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6
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| Author | SHA1 | Date | |
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1ad87e7432 |
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- m_GUID: 23e11d2c8a4f12f4ea9a7a43d1118464
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m_Address: MainMenu
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m_Settings: {fileID: 11400000, guid: 2588e84eb64800d0781c574a37fa48d8, type: 2}
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||||||
m_SchemaSet:
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m_SchemaSet:
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||||||
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|||||||
@@ -0,0 +1,12 @@
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|||||||
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using Code.App.StateMachine;
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using Code.StateMachine;
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namespace Code.App.AppStates
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{
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||||||
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public class BootstrapState : BaseState<AppStateMachineContext>
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||||||
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{
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||||||
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public BootstrapState(AppStateMachineContext context) : base(context)
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||||||
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{
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||||||
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}
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||||||
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}
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||||||
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}
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@@ -0,0 +1,3 @@
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|||||||
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fileFormatVersion: 2
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guid: 0183e73a08c64332babded3df3d06b95
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||||||
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timeCreated: 1762122962
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@@ -5,7 +5,6 @@ using Code.Input;
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using Code.Scenes;
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using Code.Scenes;
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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 UnityEngine;
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||||||
using UnityEngine.InputSystem;
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using UnityEngine.InputSystem;
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namespace Code.App.AppStates
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namespace Code.App.AppStates
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@@ -15,41 +14,57 @@ namespace Code.App.AppStates
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private PlayerHealth _playerHealth;
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private PlayerHealth _playerHealth;
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||||||
private PlayerMoney _playerMoney;
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private PlayerMoney _playerMoney;
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||||||
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||||||
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private bool _uiLoaded, _sceneLoaded;
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||||||
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||||||
public GameplayState(AppStateMachineContext context) : base(context)
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public GameplayState(AppStateMachineContext context) : base(context)
|
||||||
{
|
{
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||||||
}
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}
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||||||
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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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||||||
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_uiLoaded = _sceneLoaded = false;
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||||||
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||||||
Context.UIService.LoadingScreen.Show();
