Теперь Addressables и UniTask в InstantiateAsync и прочих процессах
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@@ -0,0 +1,12 @@
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using Code.App.StateMachine;
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using Code.StateMachine;
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namespace Code.App.AppStates
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{
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public class BootstrapState : BaseState<AppStateMachineContext>
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{
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public BootstrapState(AppStateMachineContext context) : base(context)
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{
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 0183e73a08c64332babded3df3d06b95
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timeCreated: 1762122962
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@@ -22,17 +22,19 @@ namespace Code.App.AppStates
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public override void EnterState()
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{
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_uiLoaded = _sceneLoaded = false;
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Context.UIService.LoadingScreen.Show();
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Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MovementDev, callBack: OnSceneLoaded); // TODO Фабрика говна Nada
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_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
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_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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_playerHealth.OnDeath += EndGame;
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Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MovementDev, callBack: OnSceneLoaded); // TODO Фабрика игрока Nada
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Context.UIService.SwitchPanelTo(UIPanel.Gameplay, callback: PostUILoaded);
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_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
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_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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_playerHealth.OnDeath += EndGame;
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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, GiveMoney);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
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@@ -47,8 +49,7 @@ namespace Code.App.AppStates
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private void PostUILoaded()
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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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((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
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_uiLoaded = true;
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CheckIfLoaded();
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}
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@@ -21,8 +21,7 @@ namespace Code.App.AppStates
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public override void EnterState()
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{
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_uiLoaded = false;
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_sceneLoaded = false;
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_uiLoaded = _sceneLoaded = false;
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Context.UIService.LoadingScreen.Show();
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@@ -1,20 +1,25 @@
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using System.Threading.Tasks;
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using Code.App.StateMachine;
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using Code.Configs;
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using Code.Constants;
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using Code.Gameplay.Camera;
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using Code.Gameplay.Player;
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using Code.Input;
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using Code.Scenes;
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using Code.StaticData;
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using Code.UI;
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using Code.UI.Panels;
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using Cysharp.Threading.Tasks;
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using Reflex.Core;
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using Reflex.Injectors;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.InputSystem;
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namespace Code.App
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{
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public class BootstrapInstaller : MonoBehaviour, IInstaller
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{
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public void InstallBindings(ContainerBuilder containerBuilder)
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{
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InstallStaticData(containerBuilder, out IStaticDataService staticDataService);
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@@ -37,8 +42,10 @@ namespace Code.App
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// CameraService cameraService = Instantiate(staticDataService.CameraConfig.cameraPrefab);
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// containerBuilder.AddSingleton(cameraService);
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// DontDestroyOnLoad(cameraService);
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Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab);
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// var task = staticDataService.InstantiateAsset<Camera>(staticDataService.CameraConfig.cameraAssetReference);
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Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab);
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// Camera camera = task.Result;
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DontDestroyOnLoad(camera);
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containerBuilder.AddSingleton(camera);
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}
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@@ -50,7 +57,7 @@ namespace Code.App
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containerBuilder.AddSingleton(infrastructureUnit);
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containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CoroutineRunner>(),
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typeof(ICoroutineRunner));
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typeof(ICoroutineRunner));
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containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
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containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
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}
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@@ -61,29 +68,42 @@ namespace Code.App
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staticDataService.Load();
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containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
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// containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
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containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
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containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
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containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
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containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
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containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
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containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
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// containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
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// containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
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}
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private bool _onUiLoaded;
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private AppStateMachine _appStateMachine;
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private void Bootstrap(Container container)
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{
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AppStateMachine appStateMachine = container.Resolve<AppStateMachine>();
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appStateMachine.Initialize();
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AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
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_appStateMachine = container.Resolve<AppStateMachine>();
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_appStateMachine.Initialize();
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AttributeInjector.Inject(_appStateMachine.StateMachineContext, container);
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CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>();
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AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
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cameraStateMachine.Initialize();
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var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen);
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DontDestroyOnLoad(loadingScreen);
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IUIService uiService = container.Resolve<IUIService>();
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uiService.Initialize(loadingScreen.GetComponent<LoadingScreen>());
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TryStartGame();
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}
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private void TryStartGame()
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{
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// TODO: поменяно для теста
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appStateMachine
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_appStateMachine
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.SwitchState(AppState.MainMenu)
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.AllowStateTransition(AppState.Gameplay);
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}
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@@ -7,6 +7,7 @@ namespace Code.App.StateMachine
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{
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public override void Initialize()
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{
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States.Add(AppState.Bootstrap, new BootstrapState(StateMachineContext));
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States.Add(AppState.MainMenu, new MainMenuState(StateMachineContext));
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States.Add(AppState.Gameplay, new GameplayState(StateMachineContext));
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States.Add(AppState.GameOver, new GameOverState(StateMachineContext));
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@@ -16,6 +17,8 @@ namespace Code.App.StateMachine
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AllowedStates |= AppState.MainMenu;
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AllowedStates |= AppState.Gameplay;
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AllowedStates |= AppState.MovementDev;
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CurrentBaseState = States[AppState.Bootstrap];
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}
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protected override bool CheckTransitionAllowed(AppState nextState) => AllowedStates.HasFlag(nextState);
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