Merge branch 'Dev' into Generator
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@@ -1,41 +1,76 @@
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|||||||
using Code.App.StateMachine;
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using Code.App.StateMachine;
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using Code.Scenes;
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using Code.Gameplay.Player;
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using Code.Input;
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using Code.StateMachine;
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using Code.StateMachine;
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using Code.UI;
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using Code.UI;
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using Cysharp.Threading.Tasks;
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using Reflex.Core;
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using Reflex.Extensions;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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namespace Code.App.AppStates
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namespace Code.App.AppStates
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{
|
{
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||||||
public class GameOverState : BaseState<AppStateMachineContext>
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public class GameOverState : BaseState<AppStateMachineContext>
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||||||
{
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{
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||||||
public GameOverState(AppStateMachineContext context) : base(context)
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public GameOverState(AppStateMachineContext context) : base(context)
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||||||
{ }
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{
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||||||
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}
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private IPlayerScore _playerScore;
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private GameOverPanel _gameOverPanel;
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private float damnTimer = 3f; // TODO Удалить при первой возможности
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||||||
public override void EnterState()
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public override void EnterState()
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||||||
{
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{
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Context.UIService.SwitchPanelTo(UIPanel.GameOver);
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Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
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_playerScore = sceneContainer.Resolve<IPlayerScore>();
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||||||
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_scoreCounter = 0;
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||||||
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||||||
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Context.InputService.EnableMap(ActionMappings.UI);
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||||||
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Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
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GameOver();
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base.EnterState();
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base.EnterState();
|
||||||
}
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}
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||||||
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||||||
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private void TryToExit(InputAction.CallbackContext context)
|
||||||
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{
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||||||
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ToMainMenu();
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||||||
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}
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||||||
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||||||
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private async UniTaskVoid GameOver()
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||||||
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{
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||||||
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await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
|
||||||
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||||||
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_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
|
||||||
|
|
||||||
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}
|
||||||
|
|
||||||
private void ToMainMenu()
|
private void ToMainMenu()
|
||||||
{
|
{
|
||||||
Context.StateMachine.SwitchState(AppState.MainMenu)
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Context.StateMachine.SwitchState(AppState.MainMenu)
|
||||||
.AllowStateTransition(AppState.Gameplay);
|
.AllowStateTransition(AppState.Gameplay);
|
||||||
}
|
}
|
||||||
|
private float _scoreCounter;
|
||||||
public override void Tick()
|
public override void Tick()
|
||||||
{
|
{
|
||||||
damnTimer -= Time.deltaTime;
|
if (!_gameOverPanel) return;
|
||||||
if (damnTimer <= float.Epsilon) ToMainMenu();
|
|
||||||
|
_scoreCounter += Time.deltaTime * 100;
|
||||||
|
// UnityEngine.Debug.Log($"Score: {_scoreCounter}");
|
||||||
|
if((int)_scoreCounter >= _playerScore.Score)
|
||||||
|
{
|
||||||
|
_gameOverPanel.UpdateScoreText(_playerScore.Score);
|
||||||
|
}
|
||||||
|
else _gameOverPanel.UpdateScoreText((int)_scoreCounter);
|
||||||
}
|
}
|
||||||
public override void ExitState()
|
public override void ExitState()
|
||||||
{
|
{
|
||||||
damnTimer = 5f;
|
Context.InputService.DisableMap(ActionMappings.UI);
|
||||||
|
Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
|
||||||
|
|
||||||
Context.UIService.LoadingScreen.Show();
|
|
||||||
base.ExitState();
|
base.ExitState();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,95 +1,182 @@
|
|||||||
|
using System.Globalization;
|
||||||
|
using System.Reflection.Emit;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using Code.App.Loading;
|
||||||
using Code.App.StateMachine;
|
using Code.App.StateMachine;
|
||||||
|
using Code.Audio;
|
||||||
using Code.Gameplay.Camera;
|
using Code.Gameplay.Camera;
|
||||||
|
using Code.Gameplay.Camera.CameraStates;
|
||||||
|
using Code.Gameplay.Character.Core;
|
||||||
|
using Code.Gameplay.Orders.Order;
|
||||||
|
using Code.Gameplay.Orders.Order;
|
||||||
using Code.Gameplay.Player;
|
using Code.Gameplay.Player;
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
|
using Code.Scenes.SceneEnvironments;
|
||||||
using Code.StateMachine;
|
using Code.StateMachine;
|
||||||
using Code.UI;
|
using Code.UI;
|
||||||
|
using Code.UI.Panels;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
using Reflex.Core;
|
||||||
|
using Reflex.Extensions;
|
||||||
|
using Reflex.Injectors;
|
||||||
|
using UnityEngine;
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
namespace Code.App.AppStates
|
namespace Code.App.AppStates
|
||||||
{
|
{
|
||||||
public class GameplayState : BaseState<AppStateMachineContext>
|
public class GameplayState : BaseState<AppStateMachineContext>
|
||||||
{
|
{
|
||||||
private PlayerHealth _playerHealth;
|
|
||||||
private PlayerMoney _playerMoney;
|
|
||||||
|
|
||||||
private bool _uiLoaded, _sceneLoaded;
|
|
||||||
|
|
||||||
|
private PlayerHealth _playerHealth;
|
||||||
|
private IPlayerScore _playerScore;
|
||||||
|
|
||||||
|
private IOrderService _orderService;
|
||||||
|
|
||||||
|
private CharacterProvider _playerCharacter;
|
||||||
|
|
||||||
public GameplayState(AppStateMachineContext context) : base(context)
|
public GameplayState(AppStateMachineContext context) : base(context)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
_uiLoaded = _sceneLoaded = false;
|
Context.LoadingManager
|
||||||
|
.RegisterLoading(LoadingWork.LoadScene)
|
||||||
Context.UIService.LoadingScreen.Show();
|
.RegisterLoading(LoadingWork.LoadUI)
|
||||||
|
// .RegisterLoading(LoadingWork.LoadModelResource)
|
||||||
_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
|
.RegisterLoading(LoadingWork.LoadAudio);
|
||||||
|
|
||||||
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
|
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
|
||||||
|
|
||||||
|
_playerHealth.OnDamage += PlayerDamageTaken;
|
||||||
_playerHealth.OnDeath += EndGame;
|
_playerHealth.OnDeath += EndGame;
|
||||||
|
|
||||||
Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MovementDev, callBack: OnSceneLoaded); // TODO Фабрика игрока Nada
|
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
|
||||||
|
|
||||||
Context.UIService.SwitchPanelTo(UIPanel.Gameplay, callback: PostUILoaded);
|
|
||||||
|
|
||||||
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);
|
|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnSceneLoaded()
|
|
||||||
{
|
|
||||||
_sceneLoaded = true;
|
|
||||||
CheckIfLoaded();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void PostUILoaded()
|
|
||||||
{
|
|
||||||
((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
|
|
||||||
_uiLoaded = true;
|
|
||||||
CheckIfLoaded();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void CheckIfLoaded()
|
|
||||||
{
|
|
||||||
if(!_uiLoaded || !_sceneLoaded) return;
|
|
||||||
|
|
||||||
Context.UIService.LoadingScreen.Hide();
|
|
||||||
|
|
||||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
|
||||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||||
|
|
||||||
|
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
||||||
|
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
|
||||||
|
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
|
||||||
|
|
||||||
|
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
|
||||||
|
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
|
||||||
|
|
||||||
|
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||||
|
WaitForLoad();
|
||||||
|
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||||
|
}
|
||||||
|
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
|
||||||
|
|
||||||
|
private async UniTaskVoid WaitForLoad()
|
||||||
|
{
|
||||||
|
await UniTask.WhenAll(
|
||||||
|
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
||||||
|
Context.AudioFactory.WarmGameplayMusic(),
|
||||||
|
Context.AudioFactory.WarmSFX(),
|
||||||
|
Context.AudioFactory.WarmDispatcher()
|
||||||
|
);
|
||||||
|
|
||||||
|
Context.LoadingManager
|
||||||
|
.UnregisterLoading(LoadingWork.LoadUI)
|
||||||
|
.UnregisterLoading(LoadingWork.LoadAudio);
|
||||||
|
|
||||||
|
InputServiceInitialize();
|
||||||
|
|
||||||
|
MusicInitialize();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private async void AfterSceneLoaded()
|
||||||
// Debug
|
|
||||||
private void GiveHealth(InputAction.CallbackContext context)
|
|
||||||
{
|
{
|
||||||
_playerHealth.GetDamage(-1);
|
Context.LoadingManager
|
||||||
|
.RegisterLoading(LoadingWork.LoadModelResource);
|
||||||
|
|
||||||
|
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
|
||||||
|
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
|
||||||
|
|
||||||
|
await UniTask.WhenAll(
|
||||||
|
WaitForPlayerArmsToInitialize(),
|
||||||
|
WaitForPlayerCharacterLoad()
|
||||||
|
);
|
||||||
|
|
||||||
|
Context.LoadingManager
|
||||||
|
.UnregisterLoading(LoadingWork.LoadModelResource);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void LooseHealth(InputAction.CallbackContext context)
|
private void AfterPlayerLoaded()
|
||||||
{
|
{
|
||||||
_playerHealth.GetDamage(1);
|
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
|
||||||
|
|
||||||
|
_playerScore = sceneContainer.Resolve<IPlayerScore>();
|
||||||
|
|
||||||
|
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
|
||||||
|
|
||||||
|
PlayerInitialize(sceneEnvironment);
|
||||||
|
|
||||||
|
CameraInitialize();
|
||||||
|
|
||||||
|
GameplayServicesInitialize(sceneContainer);
|
||||||
|
|
||||||
|
UIInitialize();
|
||||||
|
|
||||||
|
Context.LoadingManager.OnLoadingEnded -= AfterPlayerLoaded;
|
||||||
|
|
||||||
|
_tickEnabled = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void GiveMoney(InputAction.CallbackContext context)
|
private async UniTask WaitForPlayerArmsToInitialize() => _armsMesh = await Context.PlayerFactory.CreateArms(Context.CameraStateMachine.Camera.transform);
|
||||||
|
|
||||||
|
private void OrderGiven(float time)
|
||||||
|
{
|
||||||
|
_gameplayPanel.ShowTimer();
|
||||||
|
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Action);
|
||||||
|
}
|
||||||
|