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Context.UIService.LoadingScreen.Show();
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||||||
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||||||
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded); // TODO Фабрика говна Nada
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||||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
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||||||
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||||||
Context.UIService.SwitchPanelTo(UIPanel.Gameplay);
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||||||
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||||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
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||||||
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||||||
_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
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_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
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||||||
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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||||||
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||||||
_playerHealth.OnDeath += EndGame;
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_playerHealth.OnDeath += EndGame;
|
||||||
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||||||
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Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MovementDev, callBack: OnSceneLoaded); // TODO Фабрика игрока Nada
|
||||||
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|
||||||
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Context.UIService.SwitchPanelTo(UIPanel.Gameplay, callback: PostUILoaded);
|
||||||
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|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveMoney);
|
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.LooseHealth, LooseHealth);
|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
|
||||||
}
|
}
|
||||||
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|
||||||
private void SceneLoaded()
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private void OnSceneLoaded()
|
||||||
{
|
{
|
||||||
((GameplayPanel)(Context.UIService.CurrentPanel)).Initialize(_playerMoney, _playerHealth);
|
_sceneLoaded = true;
|
||||||
Context.UIService.LoadingScreen.Hide();
|
CheckIfLoaded();
|
||||||
|
|
||||||
base.EnterState();
|
|
||||||
}
|
}
|
||||||
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|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// Debug
|
// Debug
|
||||||
private void GiveHealth(InputAction.CallbackContext context)
|
private void GiveHealth(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -14,28 +14,36 @@ 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.UIService.LoadingScreen.Show();
|
Context.UIService.LoadingScreen.Show();
|
||||||
|
|
||||||
Context.SceneLoaderService.LoadScene((int)SceneIds.MainMenu, SceneLoaded);
|
Context.SceneLoaderService.LoadSceneAsync((int)SceneIds.MainMenu, callBack: SceneLoaded);
|
||||||
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
|
||||||
|
Context.UIService.SwitchPanelTo(UIPanel.MainMenu, PostUILoaded);
|
||||||
Context.UIService.SwitchPanelTo(UIPanel.MainMenu);
|
|
||||||
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
|
|
||||||
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
|
|
||||||
|
|
||||||
Context.CameraStateMachine.SwitchState(CameraMode.Static);
|
Context.CameraStateMachine.SwitchState(CameraMode.Static);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void PostUILoaded()
|
||||||
|
{
|
||||||
|
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
|
||||||
|
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
|
||||||
|
|
||||||
|
_uiLoaded = true;
|
||||||
|
|
||||||
|
CheckIfLoaded();
|
||||||
|
}
|
||||||
|
|
||||||
private void SceneLoaded()
|
private void SceneLoaded()
|
||||||
{
|
{
|
||||||
Context.UIService.LoadingScreen.Hide();
|
|
||||||
|
|
||||||
var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
|
var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
|
||||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
||||||
|
|
||||||
@@ -44,9 +52,23 @@ namespace Code.App.AppStates
|
|||||||
|
|
||||||
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
|
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
|
||||||
|
|
||||||
base.EnterState();
|
|
||||||
|
_sceneLoaded = true;
|
||||||
|
|
||||||
|
CheckIfLoaded();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void CheckIfLoaded()
|
||||||
|
{
|
||||||
|
if(!_uiLoaded || !_sceneLoaded) return;
|
||||||
|
|
||||||
|
Context.UIService.LoadingScreen.Hide();
|
||||||
|
|
||||||
|
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
