@
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using Code.Audio;
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using Code.Configs;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Code.Gameplay.Orders.Order
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{
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@@ -9,16 +9,18 @@ namespace Code.Gameplay.Orders.Order
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public event IOrderService.OrderProgressDelegate OnOrderGiven;
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public event IOrderService.OrderProgressDelegate OnOrderRecieved;
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public event IOrderService.OrderDeliveredDelegate OnOrderDelivered;
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public event IOrderService.OrderFailureDelegate OnOrderFailure;
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private OrderState _orderState;
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public OrderState OrderState => _orderState;
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private float _deliveryTimer = 0.0f;
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private float _deliveryTimer;
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public float DeliveryTimer => _deliveryTimer;
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private Vector2 _timeBounds;
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private float _koefRooms, _koefOvertime;
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private int _roomsPassed;
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private int _roomsPassed;
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public OrderService(OrderServiceConfig config)
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{
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@@ -30,11 +32,8 @@ namespace Code.Gameplay.Orders.Order
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}
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public void RoomPassed() => _roomsPassed++;
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public float DecreaseTimer(float delta)
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{
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return _deliveryTimer -= delta;
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}
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public void DecreaseTimer(float delta) => _deliveryTimer -= delta;
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public void OrderGive()
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{
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_orderState = OrderState.Given;
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@@ -49,9 +48,16 @@ namespace Code.Gameplay.Orders.Order
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_orderState = OrderState.Recieved;
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OnOrderRecieved?.Invoke(_deliveryTimer);
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}
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public void OrderFailed() => OnOrderFailure?.Invoke();
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public void OrderDelivered()
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{
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if (_orderState != OrderState.Recieved)
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{
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OnOrderFailure?.Invoke();
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return;
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}
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_orderState = OrderState.Delivered;
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int score = (int)(_koefRooms * _roomsPassed + _deliveryTimer * _koefOvertime);
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