private void OrderFailure()
|
||||||
{
|
{
|
||||||
_playerMoney.GiveMoney(100);
|
_playerHealth.InstaKill();
|
||||||
((GameplayPanel)(Context.UIService.CurrentPanel)).SummonDispatcher();
|
|
||||||
}
|
}
|
||||||
|
private void OrderRecieved(float time)
|
||||||
private void LooseMoney(InputAction.CallbackContext context)
|
|
||||||
{
|
{
|
||||||
_playerMoney.LooseMoney(100);
|
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Recieve1,(int)DispatcherSounds.Recieve2));
|
||||||
((GameplayPanel)(Context.UIService.CurrentPanel)).CloseDispatcher();
|
}
|
||||||
|
private void OrderDelivered(int score, float time)
|
||||||
|
{
|
||||||
|
_gameplayPanel.HideTimer();
|
||||||
|
|
||||||
|
if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2));
|
||||||
|
_playerScore.UpdateScore(score);
|
||||||
|
|
||||||
|
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void PlayerDamageTaken(int damage, PlayerHealth health)
|
||||||
|
{
|
||||||
|
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
|
||||||
|
}
|
||||||
|
// DEBUG
|
||||||
|
private void InstaKillDEBUG(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
_playerHealth.InstaKill();
|
||||||
|
}
|
||||||
|
private void RoomPassedDEBUG(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
_orderService.RoomPassed();
|
||||||
|
}
|
||||||
|
private OrderDispenser _debugTube;
|
||||||
|
|
||||||
|
private void Tube(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
_debugTube.ThrowOrder();
|
||||||
|
}
|
||||||
|
// DEBUG
|
||||||
|
private bool _tickEnabled;
|
||||||
public override void Tick()
|
public override void Tick()
|
||||||
{
|
{
|
||||||
|
if (!_tickEnabled) return;
|
||||||
|
|
||||||
|
_orderService.DecreaseTimer(Time.deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void EndGame()
|
private void EndGame()
|
||||||
@@ -101,16 +188,77 @@ namespace Code.App.AppStates
|
|||||||
public override void ExitState()
|
public override void ExitState()
|
||||||
{
|
{
|
||||||
_playerHealth = null;
|
_playerHealth = null;
|
||||||
_playerMoney = null;
|
_playerScore = null;
|
||||||
|
|
||||||
|
_tickEnabled = false;
|
||||||
|
|
||||||
|
Context.PlayerFactory.ReleasePlayer(_playerCharacter);
|
||||||
|
_playerCharacter = null;
|
||||||
|
Context.PlayerFactory.ReleaseArms(_armsMesh);
|
||||||
|
_armsMesh = null;
|
||||||
|
_orderService = null;
|
||||||
|
|
||||||
|
Context.AudioService.OnDispatcherStarted -= _gameplayPanel.SummonDispatcher;
|
||||||
|
Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
|
||||||
|
|
||||||
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
||||||
|
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
|
||||||
|
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
|
||||||
|
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
|
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveHealth);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
|
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
|
||||||
|
|
||||||
base.ExitState();
|
base.ExitState();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void InputServiceInitialize()
|
||||||
|
{
|
||||||
|
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||||
|
}
|
||||||
|
private void CameraInitialize()
|
||||||
|
{
|
||||||
|
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
||||||
|
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
|
||||||
|
}
|
||||||
|
|
||||||
|
private GameplayPanel _gameplayPanel;
|
||||||
|
private ArmsMeshProvider _armsMesh;
|
||||||
|
|
||||||
|
private void UIInitialize()
|
||||||
|
{
|
||||||
|
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
|
||||||
|
_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
|
||||||
|
Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
|
||||||
|
Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
|
||||||
|
}
|
||||||
|
private void MusicInitialize()
|
||||||
|
{
|
||||||
|
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
|
||||||
|
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
|
||||||
|
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
||||||
|
}
|
||||||
|
private void PlayerInitialize(GameplaySceneEnvironment sceneEnvironment)
|
||||||
|
{
|
||||||
|
_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
|
||||||
|
_playerCharacter.PlayerAnimator.SetAnimator(_armsMesh.ArmsAnimator);
|
||||||
|
}
|
||||||
|
private void GameplayServicesInitialize(Container sceneContainer)
|
||||||
|
{
|
||||||
|
_orderService = sceneContainer.Resolve<IOrderService>();
|
||||||
|
|
||||||
|
_orderService.OnOrderGiven += OrderGiven;
|
||||||
|
_orderService.OnOrderRecieved += OrderRecieved;
|
||||||
|
_orderService.OnOrderDelivered += OrderDelivered;
|
||||||
|
_orderService.OnOrderFailure += OrderFailure;
|
||||||
|
}
|
||||||
|
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
|
||||||
|
{
|
||||||
|
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
|
||||||
|
|
||||||
|
_debugTube = sceneEnvironment.debugTube;
|
||||||
|
return sceneEnvironment;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,11 +1,16 @@
|
|||||||
|
using Code.App.Loading;
|
||||||
using Code.App.StateMachine;
|
using Code.App.StateMachine;
|
||||||
|
using Code.Audio;
|
||||||
using Code.Gameplay.Camera;
|
using Code.Gameplay.Camera;
|
||||||
using Code.Gameplay.Camera.CameraStates;
|
using Code.Gameplay.Camera.CameraStates;
|
||||||
|
using Code.Gameplay.Door;
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
using Code.Scenes.SceneEnvironments;
|
using Code.Scenes.SceneEnvironments;
|
||||||
using Code.StateMachine;
|
using Code.StateMachine;
|
||||||
using Code.UI;
|
using Code.UI;
|
||||||
|
using Code.UI.Panels;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
using Reflex.Extensions;
|
using Reflex.Extensions;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
@@ -14,61 +19,87 @@ namespace Code.App.AppStates
|
|||||||
{
|
{
|
||||||
public class MainMenuState : BaseState<AppStateMachineContext>
|
public class MainMenuState : BaseState<AppStateMachineContext>
|
||||||
{
|
{
|
||||||
private bool _uiLoaded, _sceneLoaded;
|
|
||||||
public MainMenuState(AppStateMachineContext context) : base(context)
|
public MainMenuState(AppStateMachineContext context) : base(context)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
_uiLoaded = _sceneLoaded = false;
|
Context.LoadingManager
|
||||||
|
.RegisterLoading(LoadingWork.LoadScene)
|
||||||
|
.RegisterLoading(LoadingWork.LoadUI)
|
||||||
|
.RegisterLoading(LoadingWork.LoadAudio);
|
||||||
|
|
||||||
Context.UIService.LoadingScreen.Show();
|
// Context.UIService.LoadingScreen.Show();
|
||||||
|
|
||||||
Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MainMenu, callBack: SceneLoaded);
|
|
||||||
|
|
||||||
Context.UIService.SwitchPanelTo(UIPanel.MainMenu, PostUILoaded);
|
|
||||||
|
|
||||||
Context.CameraStateMachine.SwitchState(CameraMode.Static);
|
Context.CameraStateMachine.SwitchState(CameraMode.MainMenu);
|
||||||
|
|
||||||
|
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu);
|
||||||
|
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
|
||||||
|
|
||||||
|
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||||
|
WaitForLoad();
|
||||||
|
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||||
}
|
}
|
||||||
|
|
||||||
private void PostUILoaded()
|
private async UniTaskVoid WaitForLoad()
|
||||||
{
|
{
|
||||||
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
|
await UniTask.WhenAll(
|
||||||
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
|
Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
|
||||||
|
Context.AudioFactory.WarmMenuMusic()
|
||||||
|
);
|
||||||
|
Context.LoadingManager
|
||||||
|
.UnregisterLoading(LoadingWork.LoadUI)
|
||||||
|
.UnregisterLoading(LoadingWork.LoadAudio);
|
||||||
|
|
||||||
_uiLoaded = true;
|
InitializeAudio();
|
||||||
|
|
||||||
CheckIfLoaded();
|
InitializeInput();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SceneLoaded()
|
private void AfterSceneLoaded()
|
||||||
{
|
{
|
||||||
var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
|
var mainMenuEnvironment = (MainMenuEnvironment)SceneManager.GetActiveScene()
|
||||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
.GetSceneContainer().Resolve<CurrentSceneEnvironment>();
|
||||||
|
|
||||||
((StaticState)Context.CameraStateMachine.CurrentBaseState).LookTarget =
|
|
||||||
hui.cameraTarget;
|
|
||||||
|
|
||||||
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
|
|
||||||
|
|
||||||
|
InitializeUI(mainMenuEnvironment);
|
||||||
|
|
||||||
|
InitializeCamera(mainMenuEnvironment);
|
||||||
|
|
||||||
_sceneLoaded = true;
|
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
|
||||||
|
|
||||||
CheckIfLoaded();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void CheckIfLoaded()
|
private void InitializeCamera(MainMenuEnvironment mainMenuEnvironment)
|
||||||
|
{
|
||||||
|
((Gameplay.Camera.CameraStates.MainMenuState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(mainMenuEnvironment
|
||||||
|
.cameraPosition);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void InitializeInput()
|
||||||
{
|
{
|
||||||
if(!_uiLoaded || !_sceneLoaded) return;
|
|
||||||
|
|
||||||
Context.UIService.LoadingScreen.Hide();
|
|
||||||
|
|
||||||
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
||||||
|
|
||||||
base.EnterState();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void InitializeAudio()
|
||||||
|
{
|
||||||
|
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
|
||||||
|
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void InitializeUI(MainMenuEnvironment mainMenuEnvironment)
|
||||||
|
{
|
||||||
|
var menuPanel = (MainMenuPanel)Context.UIService.CurrentPanel;
|
||||||
|
menuPanel.Initialize(mainMenuEnvironment.uiVariables,
|
||||||
|
mainMenuEnvironment.startButton,
|
||||||
|
mainMenuEnvironment.settingButton,
|
||||||
|
mainMenuEnvironment.exitButton);
|
||||||
|
|
||||||
|
menuPanel.startButton.button.onClick.AddListener(StartGame);
|
||||||
|
menuPanel.exitButton.button.onClick.AddListener(ExitGame);
|
||||||
|
|
||||||
|
mainMenuEnvironment.menuButtonsCanvas.worldCamera = Context.CameraStateMachine.Camera;
|
||||||
|
}
|
||||||
|
|
||||||
public override void Tick()
|
public override void Tick()
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
@@ -87,6 +118,7 @@ namespace Code.App.AppStates
|
|||||||
public override void ExitState()
|
public override void ExitState()
|
||||||
{
|
{
|
||||||
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
||||||
|
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
|
||||||
|
|
||||||
base.ExitState();
|
base.ExitState();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,8 +1,11 @@
|
|||||||
using System.Threading.Tasks;
|
using System.Collections.Generic;
|
||||||
|
using Code.App.Loading;
|
||||||
using Code.App.StateMachine;
|
using Code.App.StateMachine;
|
||||||
|
using Code.Audio;
|
||||||
using Code.Configs;
|
using Code.Configs;
|
||||||
using Code.Constants;
|
using Code.Constants;
|
||||||
using Code.Gameplay.Camera;
|
using Code.Gameplay.Camera;
|
||||||
|
using Code.Gameplay.Orders.Order;
|
||||||
using Code.Gameplay.Player;
|
using Code.Gameplay.Player;
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
@@ -13,7 +16,6 @@ using Cysharp.Threading.Tasks;
|
|||||||
using Reflex.Core;
|
using Reflex.Core;
|
||||||
using Reflex.Injectors;
|
using Reflex.Injectors;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
namespace Code.App
|
namespace Code.App
|
||||||
@@ -26,12 +28,19 @@ namespace Code.App
|
|||||||
|
|
||||||
InstallInfrastructureUnit(containerBuilder, staticDataService);
|
InstallInfrastructureUnit(containerBuilder, staticDataService);
|
||||||
|
|
||||||
|
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
||||||
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
|
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
|
||||||
|
|
||||||
InitializeCamera(containerBuilder, staticDataService);
|
InitializeCamera(containerBuilder, staticDataService);
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
|
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
|
||||||
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
|
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
|
||||||
|
|
||||||
|
containerBuilder.AddSingleton(typeof(AudioFactory), typeof(IAudioFactory));
|
||||||
|
containerBuilder.AddSingleton(typeof(AudioService), typeof(IAudioService));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
|
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
|
||||||
|
|
||||||
containerBuilder.OnContainerBuilt += Bootstrap;
|
containerBuilder.OnContainerBuilt += Bootstrap;
|
||||||
@@ -63,18 +72,31 @@ namespace Code.App
|
|||||||
staticDataService.Load();
|
staticDataService.Load();
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
|
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
|
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
|
||||||
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
|
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
|
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
|
||||||
|