||||||
|
|
||||||
|
base.EnterState();
|
||||||
|
}
|
||||||
|
|
||||||
public override void Tick()
|
public override void Tick()
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -15,7 +15,7 @@ namespace Code.App.AppStates
|
|||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
|
// Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
|
||||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||||
|
|
||||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
||||||
|
|||||||
@@ -1,21 +1,25 @@
|
|||||||
|
using System.Threading.Tasks;
|
||||||
using Code.App.StateMachine;
|
using Code.App.StateMachine;
|
||||||
using Code.Configs;
|
using Code.Configs;
|
||||||
|
using Code.Constants;
|
||||||
using Code.Gameplay.Camera;
|
using Code.Gameplay.Camera;
|
||||||
using Code.Gameplay.Player;
|
using Code.Gameplay.Player;
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
using Code.StaticData;
|
using Code.StaticData;
|
||||||
using Code.UI;
|
using Code.UI;
|
||||||
|
using Code.UI.Panels;
|
||||||
|
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
|
||||||
{
|
{
|
||||||
public class BootstrapInstaller : MonoBehaviour, IInstaller
|
public class BootstrapInstaller : MonoBehaviour, IInstaller
|
||||||
{
|
{
|
||||||
|
|
||||||
public void InstallBindings(ContainerBuilder containerBuilder)
|
public void InstallBindings(ContainerBuilder containerBuilder)
|
||||||
{
|
{
|
||||||
InstallStaticData(containerBuilder, out IStaticDataService staticDataService);
|
InstallStaticData(containerBuilder, out IStaticDataService staticDataService);
|
||||||
@@ -35,11 +39,8 @@ namespace Code.App
|
|||||||
|
|
||||||
private void InitializeCamera(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
|
private void InitializeCamera(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
|
||||||
{
|
{
|
||||||
// CameraService cameraService = Instantiate(staticDataService.CameraConfig.cameraPrefab);
|
Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab);
|
||||||
// containerBuilder.AddSingleton(cameraService);
|
|
||||||
// DontDestroyOnLoad(cameraService);
|
|
||||||
|
|
||||||
Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab);
|
|
||||||
DontDestroyOnLoad(camera);
|
DontDestroyOnLoad(camera);
|
||||||
containerBuilder.AddSingleton(camera);
|
containerBuilder.AddSingleton(camera);
|
||||||
}
|
}
|
||||||
@@ -51,7 +52,7 @@ namespace Code.App
|
|||||||
|
|
||||||
containerBuilder.AddSingleton(infrastructureUnit);
|
containerBuilder.AddSingleton(infrastructureUnit);
|
||||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CoroutineRunner>(),
|
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CoroutineRunner>(),
|
||||||
typeof(ICoroutineRunner));
|
typeof(ICoroutineRunner));
|
||||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
|
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
|
||||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
|
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
|
||||||
}
|
}
|
||||||
@@ -63,27 +64,41 @@ namespace Code.App
|
|||||||
|
|
||||||
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.CameraConfig, typeof(CameraConfig));
|
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
|
||||||
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.canvasPrefab, typeof(Canvas));
|
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
|
||||||
containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
|
// containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
|
||||||
|
// containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private bool _onUiLoaded;
|
||||||
|
private AppStateMachine _appStateMachine;
|
||||||
private void Bootstrap(Container container)
|
private void Bootstrap(Container container)
|
||||||
{
|
{
|
||||||
AppStateMachine appStateMachine = container.Resolve<AppStateMachine>();
|
_appStateMachine = container.Resolve<AppStateMachine>();
|
||||||
appStateMachine.Initialize();
|
_appStateMachine.Initialize();
|
||||||
|
AttributeInjector.Inject(_appStateMachine.StateMachineContext, container);
|
||||||
AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
|
|
||||||
|
|
||||||
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()
|
||||||
|
{
|
||||||
|
|
||||||
// TODO: поменяно для теста
|
// TODO: поменяно для теста
|
||||||
appStateMachine
|
_appStateMachine
|
||||||
.SwitchState(AppState.MainMenu)
|
.SwitchState(AppState.MainMenu)
|
||||||
.AllowStateTransition(AppState.Gameplay);
|
.AllowStateTransition(AppState.Gameplay);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ namespace Code.App.StateMachine
|
|||||||
{
|
{
|
||||||
public override void Initialize()
|
public override void Initialize()
|
||||||
{
|
{
|
||||||
|
States.Add(AppState.Bootstrap, new BootstrapState(StateMachineContext));
|
||||||
