Теперь Addressables и UniTask в InstantiateAsync и прочих процессах

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ThomasCharester committed 2025-11-03 12:31:26 +03:00
1 parent 6b1f24b72e
commit f940cbffe0
45 files changed
+811 -189

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@@ -0,0 +1,12 @@
using Code.App.StateMachine;
using Code.StateMachine;
namespace Code.App.AppStates
{
public class BootstrapState : BaseState<AppStateMachineContext>
{
public BootstrapState(AppStateMachineContext context) : base(context)
{
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0183e73a08c64332babded3df3d06b95
timeCreated: 1762122962
@@ -22,17 +22,19 @@ namespace Code.App.AppStates
public override void EnterState()
{
_uiLoaded = _sceneLoaded = false;
Context.UIService.LoadingScreen.Show();
Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MovementDev, callBack: OnSceneLoaded); // TODO Фабрика говна Nada
_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
_playerHealth.OnDeath += EndGame;
Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MovementDev, callBack: OnSceneLoaded); // TODO Фабрика игрока Nada
Context.UIService.SwitchPanelTo(UIPanel.Gameplay, callback: PostUILoaded);
_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
_playerHealth.OnDeath += EndGame;
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveMoney);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
@@ -47,8 +49,7 @@ namespace Code.App.AppStates
private void PostUILoaded()
{
((GameplayPanel)(Context.UIService.CurrentPanel)).Initialize(_playerMoney, _playerHealth);
Context.UIService.LoadingScreen.Hide();
((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
_uiLoaded = true;
CheckIfLoaded();
}
@@ -21,8 +21,7 @@ namespace Code.App.AppStates
public override void EnterState()
{
_uiLoaded = false;
_sceneLoaded = false;
_uiLoaded = _sceneLoaded = false;
Context.UIService.LoadingScreen.Show();