containerBuilder.AddSingleton(staticDataService.CameraSettingsConfigs, typeof(Dictionary<CameraMode,CameraSettingsConfig>));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
|
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
|
||||||
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
|
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
|
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
|
||||||
// containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
|
|
||||||
// containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
|
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
|
||||||
|
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
|
||||||
|
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
|
||||||
|
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
|
||||||
|
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
|
||||||
|
containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
|
||||||
|
|
||||||
|
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
|
||||||
|
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool _onUiLoaded;
|
|
||||||
private AppStateMachine _appStateMachine;
|
private AppStateMachine _appStateMachine;
|
||||||
|
|
||||||
private void Bootstrap(Container container)
|
private void Bootstrap(Container container)
|
||||||
{
|
{
|
||||||
_appStateMachine = container.Resolve<AppStateMachine>();
|
_appStateMachine = container.Resolve<AppStateMachine>();
|
||||||
@@ -84,20 +106,29 @@ namespace Code.App
|
|||||||
CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>();
|
CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>();
|
||||||
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
|
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
|
||||||
cameraStateMachine.Initialize();
|
cameraStateMachine.Initialize();
|
||||||
|
|
||||||
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen);
|
|
||||||
DontDestroyOnLoad(loadingScreen);
|
|
||||||
|
|
||||||
IUIService uiService = container.Resolve<IUIService>();
|
|
||||||
uiService.Initialize(loadingScreen.GetComponent<LoadingScreen>());
|
|
||||||
|
|
||||||
TryStartGame();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void TryStartGame()
|
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||||
|
BootstrapFinish(container);
|
||||||
|
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||||
|
}
|
||||||
|
private async UniTaskVoid BootstrapFinish(Container container)
|
||||||
{
|
{
|
||||||
|
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen).GetComponent<LoadingScreen>();
|
||||||
|
DontDestroyOnLoad(loadingScreen.gameObject);
|
||||||
|
|
||||||
|
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
||||||
|
loadingManager.OnLoadingStarted += loadingScreen.Show;
|
||||||
|
loadingManager.OnLoadingEnded += loadingScreen.Hide;
|
||||||
|
|
||||||
|
loadingManager.RegisterLoading(LoadingWork.Bootstrap);
|
||||||
|
|
||||||
|
await UniTask.WhenAll(
|
||||||
|
container.Resolve<IUIService>().Initialize(loadingScreen),
|
||||||
|
container.Resolve<IAudioService>().Initialize()
|
||||||
|
);
|
||||||
|
|
||||||
|
loadingManager.UnregisterLoading(LoadingWork.Bootstrap);
|
||||||
|
|
||||||
// TODO: поменяно для теста
|
|
||||||
_appStateMachine
|
_appStateMachine
|
||||||
.SwitchState(AppState.MainMenu)
|
.SwitchState(AppState.MainMenu)
|
||||||
.AllowStateTransition(AppState.Gameplay);
|
.AllowStateTransition(AppState.Gameplay);
|
||||||
|
|||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 08b54658296d4279b85a2bfc3cf10e62
|
||||||
|
timeCreated: 1763842256
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
using System.Collections.ObjectModel;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
|
||||||
|
namespace Code.App.Loading
|
||||||
|
{
|
||||||
|
public interface ILoadingManager
|
||||||
|
{
|
||||||
|
delegate void OnLoadingDelegate();
|
||||||
|
|
||||||
|
event OnLoadingDelegate OnLoadingStarted;
|
||||||
|
event OnLoadingDelegate OnLoadingEnded;
|
||||||
|
ReadOnlyCollection<LoadingWork> LoadingThings { get; }
|
||||||
|
LoadingManager RegisterLoading(LoadingWork loadingThingName);
|
||||||
|
LoadingManager UnregisterLoading(LoadingWork loadingThingName);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bfb3837590d04da3b04ca8b0f0aca437
|
||||||
|
timeCreated: 1763842985
|
||||||
@@ -0,0 +1,47 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Collections.ObjectModel;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
|
||||||
|
namespace Code.App.Loading
|
||||||
|
{
|
||||||
|
public class LoadingManager : ILoadingManager
|
||||||
|
{
|
||||||
|
public event ILoadingManager.OnLoadingDelegate OnLoadingStarted;
|
||||||
|
public event ILoadingManager.OnLoadingDelegate OnLoadingEnded;
|
||||||
|
|
||||||
|
private List<LoadingWork> _loadingThings = new();
|
||||||
|
public ReadOnlyCollection<LoadingWork> LoadingThings => _loadingThings.AsReadOnly();
|
||||||
|
|
||||||
|
public LoadingManager RegisterLoading(LoadingWork loadingThingName)
|
||||||
|
{
|
||||||
|
if(_loadingThings.Count == 0) OnLoadingStarted?.Invoke();
|
||||||
|
|
||||||
|
_loadingThings.Add(loadingThingName);
|
||||||
|
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
public LoadingManager UnregisterLoading(LoadingWork loadingThingName)
|
||||||
|
{
|
||||||
|
_loadingThings.Remove(loadingThingName);
|
||||||
|
|
||||||
|
if(_loadingThings.Count == 0) OnLoadingEnded?.Invoke();
|
||||||
|
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// public static class LoadingManagerExtensions
|
||||||
|
// {
|
||||||
|
// public static LoadingManager AddLoading(this LoadingManager manager, LoadingWork loadingThingName)
|
||||||
|
// {
|
||||||
|
// manager.RegisterLoading(loadingThingName);
|
||||||
|
// return manager;
|
||||||
|
// }
|
||||||
|
// public static LoadingManager RemoveLoading(this LoadingManager manager, LoadingWork loadingThingName)
|
||||||
|
// {
|
||||||
|
// manager.UnregisterLoading(loadingThingName);
|
||||||
|
// return manager;
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 185988ac74a24a39864238cd7f5cb626
|
||||||
|
timeCreated: 1763842268
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
namespace Code.App.Loading
|
||||||
|
{
|
||||||
|
public enum LoadingWork
|
||||||
|
{
|
||||||
|
Bootstrap,
|
||||||
|
LoadUI,
|
||||||
|
LoadAudio,
|
||||||
|
LoadScene,
|
||||||
|
LoadModelResource,
|
||||||
|
WaitingForTime
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 318d1b29b41d4b96bc09334acbf36506
|
||||||
|
timeCreated: 1763843934
|
||||||
@@ -0,0 +1,37 @@
|
|||||||
|
using Code.App.Loading;
|
||||||
|
using Code.Gameplay.Orders.Order;
|
||||||
|
using Code.Gameplay.Player;
|
||||||
|
using Code.Scenes;
|
||||||
|
using Code.Scenes.SceneEnvironments;
|
||||||
|
using Reflex.Core;
|
||||||
|
using UnityEngine;
|
||||||
|
using IPlayerScore = Code.Gameplay.Player.IPlayerScore;
|
||||||
|
|
||||||
|
namespace Code.App.SceneInstallers
|
||||||
|
{
|
||||||
|
public class GameplaySceneInstaller : MonoBehaviour, IInstaller
|
||||||
|
{
|
||||||
|
[SerializeField] private GameplaySceneEnvironment _gameplaySceneEnvironment;
|
||||||
|
|
||||||
|
public void InstallBindings(ContainerBuilder containerBuilder)
|
||||||
|
{
|
||||||
|
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
|
||||||
|
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
|
||||||
|
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
|
||||||
|
|
||||||
|
containerBuilder.OnContainerBuilt += Initialize;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Initialize(Container container)
|
||||||
|
{
|
||||||
|
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
||||||
|
|
||||||
|
GameplaySceneEnvironment env = (GameplaySceneEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
||||||
|
|
||||||
|
env.TransitVariables(_gameplaySceneEnvironment);
|
||||||
|
|
||||||
|
loadingManager
|
||||||
|
.UnregisterLoading(LoadingWork.LoadScene);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 88584fd4361b46f6a7326440cd95ce69
|
||||||
|
timeCreated: 1763144580
|
||||||
@@ -1,7 +1,8 @@
|
|||||||
|
using Code.App.Loading;
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
using Code.Scenes.SceneEnvironments;
|
using Code.Scenes.SceneEnvironments;
|
||||||
using Reflex.Core;
|
using Reflex.Core;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Code.App.SceneInstallers
|
namespace Code.App.SceneInstallers
|
||||||
{
|
{
|
||||||
@@ -21,6 +22,11 @@ namespace Code.App.SceneInstallers
|
|||||||
MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
||||||
|
|
||||||
env.TransitVariables(_mainMenuEnvironment);
|
env.TransitVariables(_mainMenuEnvironment);
|
||||||
|
|
||||||
|
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
|
||||||
|
|
||||||
|
loadingManager
|
||||||
|
.UnregisterLoading(LoadingWork.LoadScene);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,3 +1,5 @@
|
|||||||
|
using Code.App.Loading;
|
||||||
|
using Code.Audio;
|
||||||
using Code.Gameplay.Camera;
|
using Code.Gameplay.Camera;
|
||||||
using Code.Gameplay.Player;
|
using Code.Gameplay.Player;
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
@@ -9,11 +11,14 @@ namespace Code.App.StateMachine
|
|||||||
{
|
{
|
||||||
public class AppStateMachineContext
|
public class AppStateMachineContext
|
||||||
{
|
{
|
||||||
|
[Inject] public ILoadingManager LoadingManager { get; private set; }
|
||||||
[Inject] public ISceneLoaderService SceneLoaderService { get; private set; }
|
[Inject] public ISceneLoaderService SceneLoaderService { get; private set; }
|
||||||
[Inject] public IInputService InputService { get; private set; }
|
[Inject] public IInputService InputService { get; private set; }
|
||||||
[Inject] public AppStateMachine StateMachine { get; private set; }
|
[Inject] public AppStateMachine StateMachine { get; private set; }
|
||||||
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
|
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
|
||||||
[Inject] public IUIService UIService { get; private set; }
|
[Inject] public IUIService UIService { get; private set; }
|
||||||
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
|
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
|
||||||
|
[Inject] public IAudioFactory AudioFactory { get; private set; }
|
||||||
|
[Inject] public IAudioService AudioService { get; private set; }
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+1
-1
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 9ce1e20f4ee9be6709bf9022546bcb07
|
guid: a1937581573e47844bb593bd62310b89
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
@@ -0,0 +1,31 @@
|
|||||||
|
namespace Code.Audio
|
||||||
|
{
|
||||||
|
public enum SFXSounds
|
||||||
|
{
|
||||||
|
Crowbar,
|
||||||
|
Shot357
|
||||||
|
}
|
||||||
|
public enum UISounds
|
||||||
|
{
|
||||||
|
Crowbar
|
||||||
|
}
|
||||||
|
public enum EnemiesSounds
|
||||||
|
{
|
||||||
|
Bastard,
|
||||||
|
Bravo
|
||||||
|
}
|
||||||
|
public enum DispatcherSounds
|
||||||
|
{
|
||||||
|
Recieve1,
|
||||||
|
Recieve2,
|
||||||
|
TakeDamage1,
|
||||||
|
TakeDamage2,
|
||||||
|
TakeDamage3,
|
||||||
|
TakeDamage4,
|
||||||
|
Late1,
|
||||||
|
Late2,
|
||||||
|
Late3,
|
||||||
|
Late4,
|
||||||
|
Late5
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 907b506ceac843ebb509a8e5298af540
|
||||||
|
timeCreated: 1762888870
|
||||||
@@ -0,0 +1,158 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Code.Configs;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
using UnityEngine.Audio;
|
||||||
|
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||||
|
using Object = UnityEngine.Object;
|
||||||
|
|
||||||
|
namespace Code.Audio
|
||||||
|
{
|
||||||
|
public class AudioFactory : IAudioFactory
|
||||||
|
{
|
||||||
|
public AudioMixer AudioMixer { get; private set; }
|
||||||
|
private AssetReference _audioSourcePrefab;
|
||||||
|
|
||||||
|
private AssetReference[] _peacefulSoundtrack;
|
||||||
|
private AssetReference[] _actionSoundtrack;
|
||||||
|
private AssetReference[] _menuSoundtrack;
|
||||||
|
private AssetReference[] _SFX;
|
||||||
|
private AssetReference[] _enemies;
|
||||||
|
private AssetReference[] _dispatcher;
|
||||||
|
private AssetReference[] _character;
|
||||||
|
|
||||||
|
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
|
||||||
|
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
|
||||||
|
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
|
||||||
|
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
|
||||||
|
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
|
||||||
|
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
|
||||||
|
|
||||||
|
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
|
||||||
|
public List<AudioClip> SFXAudios { get; private set; } = new();
|
||||||
|
public List<AudioClip> EnemiesAudios { get; private set; } = new();
|
||||||
|
public List<AudioClip> DispatcherAudios { get; private set; } = new();
|
||||||
|
|
||||||
|
public AudioFactory(AudioMixerConfig audioMixerConfig,
|
||||||
|
SoundtrackListConfig soundtrackListConfig,
|
||||||
|
SFXListConfig sfxListConfig,
|
||||||
|
EnemiesSoundListConfig enemiesSoundListConfig,