States.Add(AppState.MainMenu, new MainMenuState(StateMachineContext));
|
States.Add(AppState.MainMenu, new MainMenuState(StateMachineContext));
|
||||||
States.Add(AppState.Gameplay, new GameplayState(StateMachineContext));
|
States.Add(AppState.Gameplay, new GameplayState(StateMachineContext));
|
||||||
States.Add(AppState.GameOver, new GameOverState(StateMachineContext));
|
States.Add(AppState.GameOver, new GameOverState(StateMachineContext));
|
||||||
@@ -16,6 +17,8 @@ namespace Code.App.StateMachine
|
|||||||
AllowedStates |= AppState.MainMenu;
|
AllowedStates |= AppState.MainMenu;
|
||||||
AllowedStates |= AppState.Gameplay;
|
AllowedStates |= AppState.Gameplay;
|
||||||
AllowedStates |= AppState.MovementDev;
|
AllowedStates |= AppState.MovementDev;
|
||||||
|
|
||||||
|
CurrentBaseState = States[AppState.Bootstrap];
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override bool CheckTransitionAllowed(AppState nextState) => AllowedStates.HasFlag(nextState);
|
protected override bool CheckTransitionAllowed(AppState nextState) => AllowedStates.HasFlag(nextState);
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
|
||||||
namespace Code.Configs
|
namespace Code.Configs
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,13 +1,12 @@
|
|||||||
using Code.UI;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Serialization;
|
using UnityEngine.AddressableAssets;
|
||||||
|
|
||||||
namespace Code.Configs
|
namespace Code.Configs
|
||||||
{
|
{
|
||||||
[CreateAssetMenu(menuName = "Config/UI", fileName = "UIConfig")]
|
[CreateAssetMenu(menuName = "Config/UI", fileName = "UIConfig")]
|
||||||
public class UIConfig : ScriptableObject
|
public class UIConfig : ScriptableObject
|
||||||
{
|
{
|
||||||
[FormerlySerializedAs("uiElements")] public UIElement[] uiElementsPrefabs;
|
public AssetReference[] uiPanelsAssetReferences;
|
||||||
[FormerlySerializedAs("canvas")] public Canvas canvasPrefab;
|
public AssetReference canvasAssetReference;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -6,4 +6,8 @@ namespace Code.Constants
|
|||||||
public const string ConfigMultiple = "Configs/{0}";
|
public const string ConfigMultiple = "Configs/{0}";
|
||||||
|
|
||||||
}
|
}
|
||||||
|
public static class Tags
|
||||||
|
{
|
||||||
|
public const string LoadingScreen = "LoadingScreen";
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -12,6 +12,8 @@ namespace Code.Gameplay.Camera
|
|||||||
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
|
States.Add(CameraMode.Static, new StaticState(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];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -1,10 +1,11 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
|
||||||
namespace Code.Scenes
|
namespace Code.Scenes
|
||||||
{
|
{
|
||||||
public interface ISceneLoaderService
|
public interface ISceneLoaderService
|
||||||
{
|
{
|
||||||
void LoadScene(string sceneName, Action callback = null, float waitFor = 0f);
|
UniTaskVoid LoadSceneAsync(string sceneName, float waitFor = 0f, Action callBack = null);
|
||||||
void LoadScene(int sceneId, Action callback = null, float waitFor = 0f);
|
UniTaskVoid LoadSceneAsync(int sceneId, float waitFor = 0f, Action callBack = null);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,46 +1,33 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using Cysharp.Threading.Tasks;
|
||||||
using Code.App;
|
|
||||||
using Reflex.Attributes;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
namespace Code.Scenes
|
namespace Code.Scenes
|
||||||
{
|
{
|
||||||
public class SceneLoaderService : ISceneLoaderService
|
public class SceneLoaderService : ISceneLoaderService
|
||||||
{
|
{
|
||||||
[Inject] private ICoroutineRunner _coroutineRunner;
|
public async UniTaskVoid LoadSceneAsync(string sceneName, float waitFor = 0f, Action callBack = null)
|
||||||
|
|
||||||
public void LoadScene(string sceneName, Action callback = null, float waitFor = 0f) =>
|
|
||||||
_coroutineRunner.StartCoroutine(LoadSceneAsync(sceneName, callback, waitFor));
|
|
||||||
|
|
||||||
public void LoadScene(int sceneId, Action callback = null, float waitFor = 0f) =>
|
|
||||||
_coroutineRunner.StartCoroutine(LoadSceneAsync(sceneId, callback, waitFor));
|
|
||||||
|
|
||||||
private IEnumerator LoadSceneAsync(string sceneName, Action callback = null, float waitFor = 0f)
|
|
||||||
{
|
{
|
||||||
if (waitFor > 0f)
|
// if (waitFor > 0f)
|
||||||
yield return new WaitForSeconds(waitFor);
|
// yield return new WaitForSeconds(waitFor);
|
||||||
|
|
||||||
AsyncOperation waitNextScene = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single);
|
// AsyncOperation waitNextScene = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single);
|
||||||
|
|
||||||
while (!waitNextScene.isDone)
|
// while (!waitNextScene.isDone)
|
||||||
