Merge branch 'Dev' into Generator

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Pe4enega committed 2025-11-24 18:00:18 +03:00
commit ff8ed96138
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+57448 -1709

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@@ -1,41 +1,76 @@
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Scenes; using Code.Gameplay.Player;
using Code.Input;
using Code.StateMachine; using Code.StateMachine;
using Code.UI; using Code.UI;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using Reflex.Extensions;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
namespace Code.App.AppStates namespace Code.App.AppStates
{ {
public class GameOverState : BaseState<AppStateMachineContext> public class GameOverState : BaseState<AppStateMachineContext>
{ {
public GameOverState(AppStateMachineContext context) : base(context) public GameOverState(AppStateMachineContext context) : base(context)
{ } {
}
private IPlayerScore _playerScore;
private GameOverPanel _gameOverPanel;
private float damnTimer = 3f; // TODO Удалить при первой возможности
public override void EnterState() public override void EnterState()
{ {
Context.UIService.SwitchPanelTo(UIPanel.GameOver); Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
_playerScore = sceneContainer.Resolve<IPlayerScore>();
_scoreCounter = 0;
Context.InputService.EnableMap(ActionMappings.UI);
Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
GameOver();
base.EnterState(); base.EnterState();
} }
private void TryToExit(InputAction.CallbackContext context)
{
ToMainMenu();
}
private async UniTaskVoid GameOver()
{
await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
}
private void ToMainMenu() private void ToMainMenu()
{ {
Context.StateMachine.SwitchState(AppState.MainMenu) 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; }
} }
} }
@@ -1,5 +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)
@@ -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;
} }
} }
} }
@@ -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;
} }
} }
@@ -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
@@ -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,
}
}
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