|
||||||
|
DispatcherSoundListConfig dispatcherSoundListConfig
|
||||||
|
)
|
||||||
|
{
|
||||||
|
AudioMixer = audioMixerConfig.audioMixerAsset;
|
||||||
|
_audioSourcePrefab = audioMixerConfig.audioSourcePrefab;
|
||||||
|
|
||||||
|
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
|
||||||
|
_actionSoundtrack = soundtrackListConfig.actionSoundtrack;
|
||||||
|
_menuSoundtrack = soundtrackListConfig.menuSoundtrack;
|
||||||
|
_SFX = sfxListConfig.SFX;
|
||||||
|
_enemies = enemiesSoundListConfig.enemies;
|
||||||
|
_dispatcher = dispatcherSoundListConfig.dispatcher;
|
||||||
|
|
||||||
|
MusicDictionary.Add(MusicType.Menu, new ());
|
||||||
|
MusicDictionary.Add(MusicType.Peaceful, new ());
|
||||||
|
MusicDictionary.Add(MusicType.Action, new ());
|
||||||
|
}
|
||||||
|
|
||||||
|
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
|
||||||
|
callback?.Invoke(await Addressables.LoadAssetAsync<GameObject>(_audioSourcePrefab));
|
||||||
|
|
||||||
|
public async UniTask WarmGameplayMusic( )
|
||||||
|
{
|
||||||
|
_actionMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_actionSoundtrack, OnActionTrackLoaded, Addressables.MergeMode.Union);
|
||||||
|
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded, Addressables.MergeMode.Union);
|
||||||
|
|
||||||
|
await UniTask.WhenAll(_actionMusicHandle.ToUniTask(), _peacefulMusicHandle.ToUniTask());
|
||||||
|
}
|
||||||
|
public void ReleaseActionMusic()
|
||||||
|
{
|
||||||
|
MusicDictionary[MusicType.Action].Clear();
|
||||||
|
_actionMusicHandle.Release();
|
||||||
|
}
|
||||||
|
public void ReleasePeacefulMusic()
|
||||||
|
{
|
||||||
|
MusicDictionary[MusicType.Peaceful].Clear();
|
||||||
|
_peacefulMusicHandle.Release();
|
||||||
|
}
|
||||||
|
public async UniTask WarmMenuMusic( )
|
||||||
|
{
|
||||||
|
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.Union);
|
||||||
|
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
|
||||||
|
await _menuMusicHandle.ToUniTask();
|
||||||
|
|
||||||
|
}
|
||||||
|
public void ReleaseMenuMusic()
|
||||||
|
{
|
||||||
|
MusicDictionary[MusicType.Menu].Clear();
|
||||||
|
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
||||||
|
_menuMusicHandle.Release();
|
||||||
|
}
|
||||||
|
public async UniTask WarmSFX( )
|
||||||
|
{
|
||||||
|
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union);
|
||||||
|
|
||||||
|
await _SFXHandle.ToUniTask();
|
||||||
|
|
||||||
|
}
|
||||||
|
public void ReleaseSFX()
|
||||||
|
{
|
||||||
|
SFXAudios.Clear();
|
||||||
|
_SFXHandle.Release();
|
||||||
|
}
|
||||||
|
public async UniTask WarmEnemies( )
|
||||||
|
{
|
||||||
|
_enemiesHandle = Addressables.LoadAssetsAsync<AudioClip>(_enemies, OnEnemiesLoaded, Addressables.MergeMode.Union);
|
||||||
|
|
||||||
|
await _enemiesHandle.ToUniTask();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ReleaseEnemies()
|
||||||
|
{
|
||||||
|
EnemiesAudios.Clear();
|
||||||
|
_enemiesHandle.Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
public async UniTask WarmDispatcher( )
|
||||||
|
{
|
||||||
|
_dispatcherHandle = Addressables.LoadAssetsAsync<AudioClip>(_dispatcher, OnDispatcherLoaded, Addressables.MergeMode.Union);
|
||||||
|
|
||||||
|
await _dispatcherHandle.ToUniTask();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ReleaseDispatcher()
|
||||||
|
{
|
||||||
|
DispatcherAudios.Clear();
|
||||||
|
_dispatcherHandle.Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMenuTrackLoaded(AudioClip audioClip)
|
||||||
|
{
|
||||||
|
MusicDictionary[MusicType.Menu].Add(audioClip);
|
||||||
|
}
|
||||||
|
private void OnActionTrackLoaded(AudioClip audioClip)
|
||||||
|
{
|
||||||
|
MusicDictionary[MusicType.Action].Add(audioClip);
|
||||||
|
}
|
||||||
|
private void OnPeacefulTrackLoaded(AudioClip audioClip)
|
||||||
|
{
|
||||||
|
MusicDictionary[MusicType.Peaceful].Add(audioClip);
|
||||||
|
}
|
||||||
|
private void OnSFXLoaded(AudioClip audioClip)
|
||||||
|
{
|
||||||
|
SFXAudios.Add(audioClip);
|
||||||
|
}
|
||||||
|
private void OnEnemiesLoaded(AudioClip audioClip)
|
||||||
|
{
|
||||||
|
EnemiesAudios.Add(audioClip);
|
||||||
|
}
|
||||||
|
private void OnDispatcherLoaded(AudioClip audioClip)
|
||||||
|
{
|
||||||
|
DispatcherAudios.Add(audioClip);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5a4b48740d194d4dafa1732f96d71687
|
||||||
|
timeCreated: 1762626915
|
||||||
@@ -0,0 +1,179 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Threading;
|
||||||
|
using Code.Configs;
|
||||||
|
using Code.Constants;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
using Reflex.Attributes;
|
||||||
|
using Unity.VisualScripting;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
using UnityEngine.Audio;
|
||||||
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
|
namespace Code.Audio
|
||||||
|
{
|
||||||
|
public class AudioService : IAudioService
|
||||||
|
{
|
||||||
|
private IAudioFactory _audioFactory;
|
||||||
|
|
||||||
|
private AudioMixer _mixer;
|
||||||
|
private AudioSource _actionMusicSource;
|
||||||
|
private AudioSource _peacefulMusicSource;
|
||||||
|
|
||||||
|
private AudioMixerGroup _masterGroup,
|
||||||
|
// _musicGroup,
|
||||||
|
// _actionMusicGroup,
|
||||||
|
// _peacefulMusicGroup,
|
||||||
|
_SFXGroup,
|
||||||
|
_creaturesGroup,
|
||||||
|
_dispatcherGroup,
|
||||||
|
_courierGroup,
|
||||||
|
_enemiesGroup;
|
||||||
|
|
||||||
|
private readonly AudioSourcePool _audioSourcePool;
|
||||||
|
|
||||||
|
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
|
||||||
|
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
|
||||||
|
|
||||||
|
public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType,AudioSourceSettingsConfig> settings)
|
||||||
|
{
|
||||||
|
_audioFactory = audioFactory;
|
||||||
|
_audioSourcePool = new(settings);
|
||||||
|
_settings = settings;
|
||||||
|
}
|
||||||
|
|
||||||
|
public async UniTask Initialize()
|
||||||
|
{
|
||||||
|
// _mixer = await _audioFactory.CreateMixer();
|
||||||
|
_mixer = _audioFactory.AudioMixer;
|
||||||
|
|
||||||
|
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
|
||||||
|
// _actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
|
||||||
|
// _peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusoup)[0];
|
||||||
|
// _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
|
||||||
|
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
|
||||||
|
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
|
||||||
|
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
|
||||||
|
|
||||||
|
_cancellationTokenSources.Add(MusicType.Menu, new());
|
||||||
|
_cancellationTokenSources.Add(MusicType.Action, new());
|
||||||
|
_cancellationTokenSources.Add(MusicType.Peaceful, new());
|
||||||
|
|
||||||
|
_musicAudioSources.Add(MusicType.Menu, null);
|
||||||
|
_musicAudioSources.Add(MusicType.Action, null);
|
||||||
|
_musicAudioSources.Add(MusicType.Peaceful, null);
|
||||||
|
|
||||||
|
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
|
||||||
|
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
|
||||||
|
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
|
||||||
|
_courierGroup = _mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
|
||||||
|
_enemiesGroup = _mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
|
||||||
|
|
||||||
|
_snapshots[AudioSnapshotState.None] = _mixer.FindSnapshot(AudioGroups.NoneSnapshot);
|
||||||
|
_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
|
||||||
|
_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
|
||||||
|
_snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
|
||||||
|
|
||||||
|
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||||
|
private Dictionary<MusicType, CancellationTokenSource> _cancellationTokenSources = new();
|
||||||
|
private Dictionary<MusicType, AudioSource> _musicAudioSources = new();
|
||||||
|
private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new();
|
||||||
|
|
||||||
|
public async UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType)
|
||||||
|
{
|
||||||
|
if(!_musicAudioSources[musicType])
|
||||||
|
{
|
||||||
|
_musicAudioSources[musicType] = _audioSourcePool.GetSource();
|
||||||
|
_musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend;
|
||||||
|
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
|
||||||
|
}
|
||||||
|
|
||||||
|
_musicAudioSources[musicType].resource =
|
||||||
|
_audioFactory.MusicDictionary[musicType][
|
||||||
|
Random.Range(0, _audioFactory.MusicDictionary[musicType].Count)];
|
||||||
|
|
||||||
|
_musicAudioSources[musicType].Play();
|
||||||
|
|
||||||
|
// await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
||||||
|
// _ => !_musicAudioSources[musicType].isPlaying,
|
||||||
|
// cancellationToken: _cancellationTokenSources[musicType].Token);
|
||||||
|
await UniTask.NextFrame();
|
||||||
|
// Debug.Log($"Playing {musicType}");
|
||||||
|
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
|
||||||
|
_ => !_musicAudioSources[musicType].isPlaying,
|
||||||
|
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
|
||||||
|
// Debug.Log($"Finished {musicType}");
|
||||||
|
|
||||||
|
if (isCanceled)
|
||||||
|
{
|
||||||
|
// Debug.Log($"Cancelled {musicType}");
|
||||||
|
_cancellationTokenSources[musicType].Dispose();
|
||||||
|
_cancellationTokenSources[musicType] = new();
|
||||||
|
|
||||||
|
_audioSourcePool.ReleaseSource(_musicAudioSources[musicType]);
|
||||||
|
_musicAudioSources[musicType] = null;
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType);
|
||||||
|
}
|
||||||
|
|
||||||
|
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
|
||||||
|
{
|
||||||
|
TransitToSnapshot(audioSnapshotState, time);
|
||||||
|
|
||||||
|
await UniTask.WaitForSeconds(time);
|
||||||
|
|
||||||
|
_cancellationTokenSources[musicType].Cancel();
|
||||||
|
|
||||||
|
callback?.Invoke();
|
||||||
|
}
|
||||||
|
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||||
|
|
||||||
|
public void StopMusic()
|
||||||
|
{
|
||||||
|
_peacefulMusicSource.Stop();
|
||||||
|
_actionMusicSource.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void GladlyAskToStopMusic(Action callback = null)
|
||||||
|
{
|
||||||
|
TransitToSnapshot(AudioSnapshotState.None);
|
||||||
|
_peacefulMusicSource.Stop();
|
||||||
|
_actionMusicSource.Stop();
|
||||||
|
|
||||||
|
callback?.Invoke();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TransitToSnapshot(AudioSnapshotState state, float time = 1f)
|
||||||
|
{
|
||||||
|
_snapshots[state].TransitionTo(time);
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
||||||
|
public void PlaySFX(SFXSounds sfxId, Vector3 position)
|
||||||
|
{
|
||||||
|
_audioSourcePool.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _SFXGroup);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
|
||||||
|
{
|
||||||
|
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _enemiesGroup);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
|
||||||
|
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
|
||||||
|
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
|
||||||
|
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
|
||||||
|
{
|
||||||
|
OnDispatcherStarted?.Invoke();
|
||||||
|
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup, AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bf44cb051308463494bd930f2a3d31e4
|
||||||
|
timeCreated: 1762625073
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
namespace Code.Audio
|
||||||
|
{
|
||||||
|
public enum AudioSnapshotState
|
||||||
|
{
|
||||||
|
None,
|
||||||
|
Peaceful,
|
||||||
|
Action,
|
||||||
|
Menu
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 29adaf8e912649d9b91c09735e36840a
|
||||||
|
timeCreated: 1762808301
|
||||||
@@ -0,0 +1,92 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Code.Configs;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Audio;
|
||||||
|
using UnityEngine.Pool;
|
||||||
|
using Object = UnityEngine.Object;
|
||||||
|
|
||||||
|
namespace Code.Audio
|
||||||
|
{
|
||||||
|
public class AudioSourcePool
|
||||||
|
{
|
||||||
|
// The pool holds plain GameObjects (you can swap this for any component type).
|
||||||
|
private IObjectPool<AudioSource> _pool;
|
||||||
|
private GameObject _sourcePrefab;
|
||||||
|
|
||||||
|
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
|
||||||
|
|
||||||
|
public AudioSourcePool(Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings) => _settings = settings;
|
||||||
|
|
||||||
|
public void Initialize(GameObject sourcePrefab)
|
||||||
|
{
|
||||||
|
_sourcePrefab = sourcePrefab;
|
||||||
|
|
||||||
|
// Create a pool with the four core callbacks.
|
||||||
|
_pool = new ObjectPool<AudioSource>(
|
||||||
|
createFunc: CreateItem,
|
||||||
|
// actionOnGet: OnGet,
|
||||||
|
actionOnRelease: OnRelease,
|
||||||
|
actionOnDestroy: OnDestroyItem,
|
||||||
|
collectionCheck: true, // helps catch double-release mistakes
|
||||||
|
defaultCapacity: 10,
|
||||||
|
maxSize: 20
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Creates a new pooled GameObject the first time (and whenever the pool needs more).