yield return null;
|
// yield return null;
|
||||||
|
|
||||||
callback?.Invoke();
|
// callback?.Invoke();
|
||||||
|
await UniTask.Delay(TimeSpan.FromSeconds(waitFor));
|
||||||
|
await SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single).ToUniTask();
|
||||||
|
callBack?.Invoke();
|
||||||
}
|
}
|
||||||
|
|
||||||
private IEnumerator LoadSceneAsync(int sceneId, Action callback = null, float waitFor = 0f)
|
public async UniTaskVoid LoadSceneAsync(int sceneId, float waitFor = 0f, Action callBack = null)
|
||||||
{
|
{
|
||||||
if (waitFor > 0f)
|
await UniTask.WhenAll(
|
||||||
yield return new WaitForSeconds(waitFor);
|
UniTask.Delay(TimeSpan.FromSeconds(waitFor)),
|
||||||
|
SceneManager.LoadSceneAsync(sceneId, LoadSceneMode.Single).ToUniTask());
|
||||||
AsyncOperation waitNextScene = SceneManager.LoadSceneAsync(sceneId, LoadSceneMode.Single);
|
callBack?.Invoke();
|
||||||
|
|
||||||
while (!waitNextScene.isDone)
|
|
||||||
yield return null;
|
|
||||||
|
|
||||||
callback?.Invoke();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -8,8 +8,8 @@ namespace Code.StateMachine
|
|||||||
: MonoBehaviour
|
: MonoBehaviour
|
||||||
where TStateMachineContext : new()
|
where TStateMachineContext : new()
|
||||||
{
|
{
|
||||||
public TStateEnum CurrentState { get; private set; }
|
public TStateEnum CurrentState { get; protected set; }
|
||||||
public BaseState<TStateMachineContext> CurrentBaseState { get; private set; }
|
public BaseState<TStateMachineContext> CurrentBaseState { get; protected set; }
|
||||||
private BaseState<TStateMachineContext> _previousBaseState;
|
private BaseState<TStateMachineContext> _previousBaseState;
|
||||||
|
|
||||||
protected Dictionary<TStateEnum, BaseState<TStateMachineContext>> States = new();
|
protected Dictionary<TStateEnum, BaseState<TStateMachineContext>> States = new();
|
||||||
@@ -37,11 +37,9 @@ namespace Code.StateMachine
|
|||||||
{
|
{
|
||||||
if (!CheckTransitionAllowed(nextState))
|
if (!CheckTransitionAllowed(nextState))
|
||||||
{
|
{
|
||||||
Debug.LogError("TransitionNotAllowed");
|
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
Debug.Log("Entered " + nextState);
|
|
||||||
ResetAllowedTransitions();
|
ResetAllowedTransitions();
|
||||||
|
|
||||||
_previousBaseState = CurrentBaseState;
|
_previousBaseState = CurrentBaseState;
|
||||||
|
|||||||
@@ -1,6 +1,10 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Threading.Tasks;
|
||||||
using Code.Configs;
|
using Code.Configs;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
|
||||||
namespace Code.StaticData
|
namespace Code.StaticData
|
||||||
{
|
{
|
||||||
@@ -13,5 +17,6 @@ namespace Code.StaticData
|
|||||||
CharacterConfig CharacterConfig { get; }
|
CharacterConfig CharacterConfig { get; }
|
||||||
UIConfig UIConfig { get; }
|
UIConfig UIConfig { get; }
|
||||||
PlayerConfig PlayerConfig { get; }
|
PlayerConfig PlayerConfig { get; }
|
||||||
|
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,6 +1,9 @@
|
|||||||
|
using System.Threading.Tasks;
|
||||||
using Code.Configs;
|
using Code.Configs;
|
||||||
using Code.Constants;
|
using Code.Constants;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
|
||||||
namespace Code.StaticData
|
namespace Code.StaticData
|
||||||
{
|
{
|
||||||
@@ -12,7 +15,7 @@ namespace Code.StaticData
|
|||||||
public CharacterConfig CharacterConfig { get; private set; }
|
public CharacterConfig CharacterConfig { get; private set; }
|
||||||
public UIConfig UIConfig { get; private set; }
|
public UIConfig UIConfig { get; private set; }
|
||||||
public PlayerConfig PlayerConfig { get; private set; }
|
public PlayerConfig PlayerConfig { get; private set; }
|
||||||
|
|
||||||
public void Load()
|
public void Load()
|
||||||
{
|
{
|
||||||
InputConfig = Resources.Load<InputConfig>(string.Format(StringPaths.ConfigSingle, "App", "InputConfig"));
|
InputConfig = Resources.Load<InputConfig>(string.Format(StringPaths.ConfigSingle, "App", "InputConfig"));
|
||||||
@@ -22,5 +25,10 @@ namespace Code.StaticData
|
|||||||
UIConfig = Resources.Load<UIConfig>(string.Format(StringPaths.ConfigSingle, "App", "UIConfig"));
|
UIConfig = Resources.Load<UIConfig>(string.Format(StringPaths.ConfigSingle, "App", "UIConfig"));
|
||||||
PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig"));
|
PlayerConfig = Resources.Load<PlayerConfig>(string.Format(StringPaths.ConfigSingle, "App", "PlayerConfig"));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public async Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour
|
||||||
|
{
|
||||||
|
return (await Addressables.InstantiateAsync(assetReference).ToUniTask()).GetComponent<T>();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,10 +1,11 @@
|
|||||||
|
using Cysharp.Threading.Tasks;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Code.UI