|
||||||
|
private AudioSource CreateItem()
|
||||||
|
{
|
||||||
|
AudioSource audioSource = Object.Instantiate(_sourcePrefab).GetComponent<AudioSource>();
|
||||||
|
audioSource.name = "PooledAudioSource";
|
||||||
|
Object.DontDestroyOnLoad(audioSource);
|
||||||
|
return audioSource;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Called when an item is taken from the pool.
|
||||||
|
private void OnGet(AudioSource source)
|
||||||
|
{
|
||||||
|
//source.gameObject.SetActive(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Called when an item is returned to the pool.
|
||||||
|
private void OnRelease(AudioSource source)
|
||||||
|
{
|
||||||
|
source.Stop();
|
||||||
|
//source.gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Called when the pool decides to destroy an item (e.g., above max size).
|
||||||
|
private void OnDestroyItem(AudioSource source)
|
||||||
|
{
|
||||||
|
Object.Destroy(source.gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
public async UniTaskVoid PlayOneShot(AudioClip clip, Vector3 position, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
|
||||||
|
{
|
||||||
|
AudioSource source = _pool.Get();
|
||||||
|
source.PlayOneShot(clip);
|
||||||
|
source.spatialBlend = _settings[audioSourceType].spatialBlend;
|
||||||
|
source.transform.position = position;
|
||||||
|
source.outputAudioMixerGroup = audioMixerGroup;
|
||||||
|
|
||||||
|
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
|
||||||
|
onComplete?.Invoke();
|
||||||
|
_pool.Release(source);
|
||||||
|
}
|
||||||
|
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
|
||||||
|
{
|
||||||
|
AudioSource source = _pool.Get();
|
||||||
|
source.PlayOneShot(clip);
|
||||||
|
source.spatialBlend = _settings[audioSourceType].spatialBlend;
|
||||||
|
source.outputAudioMixerGroup = audioMixerGroup;
|
||||||
|
|
||||||
|
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
|
||||||
|
onComplete?.Invoke();
|
||||||
|
_pool.Release(source);
|
||||||
|
}
|
||||||
|
public AudioSource GetSource() => _pool.Get();
|
||||||
|
public void ReleaseSource(AudioSource source) => _pool.Release(source);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 370b6a43a74744ff9d90a99991b104f7
|
||||||
|
timeCreated: 1762852042
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
namespace Code.Audio
|
||||||
|
{
|
||||||
|
public enum AudioSourceType
|
||||||
|
{
|
||||||
|
Full3D,
|
||||||
|
NoBlend
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 260bbb19b55049928b9ab4d55b32fc3f
|
||||||
|
timeCreated: 1763849966
|
||||||
@@ -0,0 +1,29 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Audio;
|
||||||
|
|
||||||
|
namespace Code.Audio
|
||||||
|
{
|
||||||
|
public interface IAudioFactory
|
||||||
|
{
|
||||||
|
List<AudioClip> SFXAudios { get; }
|
||||||
|
List<AudioClip> EnemiesAudios { get; }
|
||||||
|
List<AudioClip> DispatcherAudios { get; }
|
||||||
|
AudioMixer AudioMixer { get; }
|
||||||
|
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
|
||||||
|
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
|
||||||
|
UniTask WarmGameplayMusic();
|
||||||
|
void ReleaseActionMusic();
|
||||||
|
UniTask WarmMenuMusic();
|
||||||
|
void ReleaseMenuMusic();
|
||||||
|
UniTask WarmSFX();
|
||||||
|
void ReleaseSFX();
|
||||||
|
UniTask WarmEnemies();
|
||||||
|
void ReleaseEnemies();
|
||||||
|
UniTask WarmDispatcher();
|
||||||
|
void ReleaseDispatcher();
|
||||||
|
void ReleasePeacefulMusic();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ea837e1ca08a4846b7f4ce2df771bf65
|
||||||
|
timeCreated: 1762804793
|
||||||
@@ -0,0 +1,24 @@
|
|||||||
|
using System;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Audio
|
||||||
|
{
|
||||||
|
public interface IAudioService
|
||||||
|
{
|
||||||
|
UniTask Initialize();
|
||||||
|
UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType);
|
||||||
|
UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null);
|
||||||
|
void StopMusic();
|
||||||
|
void GladlyAskToStopMusic(Action callback = null);
|
||||||
|
void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
|
||||||
|
void PlaySFX(SFXSounds sfxId, Vector3 position);
|
||||||
|
void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
|
||||||
|
|
||||||
|
delegate void OnAudioPlayingDelegate();
|
||||||
|
|
||||||
|
event OnAudioPlayingDelegate OnDispatcherStarted;
|
||||||
|
event OnAudioPlayingDelegate OnDispatcherEnded;
|
||||||
|
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 30521fadcce84848ae88363e915bceb4
|
||||||
|
timeCreated: 1762804728
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
namespace Code.Audio
|
||||||
|
{
|
||||||
|
public enum MusicType
|
||||||
|
{
|
||||||
|
Menu,
|
||||||
|
Peaceful,
|
||||||
|
Action
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 74ff08d5f1b741f69e37fc06fb07ae8d
|
||||||
|
timeCreated: 1763151897
|
||||||
@@ -0,0 +1,13 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
using UnityEngine.Audio;
|
||||||
|
|
||||||
|
namespace Code.Configs
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(menuName = "Config/Audio/Mixer", fileName = "AudioMixerConfig")]
|
||||||
|
public class AudioMixerConfig : ScriptableObject
|
||||||
|
{
|
||||||
|
public AudioMixer audioMixerAsset;
|
||||||
|
public AssetReference audioSourcePrefab;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 353cee8946ca43efbbcda905d7b32ae1
|
||||||
|
timeCreated: 1762624627
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
using Code.Audio;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Configs
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(fileName = "AudioSourceSettingsConfig", menuName = "Audio/AudioSourceSettingsConfig")]
|
||||||
|
public class AudioSourceSettingsConfig : ScriptableObject
|
||||||
|
{
|
||||||
|
// Дополнять по мере необходимости
|
||||||
|
public float spatialBlend;
|
||||||
|
|
||||||
|
public AudioSourceType sourceType;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e6406ab390b74d5ca336d7d4d0e1a732
|
||||||
|
timeCreated: 1763850008
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
using Code.Gameplay.Camera;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Configs
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(fileName = "CameraSettingsConfig", menuName = "Config/CameraSettingsConfig")]
|
||||||
|
public class CameraSettingsConfig : ScriptableObject
|
||||||
|
{
|
||||||
|
// Дополнять по мере необходимости
|
||||||
|
public float fov;
|
||||||
|
|
||||||
|
public CameraMode cameraMode;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6610b94e9823401c94533e1756a97195
|
||||||
|
timeCreated: 1763846744
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
|
||||||
|
namespace Code.Configs
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(menuName = "Config/Audio/CharacterSoundList", fileName = "CharacterSoundListConfig")]
|
||||||
|
public class CharacterSoundListConfig : ScriptableObject
|
||||||
|
{
|
||||||
|
public AssetReference[] character;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 83304a98bbdc4e7c9c7c643653ae1368
|
||||||
|
timeCreated: 1762625438
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
|
||||||
|
namespace Code.Configs
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(menuName = "Config/Audio/DispatcherSoundList", fileName = "DispatcherSoundListConfig")]
|
||||||
|
public class DispatcherSoundListConfig : ScriptableObject
|
||||||
|
{
|
||||||
|
public AssetReference[] dispatcher;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8a6f6ffb8f5242899791719801791945
|
||||||
|
timeCreated: 1762625431
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
|
||||||
|
namespace Code.Configs
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(menuName = "Config/Audio/EnemiesSoundList", fileName = "EnemiesSoundListConfig")]
|
||||||
|
public class EnemiesSoundListConfig : ScriptableObject
|
||||||
|
{
|
||||||
|
public AssetReference[] enemies;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e73ac7f7e3cd4db8ada95f63d73c2d1d
|
||||||
|
timeCreated: 1762625425
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Configs
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(menuName = "Config/Gameplay/OrderBox", fileName = "OrderBoxConfig")]
|
||||||
|
public class OrderBoxConfig : ScriptableObject
|
||||||
|
{
|
||||||
|
public float activationTime;
|
||||||
|
public AnimationCurve floatingCurve;
|
||||||
|
public float curveLength;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6af4f53d425a41c78ef889fd7e5c3197
|
||||||
|
timeCreated: 1763735968
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Configs
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(fileName = "OrderServiceConfig", menuName = "Config/Gameplay/OrderServiceConfig")]
|
||||||
|
public class OrderServiceConfig : ScriptableObject
|
||||||
|
{
|
||||||
|
public Vector2 timeBounds;
|
||||||
|
public float koefRooms, koefOvertime;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ee2550c3e4874575ac3aecadfcc42475
|
||||||
|
timeCreated: 1763559999
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
|
||||||
namespace Code.Configs
|
namespace Code.Configs
|
||||||
{
|
{
|
||||||
@@ -6,5 +7,8 @@ namespace Code.Configs
|
|||||||
public class PlayerConfig : ScriptableObject
|
public class PlayerConfig : ScriptableObject
|
||||||
{
|
{
|
||||||
public int maxHealth;
|
public int maxHealth;
|
||||||
|
|
||||||
|
public AssetReference characterPrefab;
|
||||||
|
public AssetReference armsMeshPrefab;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
|
||||||
|
namespace Code.Configs
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(menuName = "Config/Audio/SFXList", fileName = "SFXListConfig")]
|
||||||
|
public class SFXListConfig : ScriptableObject
|
||||||
|
{
|
||||||
|
public AssetReference[] SFX;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: be49de18297645009c1e2092f382a670
|
||||||
|
timeCreated: 1762625417
|
||||||
@@ -0,0 +1,13 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
|
||||||
|
namespace Code.Configs
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(menuName = "Config/Audio/SoundtrackList", fileName = "SoundtrackListConfig")]
|
||||||
|
public class SoundtrackListConfig : ScriptableObject
|
||||||
|
{
|
||||||
|
public AssetReference[] peacefulSoundtrack;
|
||||||
|
public AssetReference[] actionSoundtrack;
|
||||||
|
public AssetReference[] menuSoundtrack;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6d4b28e4552d456d99550b6d91467345
|
||||||
|
timeCreated: 1762624980
|
||||||
@@ -10,4 +10,22 @@ namespace Code.Constants
|
|||||||
{
|
{
|
||||||
public const string LoadingScreen = "LoadingScreen";
|
public const string LoadingScreen = "LoadingScreen";
|
||||||
}
|
}
|
||||||
|
public static class AudioGroups
|
||||||
|
{
|
||||||
|
public const string MasterGroup = "Master";
|
||||||
|
public const string SFXGroup = "SFX";
|
||||||
|
public const string CreaturesGroup = "Creatures";
|
||||||
|
public const string MusicGroup = "Music";
|
||||||
|
public const string PeacefulMusicGroup = "Peaceful";
|
||||||
|
public const string ActionMusicGroup = "Action";
|
||||||
|
public const string DispatcherMusicGroup = "Dispatcher";
|
||||||
|
public const string CourierMusicGroup = "Courier";
|
||||||
|
public const string EnemiesMusicGroup = "Enemies";
|
||||||
|
|
||||||
|
public const string PeacefulSnapshot = "Peaceful";
|
||||||
|
public const string ActionSnapshot = "Action";
|
||||||
|
public const string NoneSnapshot = "None";
|
||||||
|
public const string MenuSnapshot = "Menu";
|
||||||
|
public const string MenuMusicGroup = "Menu";
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -10,8 +10,9 @@ namespace Code.Gameplay.Camera
|
|||||||
*/
|
*/
|
||||||
public enum CameraMode
|
public enum CameraMode
|
||||||
{
|
{
|
||||||
Bogdan,
|
None,
|
||||||
Static,
|
Static,
|
||||||
|
MainMenu,
|
||||||
FirstPerson,
|
FirstPerson,
|
||||||
ThirdPerson,
|
ThirdPerson,
|
||||||
Cinematic
|
Cinematic
|
||||||
|
|||||||
@@ -9,13 +9,16 @@ namespace Code.Gameplay.Camera
|
|||||||
// Текущий режим работы камеры
|
// Текущий режим работы камеры
|
||||||
public override void Initialize()
|
public override void Initialize()
|
||||||
{
|
{
|
||||||
|
States.Add(CameraMode.None, new NoneState(StateMachineContext));
|
||||||
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
|
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
|
||||||
|
States.Add(CameraMode.MainMenu, new MainMenuState(StateMachineContext));
|
||||||
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
|
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
|
||||||
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
|
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
|
||||||
|
|
||||||
CurrentBaseState = States[CameraMode.Static];
|
CurrentBaseState = States[CameraMode.None];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public UnityEngine.Camera Camera => StateMachineContext.Camera;
|
||||||
|
|
||||||
protected override bool CheckTransitionAllowed(CameraMode nextState) => true;
|
protected override bool CheckTransitionAllowed(CameraMode nextState) => true;
|
||||||
|
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
using Code.Configs;
|
using Code.Configs;
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Reflex.Attributes;
|
using Reflex.Attributes;
|
||||||
@@ -9,5 +10,6 @@ namespace Code.Gameplay.Camera
|
|||||||
[Inject] public UnityEngine.Camera Camera;
|
[Inject] public UnityEngine.Camera Camera;
|
||||||
[Inject] public CameraConfig Config;
|
[Inject] public CameraConfig Config;
|
||||||
[Inject] public IInputService InputService;
|
[Inject] public IInputService InputService;
|
||||||
|
[Inject] public Dictionary<CameraMode,CameraSettingsConfig> CameraSettingsConfigs;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -117,7 +117,7 @@ namespace Code.Gameplay.Camera.CameraStates
|
|||||||
protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
|
protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
|
||||||
{
|
{
|
||||||
// Вращение вокруг вертикальной оси (горизонтальный поворот)
|
// Вращение вокруг вертикальной оси (горизонтальный поворот)
|
||||||
var rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed));
|
var rotationFromInput = Quaternion.Euler(Vector3.up * (rotationInput.x * RotationSpeed));
|
||||||
PlanarDirection = rotationFromInput * PlanarDirection;
|
PlanarDirection = rotationFromInput * PlanarDirection;
|
||||||
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
||||||
|
|
||||||
|
|||||||
@@ -14,14 +14,16 @@ namespace Code.Gameplay.Camera.CameraStates
|
|||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
|
base.EnterState();
|
||||||
|
|
||||||
// В FirstPerson режиме дистанция всегда равна 0
|
// В FirstPerson режиме дистанция всегда равна 0
|
||||||
MinDistance = 0f;
|
MinDistance = 0f;
|
||||||
MaxDistance = 0f;
|
MaxDistance = 0f;
|
||||||
DefaultDistance = 0f;
|
DefaultDistance = 0f;
|
||||||
TargetDistance = 0f;
|
TargetDistance = 0f;
|
||||||
CurrentDistance = 0f;
|
CurrentDistance = 0f;
|
||||||
|
|
||||||
base.EnterState();
|
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||||
|
|||||||
@@ -0,0 +1,30 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Camera.CameraStates
|
||||||
|
{
|
||||||
|
public class MainMenuState : BaseCameraState, ICameraState
|
||||||
|
{
|
||||||
|
public MainMenuState(CameraStateMachineContext context) : base(context) { }
|
||||||
|
|
||||||
|
public override void EnterState()
|
||||||
|
{
|
||||||
|
base.EnterState();
|
||||||
|
|
||||||
|
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||||
|
{
|
||||||
|
Camera.transform.position = FollowTransform.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
public CameraMode GetCameraMode() => CameraMode.MainMenu;
|
||||||
|
|
||||||
|
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
|
||||||
|
out Quaternion targetRotation)
|
||||||
|
{
|
||||||
|
if(FollowTransform) Camera.transform.rotation = FollowTransform.rotation;
|
||||||
|
targetRotation = Camera.transform.rotation;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8e4b2fa3af4b4ba78ab79ca154f05fb4
|
||||||
|
timeCreated: 1763547110
|
||||||
@@ -0,0 +1,21 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Camera.CameraStates
|
||||||
|
{
|
||||||
|
public class NoneState : BaseCameraState, ICameraState
|
||||||
|
{
|
||||||
|
public NoneState(CameraStateMachineContext context) : base(context) { }
|
||||||
|
|
||||||
|
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public CameraMode GetCameraMode() => CameraMode.None;
|
||||||
|
|
||||||
|
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
|
||||||
|
out Quaternion targetRotation)
|
||||||
|
{
|
||||||
|
targetRotation = Quaternion.identity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d8fa6119113f4f12a35365fd27387124
|
||||||
|
timeCreated: 1763847889
|
||||||
@@ -9,8 +9,9 @@ namespace Code.Gameplay.Camera.CameraStates
|
|||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
Debug.Log("Static State Enter");
|
|
||||||
base.EnterState();
|
base.EnterState();
|
||||||
|
|
||||||
|
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||||
|
|||||||
@@ -14,13 +14,13 @@ namespace Code.Gameplay.Camera.CameraStates
|
|||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
|
base.EnterState();
|
||||||
|
|
||||||
// Восстанавливаем исходные значения дистанции
|
// Восстанавливаем исходные значения дистанции
|
||||||
MinDistance = OriginalMinDistance;
|
MinDistance = OriginalMinDistance;
|
||||||
MaxDistance = OriginalMaxDistance;
|
MaxDistance = OriginalMaxDistance;
|
||||||
DefaultDistance = OriginalDefaultDistance;
|
DefaultDistance = OriginalDefaultDistance;
|
||||||
TargetDistance = DefaultDistance;
|
TargetDistance = DefaultDistance;
|
||||||
|
|
||||||
base.EnterState();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
||||||
|
|||||||
+40
-3
@@ -15,6 +15,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
private readonly float _minWallClimbSpeed;
|
private readonly float _minWallClimbSpeed;
|
||||||
// Пороговый косинус стены
|
// Пороговый косинус стены
|
||||||
public float WallNormalThreshold { get; }
|
public float WallNormalThreshold { get; }
|
||||||
|
|
||||||
|
private bool _hasClimbedThisWallSession;
|
||||||
|
private float _wallClimbCooldownTimer;
|
||||||
|
private readonly float _wallClimbCooldownDuration = 1.5f;
|
||||||
|
|
||||||
|
public bool IsClimbingActive { get; private set; }
|
||||||
|
|
||||||
// Конструктор механики залазания на стену
|
// Конструктор механики залазания на стену
|
||||||
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed, float wallDetectionAngleThreshold)
|
public WallClimbMechanic(float wallClimbSpeedFactor, float minWallClimbSpeed, float wallDetectionAngleThreshold)
|
||||||
@@ -26,21 +32,32 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
||||||
public void OnMovementHit(KinematicCharacterMotor motor, Vector3 hitNormal)
|
public bool TryClimbWall(KinematicCharacterMotor motor, Vector3 hitNormal)
|
||||||
{
|
{
|
||||||
// Проверяем, что это вертикальная или почти вертикальная поверхность (стена)
|
// Проверяем, что это вертикальная или почти вертикальная поверхность (стена)
|
||||||
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
||||||
if (Mathf.Abs(dotWithUp) > WallNormalThreshold) return; // Не стена — это пол или потолок
|
|
||||||
|
if (Mathf.Abs(dotWithUp) > WallNormalThreshold)
|
||||||
|
{
|
||||||
|
// Сбрасываем сессию, если коснулись пола/потолка → выход из "режима стены"
|
||||||
|
_hasClimbedThisWallSession = false;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Запрещаем повторное залазание в рамках одной сессии
|
||||||
|
if (_hasClimbedThisWallSession || _wallClimbCooldownTimer > 0f)
|
||||||
|
return false;
|
||||||
|
|
||||||
// Получаем текущую скорость персонажа
|
// Получаем текущую скорость персонажа
|
||||||
var currentVelocity = motor.Velocity;
|
var currentVelocity = motor.Velocity;
|
||||||
|
|
||||||
// Проекция скорости на направление к стене (отрицательная, если летим в стену)
|
// Проекция скорости на направление к стене (отрицательная, если летим в стену)
|
||||||
var velocityIntoWall = Vector3.Dot(currentVelocity, -hitNormal);
|
var velocityIntoWall = Vector3.Dot(currentVelocity, -hitNormal);
|
||||||
|
|
||||||
// Если движемся в стену с достаточной скоростью
|
// Если движемся в стену с достаточной скоростью
|
||||||
if (velocityIntoWall > _minWallClimbSpeed)
|
if (velocityIntoWall > _minWallClimbSpeed)
|
||||||
{
|
{
|
||||||
|
_wallClimbCooldownTimer = _wallClimbCooldownDuration;
|
||||||
// Преобразуем часть горизонтальной скорости в вертикальную
|
// Преобразуем часть горизонтальной скорости в вертикальную
|
||||||
var verticalBoost = velocityIntoWall * _wallClimbSpeedFactor;
|
var verticalBoost = velocityIntoWall * _wallClimbSpeedFactor;
|
||||||
|
|
||||||
@@ -49,6 +66,26 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
|
|
||||||
// Предотвращаем заземление и повторное применение в этом кадре
|
// Предотвращаем заземление и повторное применение в этом кадре
|
||||||
motor.ForceUnground();
|
motor.ForceUnground();
|
||||||
|
_hasClimbedThisWallSession = true;
|
||||||
|
IsClimbingActive = true;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ResetWallClimbSession()
|
||||||
|
{
|
||||||
|
_hasClimbedThisWallSession = false;
|
||||||
|
IsClimbingActive = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TickCooldown(float deltaTime)
|
||||||
|
{
|
||||||
|
if (_wallClimbCooldownTimer > 0f)
|
||||||
|
{
|
||||||
|
_wallClimbCooldownTimer -= deltaTime;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+84
-16
@@ -17,6 +17,12 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
private Vector3 _lastWallNormal;
|
private Vector3 _lastWallNormal;
|
||||||
private float _lastWallContactHeight;
|
private float _lastWallContactHeight;
|
||||||
private float _leanFactor;
|
private float _leanFactor;
|
||||||
|
private float _leanSign;
|
||||||
|
private Vector3 _leanDirection;
|
||||||
|
|
||||||
|
private Vector3 _lastWallContactPoint;
|
||||||
|
private bool _isLeaningOnWall;
|
||||||
|
private const float WallProximityThreshold = 0.6f;
|
||||||
|
|
||||||
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
|
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
|
||||||
{
|
{
|
||||||
@@ -32,29 +38,93 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Вызывается из OnMovementHit
|
// Вызывается из OnMovementHit
|
||||||
public void OnWallContact(Vector3 wallNormal, float contactHeight)
|
public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
|
||||||
{
|
{
|
||||||
|
// Только если это действительно стена (не пол/потолок)
|
||||||
|
var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
|
||||||
|
if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
|
||||||
|
return;
|
||||||
|
|
||||||
_lastWallNormal = wallNormal;
|
_lastWallNormal = wallNormal;
|
||||||
_lastWallContactHeight = contactHeight; }
|
_lastWallContactHeight = contactHeight;