|
namespace Code.UI
|
||||||
{
|
{
|
||||||
public interface IUIFactory
|
public interface IUIFactory
|
||||||
{
|
{
|
||||||
Canvas CreateCanvas();
|
UniTask<Canvas> CreateCanvas();
|
||||||
UIElement CreatePanel(Canvas canvas, UIPanel uiPanel);
|
UniTask<UIElement> CreatePanel(Canvas canvas, UIPanel uiPanel);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,11 +1,13 @@
|
|||||||
|
using System;
|
||||||
|
using Code.UI.Panels;
|
||||||
|
|
||||||
namespace Code.UI
|
namespace Code.UI
|
||||||
{
|
{
|
||||||
public interface IUIService
|
public interface IUIService
|
||||||
{
|
{
|
||||||
void EnablePanel();
|
void SwitchPanelTo(UIPanel uiPanel, Action callback = null);
|
||||||
void DisablePanel();
|
|
||||||
void SwitchPanelTo(UIPanel uiPanel);
|
|
||||||
UIElement CurrentPanel { get; }
|
UIElement CurrentPanel { get; }
|
||||||
LoadingPanel LoadingScreen { get; }
|
LoadingScreen LoadingScreen { get; }
|
||||||
|
void Initialize(LoadingScreen loadingScreen);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,18 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
namespace Code.UI
|
|
||||||
{
|
|
||||||
public class LoadingPanel : UIElement
|
|
||||||
{
|
|
||||||
[SerializeField] private Image _background;
|
|
||||||
public override void Hide()
|
|
||||||
{
|
|
||||||
_background.enabled = false;
|
|
||||||
}
|
|
||||||
public override void Show()
|
|
||||||
{
|
|
||||||
_background.enabled = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -0,0 +1,22 @@
|
|||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
namespace Code.UI.Panels
|
||||||
|
{
|
||||||
|
public class LoadingScreen : UIElement
|
||||||
|
{
|
||||||
|
[SerializeField] private Image background;
|
||||||
|
[SerializeField] private TMP_Text loadingTitle;
|
||||||
|
public override void Hide()
|
||||||
|
{
|
||||||
|
background.enabled = false;
|
||||||
|
loadingTitle.enabled = false;
|
||||||
|
}
|
||||||
|
public override void Show()
|
||||||
|
{
|
||||||
|
background.enabled = true;
|
||||||
|
loadingTitle.enabled = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
File renamed without changes.
@@ -1,24 +1,36 @@
|
|||||||
|
using Code.Configs;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
using Reflex.Attributes;
|
using Reflex.Attributes;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||||
|
using Object = UnityEngine.Object;
|
||||||
|
|
||||||
namespace Code.UI
|
namespace Code.UI
|
||||||
{
|
{
|
||||||
public class UIFactory : IUIFactory
|
public class UIFactory : IUIFactory
|
||||||
{
|
{
|
||||||
[Inject] private UIElement[] _uiPanelsPrefabs;
|
private AssetReference _canvasAssetReference;
|
||||||
[Inject] private Canvas _canvasPrefab;
|
private AssetReference[] _uiPanelsAssetReferences;
|
||||||
|
|
||||||
public Canvas CreateCanvas()
|
public UIFactory(UIConfig uiConfig)
|
||||||
{
|
{
|
||||||
Canvas canvas = Object.Instantiate(_canvasPrefab);
|
_canvasAssetReference = uiConfig.canvasAssetReference;
|
||||||
|
_uiPanelsAssetReferences = uiConfig.uiPanelsAssetReferences;
|
||||||
|
}
|
||||||
|
public async UniTask<Canvas> CreateCanvas()
|
||||||
|
{
|
||||||
|
// Canvas canvasPrefab = await Addressables.LoadAssetAsync<Canvas>(_canvasAssetReference);
|
||||||
|
Canvas canvas = (await Addressables.InstantiateAsync(_canvasAssetReference).ToUniTask()).GetComponent<Canvas>();
|
||||||
|
|
||||||
Object.DontDestroyOnLoad(canvas);
|
Object.DontDestroyOnLoad(canvas);
|
||||||
|
|
||||||
return canvas;
|
return canvas;
|
||||||
}
|
}
|
||||||
|
|
||||||
public UIElement CreatePanel(Canvas canvas, UIPanel uiPanel)
|
public async UniTask<UIElement> CreatePanel(Canvas canvas, UIPanel uiPanel)
|
||||||
{
|
{
|
||||||
return Object.Instantiate(_uiPanelsPrefabs[(int)uiPanel], canvas.transform);
|
return (await Addressables.InstantiateAsync(_uiPanelsAssetReferences[(int)uiPanel], canvas.transform).ToUniTask()).GetComponent<UIElement>();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,4 +1,10 @@
|
|||||||
|
using System;
|
||||||
|
using System.Threading;
|
||||||
|
using Code.UI.Panels;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.AddressableAssets;
|
||||||
|
using Object = UnityEngine.Object;
|
||||||
|
|
||||||
namespace Code.UI
|
namespace Code.UI
|
||||||
{
|
{
|
||||||
@@ -8,24 +14,31 @@ namespace Code.UI
|
|||||||
private IUIFactory _factory;
|
private IUIFactory _factory;
|
||||||
|
|
||||||
public UIElement CurrentPanel { get; private set; }
|
public UIElement CurrentPanel { get; private set; }
|
||||||
public LoadingPanel LoadingScreen { get; private set; }
|
|
||||||
|
public LoadingScreen LoadingScreen { get; private set; }
|
||||||
|
|
||||||
public UIService(IUIFactory factory)
|
public UIService(IUIFactory factory)
|
||||||
{
|
{
|
||||||
_factory = factory;
|
_factory = factory;
|
||||||