|
||||||
|
_lastWallContactPoint = motor.TransientPosition;
|
||||||
|
|
||||||
|
// Пересчитываем направление наклона
|
||||||
|
_leanDirection = -_lastWallNormal;
|
||||||
|
_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
|
||||||
|
|
||||||
|
_leanSign = 1;
|
||||||
|
|
||||||
|
// what the fuck
|
||||||
|
if (_leanDirection.x != 0)
|
||||||
|
{
|
||||||
|
switch (_leanDirection.x)
|
||||||
|
{
|
||||||
|
case -1 or 1 when motor.CharacterRight.x > 0.1f:
|
||||||
|
_leanSign = -1;
|
||||||
|
break;
|
||||||
|
case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
|
||||||
|
_leanDirection = new Vector3(0, 0, -1);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
switch (_leanDirection.z)
|
||||||
|
{
|
||||||
|
case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
|
||||||
|
_leanSign = -1;
|
||||||
|
break;
|
||||||
|
case -1 when motor.CharacterRight.z < -0.1f:
|
||||||
|
case 1 when motor.CharacterRight.z > 0.1f:
|
||||||
|
_leanDirection = new Vector3(-1, 0, 0);
|
||||||
|
break;
|
||||||
|
case -1 when motor.CharacterRight.z > 0.1f:
|
||||||
|
case 1 when motor.CharacterRight.z < -0.1f:
|
||||||
|
_leanDirection = new Vector3(1, 0, 0);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_isLeaningOnWall = true;
|
||||||
|
}
|
||||||
|
|
||||||
// Обновление каждый кадр
|
// Обновление каждый кадр
|
||||||
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
|
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
|
||||||
{
|
{
|
||||||
if (!_characterTransform) return;
|
if (!_characterTransform) return;
|
||||||
|
|
||||||
var isGrounded = motor.GroundingStatus.IsStableOnGround;
|
|
||||||
|
|
||||||
if (!isGrounded)
|
var currentPosition = motor.TransientPosition;
|
||||||
|
|
||||||
|
var isStillNearWall = false;
|
||||||
|
if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
|
||||||
{
|
{
|
||||||
var heightDelta = motor.TransientPosition.y - _lastWallContactHeight;
|
var toWall = currentPosition - _lastWallContactPoint;
|
||||||
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
|
||||||
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
|
||||||
}
|
}
|
||||||
else
|
|
||||||
|
if (_isLeaningOnWall)
|
||||||
|
{
|
||||||
|
var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
|
||||||
|
|
||||||
|
if (!isStillNearWall || isBelowContactHeight)
|
||||||
|
{
|
||||||
|
_isLeaningOnWall = false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var heightDelta = currentPosition.y - _lastWallContactHeight;
|
||||||
|
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
||||||
|
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!_isLeaningOnWall)
|
||||||
{
|
{
|
||||||
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||||
}
|
}
|
||||||
|
|
||||||
ApplyLeanRotation(motor);
|
ApplyLeanRotation(motor);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -66,13 +136,11 @@ namespace Code.Gameplay.Character.Controller.Abilities
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
var leanDirection = -_lastWallNormal;
|
if (_leanDirection.sqrMagnitude < 0.01f) return;
|
||||||
leanDirection = Vector3.ProjectOnPlane(leanDirection, motor.CharacterUp).normalized;
|
|
||||||
|
|
||||||
if (leanDirection.sqrMagnitude < 0.01f) return;
|
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
|
||||||
|
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
|
||||||
var leanAngle = _leanFactor * _maxLeanAngle;
|
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
|
||||||
var leanRotation = Quaternion.AngleAxis(leanAngle, Vector3.Cross(motor.CharacterUp, leanDirection));
|
|
||||||
_characterTransform.localRotation = leanRotation;
|
_characterTransform.localRotation = leanRotation;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+57
-19
@@ -33,9 +33,43 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
private GroundMovementSystem _groundMovement;
|
private GroundMovementSystem _groundMovement;
|
||||||
private AirMovementSystem _airMovement;
|
private AirMovementSystem _airMovement;
|
||||||
|
|
||||||
|
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
||||||
|
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
|
||||||
|
|
||||||
// Инициализация контроллера
|
// Инициализация контроллера
|
||||||
private void Awake()
|
// private void Awake()
|
||||||
|
// {
|
||||||
|
// // Инициализация подсистем с параметрами из конфига
|
||||||
|
// _inputHandler = new CharacterInputHandler(
|
||||||
|
// _characterConfig.sprintAngleThreshold
|
||||||
|
// );
|
||||||
|
// _slideMechanic = new SlideMechanic(
|
||||||
|
// _characterConfig.slideSpeed,
|
||||||
|
// _characterConfig.slideDuration,
|
||||||
|
// _characterConfig.slideCooldown
|
||||||
|
// );
|
||||||
|
// _wallClimbMechanic = new WallClimbMechanic(
|
||||||
|
// _characterConfig.wallClimbSpeedFactor,
|
||||||
|
// _characterConfig.minWallClimbSpeed,
|
||||||
|
// _characterConfig.wallDetectionAngleThreshold
|
||||||
|
// );
|
||||||
|
// _wallLeanMechanic = new WallLeanMechanic(
|
||||||
|
// _characterConfig.maxWallLeanAngle,
|
||||||
|
// _characterConfig.wallLeanSharpness,
|
||||||
|
// _characterConfig.wallLeanHeightScale
|
||||||
|
// );
|
||||||
|
// _groundMovement = new GroundMovementSystem(
|
||||||
|
// _characterConfig.maxStableMoveSpeed,
|
||||||
|
// _characterConfig.sprintMoveSpeed,
|
||||||
|
// _characterConfig.stableMovementSharpness,
|
||||||
|
// _characterConfig.jumpSpeed
|
||||||
|
// );
|
||||||
|
// _airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||||
|
// }
|
||||||
|
[Inject]
|
||||||
|
private void Construct(CharacterConfig characterConfig)
|
||||||
{
|
{
|
||||||
|
_characterConfig = characterConfig;
|
||||||
// Инициализация подсистем с параметрами из конфига
|
// Инициализация подсистем с параметрами из конфига
|
||||||
_inputHandler = new CharacterInputHandler(
|
_inputHandler = new CharacterInputHandler(
|
||||||
_characterConfig.sprintAngleThreshold
|
_characterConfig.sprintAngleThreshold
|
||||||
@@ -62,25 +96,31 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
_characterConfig.jumpSpeed
|
_characterConfig.jumpSpeed
|
||||||
);
|
);
|
||||||
_airMovement = new AirMovementSystem(_characterConfig.gravity);
|
_airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||||
}
|
|
||||||
|
|
||||||
// Текущий режим камеры для адаптации поведения
|
|
||||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
|
||||||
|
|
||||||
// Инициализация контроллера
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||||
_inputHandler.FirstPersonCameraRotation =
|
_inputHandler.FirstPersonCameraRotation =
|
||||||
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||||
_wallLeanMechanic.SetCharacterTransform(characterTransform);
|
_wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||||
}
|
}
|
||||||
|
// Текущий режим камеры для адаптации поведения
|
||||||
|
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
||||||
|
|
||||||
|
// Инициализация контроллера
|
||||||
|
// private void Start()
|
||||||
|
// {
|
||||||
|
// motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||||
|
// _inputHandler.FirstPersonCameraRotation =
|
||||||
|
// motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||||
|
// _wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||||
|
// }
|
||||||
|
|
||||||
// Обработка и преобразование входных данных от персонажа
|
// Обработка и преобразование входных данных от персонажа
|
||||||
public void SetInputs(ref CharacterInputs inputs)
|
public void SetInputs(ref CharacterInputs inputs)
|
||||||
{
|
{
|
||||||
// Обновляем таймер перезарядки слайда
|
// Обновляем таймер перезарядки слайда
|
||||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||||
|
_wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||||
|
|
||||||
// Если активен слайд - игнорируем весь остальной ввод
|
// Если активен слайд - игнорируем весь остальной ввод
|
||||||
if (_slideMechanic.IsSliding)
|
if (_slideMechanic.IsSliding)
|
||||||
@@ -109,8 +149,7 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
// Обновление вращения персонажа на основе входных данных
|
// Обновление вращения персонажа на основе входных данных
|
||||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||||
{
|
{
|
||||||
// ВО ВРЕМЯ СЛАЙДА НЕ ОБНОВЛЯЕМ ВРАЩЕНИЕ - ПЕРСОНАЖ СМОТРИТ ПРЯМО
|
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return;
|
||||||
if (_slideMechanic.IsSliding) return;
|
|
||||||
|
|
||||||
switch (_currentCameraMode)
|
switch (_currentCameraMode)
|
||||||
{
|
{
|
||||||
@@ -141,7 +180,6 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
// Заготовка на будущее (если понадобится)
|
// Заготовка на будущее (если понадобится)
|
||||||
case CameraMode.Static:
|
case CameraMode.Static:
|
||||||
case CameraMode.Cinematic:
|
case CameraMode.Cinematic:
|
||||||
case CameraMode.Bogdan: // Скорее всего юзлес, но пускай будет
|
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@@ -196,6 +234,11 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
{
|
{
|
||||||
_slideMechanic.EndSlide();
|
_slideMechanic.EndSlide();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (motor.GroundingStatus.IsStableOnGround)
|
||||||
|
{
|
||||||
|
_wallClimbMechanic.ResetWallClimbSession();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Метод вызывается после обновления персонажа
|
// Метод вызывается после обновления персонажа
|
||||||
@@ -220,13 +263,8 @@ namespace Code.Gameplay.Character.Controller
|
|||||||
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||||
ref HitStabilityReport hitStabilityReport)
|
ref HitStabilityReport hitStabilityReport)
|
||||||
{
|
{
|
||||||
_wallClimbMechanic.OnMovementHit(motor, hitNormal);
|
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
|
||||||
|
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
|
||||||
var dotWithUp = Vector3.Dot(hitNormal, motor.CharacterUp);
|
|
||||||
if (Mathf.Abs(dotWithUp) <= _wallClimbMechanic.WallNormalThreshold)
|
|
||||||
{
|
|
||||||
_wallLeanMechanic.OnWallContact(hitNormal, motor.TransientPosition.y);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Обработка отчета о стабильности столкновения
|
// Обработка отчета о стабильности столкновения
|
||||||
|
|||||||
+1
-1
@@ -113,7 +113,7 @@ namespace Code.Gameplay.Character.Controller.Input
|
|||||||
var cameraForward = cameraRotation * Vector3.forward;
|
var cameraForward = cameraRotation * Vector3.forward;
|
||||||
|
|
||||||
// Проецируем на горизонтальную плоскость
|
// Проецируем на горизонтальную плоскость
|
||||||
var horizontalForward = Vector3.ProjectOnPlane(cameraForward, motor.CharacterUp).normalized;
|
var horizontalForward = Vector3.ProjectOnPlane(cameraForward, Vector3.up).normalized;
|
||||||
|
|
||||||
// Если проекция вырождена, используем текущее направление персонажа
|
// Если проекция вырождена, используем текущее направление персонажа
|
||||||
if (horizontalForward.sqrMagnitude < 0.01f)
|
if (horizontalForward.sqrMagnitude < 0.01f)
|
||||||
|
|||||||
@@ -0,0 +1,60 @@
|
|||||||
|
using Code.Gameplay.Camera;
|
||||||
|
using Code.Gameplay.Camera.CameraStates;
|
||||||
|
using Code.Gameplay.Character.Controller;
|
||||||
|
using Code.Gameplay.Player;
|
||||||
|
using Code.Input;
|
||||||
|
using Reflex.Attributes;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Character.Core
|
||||||
|
{
|
||||||
|
public class CharacterProvider : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Inject] private CameraStateMachine _cameraStateMachine; // Стейт-машина камеры (нужна для транзакций и т.п.)