_canvas = _factory.CreateCanvas();
|
}
|
||||||
|
|
||||||
|
public async void Initialize(LoadingScreen loadingScreen)
|
||||||
|
{
|
||||||
|
LoadingScreen = loadingScreen;
|
||||||
|
LoadingScreen.Show();
|
||||||
|
|
||||||
LoadingScreen = (LoadingPanel) _factory.CreatePanel(_canvas,UIPanel.Loading);
|
_canvas = await _factory.CreateCanvas();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void EnablePanel() => CurrentPanel.gameObject.SetActive(true);
|
public async void SwitchPanelTo(UIPanel uiPanel, Action callback = null)
|
||||||
public void DisablePanel() => CurrentPanel.gameObject.SetActive(false);
|
|
||||||
|
|
||||||
public void SwitchPanelTo(UIPanel uiPanel)
|
|
||||||
{
|
{
|
||||||
if(CurrentPanel) Object.Destroy(CurrentPanel.gameObject);
|
if (!_canvas) await UniTask.WaitUntil(() => _canvas );
|
||||||
|
|
||||||
CurrentPanel = _factory.CreatePanel(_canvas, uiPanel);
|
if(CurrentPanel) Addressables.ReleaseInstance(CurrentPanel.gameObject);//Object.Destroy(CurrentPanel.gameObject);
|
||||||
|
|
||||||
|
CurrentPanel = await _factory.CreatePanel(_canvas, uiPanel);
|
||||||
|
|
||||||
|
callback?.Invoke();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -22,6 +22,5 @@ MonoBehaviour:
|
|||||||
minVerticalAngle: -70
|
minVerticalAngle: -70
|
||||||
maxVerticalAngle: 70
|
maxVerticalAngle: 70
|
||||||
defaultVerticalAngle: 10
|
defaultVerticalAngle: 10
|
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defaultCameraMode: 0
|
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defaultFollowPosition: {x: 0, y: 0, z: 0}
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cameraPrefab: {fileID: 374984699890489845, guid: 8b8bf5712dc5a42c7bd8e22cddb884c3, type: 3}
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@@ -12,9 +12,30 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: feaa36c74e094e0aa24b3983957a6e4e, type: 3}
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m_Name: UIConfig
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m_Name: UIConfig
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m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.UIConfig
|
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.UIConfig
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uiElementsPrefabs:
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uiPanelsAssetReferences:
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m_SubObjectName:
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m_SubObjectType:
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m_SubObjectGUID:
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m_SubObjectName:
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m_SubObjectType:
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m_SubObjectGUID:
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m_EditorAssetChanged: 1
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canvasAssetReference:
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m_AssetGUID: 48aebfe8826dc0df79d047b5afbf8f5b
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m_SubObjectType:
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m_SubObjectGUID:
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m_EditorAssetChanged: 0
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m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
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m_ValidKeywords:
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m_EnableInstancingVariants: 0
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m_Offset: {x: 0, y: 0}
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%TAG !u! tag:unity3d.com,2011:
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
--- !u!78 &1
|
--- !u!78 &1
|
||||||
TagManager:
|
TagManager:
|
||||||
serializedVersion: 2
|
serializedVersion: 3
|
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tags: []
|
tags:
|
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- LoadingScreen
|
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layers:
|
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|
||||||
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|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
@@ -50,27 +51,3 @@ TagManager:
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|
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|
||||||
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|
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|
||||||
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|
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|
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-
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|
||||||
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|
||||||
-
|
|
||||||
-
|
|
||||||
Reference in new issue
Block a user