|
||||||
|
[SerializeField] private CustomCharacterController customCharacterController; // Компонент управления персонажем
|
||||||
|
public CustomCharacterController CustomCharacterController => customCharacterController;
|
||||||
|
|
||||||
|
[SerializeField] private Transform cameraFollowPoint; // Точка следования камеры (уровень глаз для FirstPerson)
|
||||||
|
public Transform GetFollowTransform() => cameraFollowPoint;
|
||||||
|
|
||||||
|
[Inject] private IInputService _inputService; // Сервис ввода через DI
|
||||||
|
|
||||||
|
[SerializeField] private PlayerAnimator _animator;
|
||||||
|
public PlayerAnimator PlayerAnimator => _animator;
|
||||||
|
|
||||||
|
public void Teleport(Vector3 position, Quaternion rotation)
|
||||||
|
{
|
||||||
|
customCharacterController.SetPosition(position);
|
||||||
|
customCharacterController.SetRotation(rotation);
|
||||||
|
}
|
||||||
|
// Обработка ввода для движения персонажа
|
||||||
|
private void HandleCharacterInput()
|
||||||
|
{
|
||||||
|
// Создаем структуру ввода с полной информацией о камере
|
||||||
|
var inputs = new CharacterInputs();
|
||||||
|
|
||||||
|
// Получаем данные движения из Input System
|
||||||
|
var moveInput = _inputService.MoveInput;
|
||||||
|
inputs.MoveAxisForward = moveInput.y; // Vertical ось (W/S или Up/Down)
|
||||||
|
inputs.MoveAxisRight = moveInput.x; // Horizontal ось (A/D или Left/Right)
|
||||||
|
inputs.JumpPressed = _inputService.JumpPressed; // Прыжки (Space)
|
||||||
|
inputs.SprintPressed = true;//_inputService.SprintPressed; // Спринт (Shift)
|
||||||
|
inputs.SlidePressed = _inputService.SlidePressed; // Слайд (Ctrl)
|
||||||
|
inputs.CameraMode = ((ICameraState)_cameraStateMachine.CurrentBaseState).GetCameraMode();
|
||||||
|
|
||||||
|
// Передаем информацию о камере для адаптивного поведения
|
||||||
|
inputs.CameraRotation = ((BaseCameraState)_cameraStateMachine.CurrentBaseState).GetCameraRotation();
|
||||||
|
inputs.CameraPlanarDirection = ((BaseCameraState)_cameraStateMachine.CurrentBaseState).GetPlanarDirection();
|
||||||
|
|
||||||
|
// Передаем ввод в контроллер персонажа
|
||||||
|
customCharacterController.SetInputs(ref inputs);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Обновление логики каждый кадр
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
// Обработка ввода для движения в Update (физика)
|
||||||
|
HandleCharacterInput();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b2d4b8256c1f4b3facf6b8d0a7d5256b
|
||||||
|
timeCreated: 1763217123
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b7ba7b62b1aa47c48dc82ac8d8e8530e
|
||||||
|
timeCreated: 1763548306
|
||||||
@@ -0,0 +1,48 @@
|
|||||||
|
using DG.Tweening;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Door
|
||||||
|
{
|
||||||
|
public class CinematicDoorOpening
|
||||||
|
{
|
||||||
|
private MainMenuDoor _mainMenuDoor;
|
||||||
|
private Light _doorLight;
|
||||||
|
|
||||||
|
public CinematicDoorOpening(MainMenuDoor mainMenuDoor, Light doorLight)
|
||||||
|
{
|
||||||
|
_mainMenuDoor = mainMenuDoor;
|
||||||
|
_doorLight = doorLight;
|
||||||
|
}
|
||||||
|
public void PreOpen(int type)
|
||||||
|
{
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
_doorLight.DOColor(Color.green, 0.2f);
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
_doorLight.DOColor(Color.yellow, 0.2f);
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
_doorLight.DOColor(Color.red, 0.2f);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
_mainMenuDoor.Petlya.DORotate(new Vector3(0, -10, 0), 1f);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Close()
|
||||||
|
{
|
||||||
|
_mainMenuDoor.Petlya.DORotate(new Vector3(0, 0, 0), 1f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class MainMenuUIVariables
|
||||||
|
{
|
||||||
|
public MainMenuDoor MainMenuDoor;
|
||||||
|
public Light DoorLight;
|
||||||
|
public Color ButtonDefaultColor;
|
||||||
|
public Color ButtonHoverColor;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: deda0339570d44609dd62eafd9c6215f
|
||||||
|
timeCreated: 1763548908
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Door
|
||||||
|
{
|
||||||
|
public class MainMenuDoor : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] Rigidbody rigidbody;
|
||||||
|
[SerializeField] private Transform petlya;
|
||||||
|
public Transform Petlya => petlya;
|
||||||
|
|
||||||
|
public void SetPhysics(bool active)
|
||||||
|
{
|
||||||
|
rigidbody.isKinematic = active;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 50a6b5e332704611b19f5a209d4dbffe
|
||||||
|
timeCreated: 1763548314
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e41c28f7828a44b7bc26d87886064d99
|
||||||
|
timeCreated: 1763556651
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4911436131e345ada949f2418595bbd8
|
||||||
|
timeCreated: 1763559099
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
namespace Code.Gameplay.Orders.Order
|
||||||
|
{
|
||||||
|
public interface IOrderService
|
||||||
|
{
|
||||||
|
delegate void OrderFailureDelegate();
|
||||||
|
|
||||||
|
delegate void OrderProgressDelegate(float time);
|
||||||
|
|
||||||
|
event OrderProgressDelegate OnOrderGiven;
|
||||||
|
event OrderProgressDelegate OnOrderRecieved;
|
||||||
|
event OrderFailureDelegate OnOrderFailure;
|
||||||
|
|
||||||
|
delegate void OrderDeliveredDelegate(int score, float time);
|
||||||
|
|
||||||
|
event OrderDeliveredDelegate OnOrderDelivered;
|
||||||
|
OrderState OrderState { get; }
|
||||||
|
float DeliveryTimer { get; }
|
||||||
|
void RoomPassed();
|
||||||
|
void DecreaseTimer(float delta);
|
||||||
|
void OrderGive();
|
||||||
|
void OrderRecieved();
|
||||||
|
void OrderDelivered();
|
||||||
|
void OrderFailed();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8b4467951c884c8dafeb633020696c24
|
||||||
|
timeCreated: 1763561686
|
||||||
@@ -0,0 +1,65 @@
|
|||||||
|
using System;
|
||||||
|
using Code.Configs;
|
||||||
|
using Code.Gameplay.Orders.Order;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
using Reflex.Attributes;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Orders.Order
|
||||||
|
{
|
||||||
|
public class OrderBox : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Inject] private IOrderService _orderService;
|
||||||
|
public Rigidbody rigidbody;
|
||||||
|
private bool _pickupMode;
|
||||||
|
// [SerializeField] private AnimationCurve debugCurve;
|
||||||
|
|
||||||
|
//DEBUG
|
||||||
|
// private void Start()
|
||||||
|
// {
|
||||||
|
// _capturedPosition = transform.position;
|
||||||
|
// _floatingCurve = debugCurve;
|
||||||
|
// _curveLength = 1f;
|
||||||
|
// }
|
||||||
|
// DEBUG
|
||||||
|
|
||||||
|
private float _activationTime;
|
||||||
|
[Inject]
|
||||||
|
private void Construct(OrderBoxConfig config)
|
||||||
|
{
|
||||||
|
_floatingCurve = config.floatingCurve;
|
||||||
|
_activationTime = config.activationTime;
|
||||||
|
_curveLength = config.curveLength;
|
||||||
|
}
|
||||||
|
public void OnTriggerEnter(Collider other)
|
||||||
|
{
|
||||||
|
if (!_pickupMode) return;
|
||||||
|
|
||||||
|
_orderService.OrderRecieved();
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
public async UniTaskVoid SwitchMode()
|
||||||
|
{
|
||||||
|
await UniTask.WaitForSeconds(_activationTime);
|
||||||
|
_pickupMode = true;
|
||||||
|
rigidbody.isKinematic = true;
|
||||||
|
_capturedPosition = transform.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
private Vector3 _capturedPosition;
|
||||||
|
private float _timeForMoving;
|
||||||
|
private AnimationCurve _floatingCurve;
|
||||||
|
private float _curveLength;
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (!_pickupMode) return;
|
||||||
|
_timeForMoving += Time.fixedDeltaTime;
|
||||||
|
|
||||||
|
if (_timeForMoving > _curveLength) _timeForMoving = 0;
|
||||||
|
|
||||||
|
transform.position = _capturedPosition + new Vector3(0, _floatingCurve.Evaluate(_timeForMoving), 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 067bc72af86a4fb8ac44d0c1fcfd25d5
|
||||||
|
timeCreated: 1763573681
|
||||||
@@ -0,0 +1,19 @@
|
|||||||
|
using System;
|
||||||
|
using Reflex.Attributes;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Orders.Order
|
||||||
|
{
|
||||||
|
public class OrderDeliveryTrigger : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Inject] private IOrderService _orderService;
|
||||||
|
private bool _playerEntered;
|
||||||
|
private void OnTriggerEnter(Collider other)
|
||||||
|
{
|
||||||
|
if (_playerEntered) return;
|
||||||
|
|
||||||
|
_playerEntered = true;
|
||||||
|
_orderService.OrderDelivered();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 47fbefab729047e5a11d8761e26f75a6
|
||||||
|
timeCreated: 1763737623
|
||||||
@@ -0,0 +1,31 @@
|
|||||||
|
using DG.Tweening;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Orders.Order
|
||||||
|
{
|
||||||
|
public class OrderDispenser : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private Transform hatch;
|
||||||
|
[SerializeField] private OrderBox order;
|
||||||
|
|
||||||
|
private bool _activated;
|
||||||
|
public void ThrowOrder()
|
||||||
|
{
|
||||||
|
hatch.DORotate(new Vector3(-130f, 0, 0), 0.2f);
|
||||||
|
|
||||||
|
order.rigidbody.isKinematic = false;
|
||||||
|
order.rigidbody.AddForce(-transform.forward * 10f, ForceMode.Impulse);
|
||||||
|
}
|
||||||
|
|
||||||
|
// DEBUG TODO ДИМКА УДАЛИ И ПРОПИШИ В СВОЕЙ ЛОГИКЕ
|
||||||
|
public void OnTriggerEnter(Collider other)
|
||||||
|
{
|
||||||
|
if(_activated) return;
|
||||||
|
_activated = true;
|
||||||
|
|
||||||
|
ThrowOrder();
|
||||||
|
order.SwitchMode();
|
||||||
|
}
|
||||||
|
// DEBUG
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e50e3c42f5ee45e0b1087e0dbf7dd0f4
|
||||||
|
timeCreated: 1763556675
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
using Reflex.Attributes;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Orders.Order
|
||||||
|
{
|
||||||
|
public class OrderGiveTrigger : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Inject] private IOrderService _orderService;
|
||||||
|
private bool _playerEntered;
|
||||||
|
private void OnTriggerEnter(Collider other)
|
||||||
|
{
|
||||||
|
if (_playerEntered) return;
|
||||||
|
|
||||||
|
_playerEntered = true;
|
||||||
|
_orderService.OrderGive();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d3966e4798d243abba9d85b9ad8aef33
|
||||||
|
timeCreated: 1763742374
|
||||||
@@ -0,0 +1,68 @@
|
|||||||
|
using Code.Configs;
|
||||||
|
using UnityEngine;
|
||||||
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Orders.Order
|
||||||
|
{
|
||||||
|
public class OrderService : IOrderService
|
||||||
|
{
|
||||||
|
public event IOrderService.OrderProgressDelegate OnOrderGiven;
|
||||||
|
public event IOrderService.OrderProgressDelegate OnOrderRecieved;
|
||||||
|
public event IOrderService.OrderDeliveredDelegate OnOrderDelivered;
|
||||||
|
public event IOrderService.OrderFailureDelegate OnOrderFailure;
|
||||||
|
|
||||||
|
private OrderState _orderState;
|
||||||
|
public OrderState OrderState => _orderState;
|
||||||
|
|
||||||
|
private float _deliveryTimer;
|
||||||
|
public float DeliveryTimer => _deliveryTimer;
|
||||||
|
|
||||||
|
private Vector2 _timeBounds;
|
||||||
|
private float _koefRooms, _koefOvertime;
|
||||||
|
|
||||||
|
private int _roomsPassed;
|
||||||
|
|
||||||
|
public OrderService(OrderServiceConfig config)
|
||||||
|
{
|
||||||
|
_orderState = OrderState.Delivered;
|
||||||
|
|
||||||
|
_timeBounds = config.timeBounds;
|
||||||
|
_koefRooms = config.koefRooms;
|
||||||
|
_koefOvertime = config.koefOvertime;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RoomPassed() => _roomsPassed++;
|
||||||
|
public void DecreaseTimer(float delta) => _deliveryTimer -= delta;
|
||||||
|
|
||||||
|
// Вызываются триггерами
|
||||||
|
public void OrderGive()
|
||||||
|
{
|
||||||
|
_orderState = OrderState.Given;
|
||||||
|
_roomsPassed = 0;
|
||||||
|
|
||||||
|
_deliveryTimer = Random.Range(_timeBounds.x, _timeBounds.y);
|
||||||
|
OnOrderGiven?.Invoke(_deliveryTimer);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OrderRecieved()
|
||||||
|
{
|
||||||
|
_orderState = OrderState.Recieved;
|
||||||
|
OnOrderRecieved?.Invoke(_deliveryTimer);
|
||||||
|
}
|
||||||
|
public void OrderFailed() => OnOrderFailure?.Invoke();
|
||||||
|
|
||||||
|
public void OrderDelivered()
|
||||||
|
{
|
||||||
|
if (_orderState != OrderState.Recieved)
|
||||||
|
{
|
||||||
|
OnOrderFailure?.Invoke();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_orderState = OrderState.Delivered;
|
||||||
|
|
||||||
|
int score = (int)(_koefRooms * _roomsPassed + _deliveryTimer * _koefOvertime);
|
||||||
|
OnOrderDelivered?.Invoke(score, _deliveryTimer);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b324c2a1be1546868cddf779445b286a
|
||||||
|
timeCreated: 1763559110
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
namespace Code.Gameplay.Orders.Order
|
||||||
|
{
|
||||||
|
public enum OrderState
|
||||||
|
{
|
||||||
|
Delivered,
|
||||||
|
Given,
|
||||||
|
Recieved,
|
||||||
|
}
|
||||||
|
}
|
||||||
Loaded 100 of 517 files, more files were not shown because too many files have changed in this diff.
Show more
Reference in new issue
Block a user