Author SHA1 Message Date
ThomasCharester 855108d88b Сцена геймплея, дебажные зоны 2025-11-21 20:41:43 +03:00
ThomasCharester 388773129d CoreGameplay 2025-11-21 20:27:11 +03:00
ThomasCharester 5da64a7b3d Меню, дверь, цвет 2025-11-19 14:45:45 +03:00
ThomasCharester c4ab11488b Ещё модели 2025-11-19 12:53:09 +03:00
ThomasCharester cb968d782b Освещение, модели, текстуры 2025-11-18 20:07:45 +03:00
ThomasCharester 522f51be3f Текстуры модели и пр 2025-11-18 15:02:12 +03:00
ThomasCharester d3fbd4c5c3 Артём хуесос 2025-11-15 19:11:30 +03:00
ThomasCharester 5b09068b0c Merge branch 'SoundManager' into PlayerAnimator 2025-11-15 18:31:13 +03:00
ThomasCharester ddb76a5b93 Игрок теперь играется 2025-11-15 18:30:31 +03:00
ThomasCharester 0f708ff4cb Merge branch 'movement-dev' into PlayerAnimator 2025-11-15 17:14:16 +03:00
ThomasCharester 721d5ebf9c Небольшие изменения, реально незначительные 2025-11-15 14:02:16 +03:00
MrTorex 3bb99aaf1e Фикс приколов с камерой 2025-11-15 13:59:32 +03:00
MrTorex a2acea39dc temp 2025-11-15 13:33:44 +03:00
ThomasCharester 5c1fd1510d Merge branch 'SoundManager' into Dev 2025-11-15 01:15:01 +03:00
ThomasCharester e128ee59f9 Чистка мусора 2025-11-15 01:14:11 +03:00
ThomasCharester 5c81bde5db Приемлемое воспроизведение музыки 2025-11-15 01:12:33 +03:00
ThomasCharester 05449642d5 Merge branch 'SoundManager' into Dev 2025-11-14 23:10:31 +03:00
ThomasCharester 3020140360 Мусор - 2025-11-14 23:07:55 +03:00
ThomasCharester e67fea2051 В инфраструктуре начался сущий кошмар 2025-11-14 22:21:51 +03:00
MrTorex d1aad440f5 Осталось пофиксить толка бак с камерай 2025-11-14 15:02:33 +03:00
MrTorex 0e1c274677 Продолжение багфикса 2025-11-14 13:12:49 +03:00
ThomasCharester 346dc97fef Музыка есть 2025-11-13 23:13:41 +03:00
ThomasCharester 557c4c3dee Audio система в процессе 2025-11-13 12:31:43 +03:00
MrTorex dbabd847c1 bugfix no 1 2025-11-12 20:04:06 +03:00
MrTorex 874280741c Допил наклонов полноценный 2025-11-11 19:48:37 +03:00
ThomasCharester b13cf8cfc0 Дебажный менеджер музыки 2025-11-11 17:39:04 +03:00
MrTorex 177464cc09 Я ЛЮБЛЮ ПУЛ 2025-11-11 15:00:49 +03:00
MrTorex f8448ba922 just for syncing changes 2025-11-10 22:16:36 +03:00
ThomasCharester 0f8a629e4b Перекинул энтерстейт 2025-11-08 18:06:12 +03:00
ThomasCharester 7bc15cc03d Перекинул энтерстейт 2025-11-03 16:45:41 +03:00
ThomasCharester d861e06caf Фикс утечки памяти. Первой наверное... 2025-11-03 12:54:45 +03:00
ThomasCharester f940cbffe0 Теперь Addressables и UniTask в InstantiateAsync и прочих процессах 2025-11-03 12:31:26 +03:00
ThomasCharester 6b1f24b72e Addressables in process 2025-11-02 23:29:29 +03:00
ThomasCharester 1ad87e7432 Unitask добавлен 2025-11-02 18:02:45 +03:00
ThomasCharester 09219d9091 Этот интерфейс... Добавил инструменты и заготовки 2025-11-02 17:31:45 +03:00
ThomasCharester 37f5d15410 Диспетчер в процессе 2025-11-01 11:34:34 +03:00
ThomasCharester 019da8cfd3 Экран смерти, смерть, бабки, Интерфейс, Шлюхи 2025-11-01 01:45:46 +03:00
ThomasCharester edf3821c0d Межинтерфейс 2025-11-01 00:54:24 +03:00
ThomasCharester 45fe19be24 Интерфейс в процессе 2025-10-31 23:19:16 +03:00
ThomasCharester bea109175b Допил интерфейса, здоровья, денег 2025-10-30 21:13:42 +03:00
MrTorex b214bb0f63 Инишиал механика наклона при залазании на стены
Нуждается в доработке (как минимум чтобы вращалось в правильную сторону), но вроде-как выглядит прикольно
2025-10-29 20:09:39 +03:00
ThomasCharester 0ac5ba1e1c Интерфейс прокачан 2025-10-29 20:06:37 +03:00
ThomasCharester ab9d444072 Система здоровья 2025-10-29 16:02:05 +03:00
ThomasCharester 2335908a90 Какие штуки 2025-10-29 16:01:46 +03:00
ThomasCharester ae76edb0d0 Сделан сервис UI и заготовки панелек 2025-10-29 16:01:18 +03:00
ThomasCharester 6f2b063700 Небольшой фикс инфраструктуры 2025-10-29 15:57:27 +03:00
MrTorex 0e188efe59 Инишиал механика наклона при залазании на стены
Нуждается в доработке (как минимум чтобы вращалось в правильную сторону), но вроде-как выглядит прикольно
2025-10-29 15:00:25 +03:00
ThomasCharester c6d1c3bffd Static camera state, Scene environments 2025-10-29 14:13:09 +03:00
MrTorex 07ce27618c Перенос всех магических чисел в градусы 2025-10-29 12:11:03 +03:00
MrTorex fb85b22e96 Вынос настроек персонажа в конфиг
В который сейчас будет добавлено пару новых настроек
2025-10-29 11:17:27 +03:00
MrTorex 665114b7dc Соединение всё со всем что имеется, дописывание стейт-машины
Теперь мне удобно кастить и получать тип камеры, всё вроде работает нормисно
2025-10-29 01:02:02 +03:00
ThomasCharester 4549617275 Теперь камера - это стейт-машина 2025-10-28 22:11:46 +03:00
ThomasCharester db541fed8a Фикс hardcrash а при старте 2025-10-28 22:11:02 +03:00
ThomasCharester 085429d5ca Небольшая перепись камеры 2025-10-28 22:10:45 +03:00
ThomasCharester 981d081bed Переполох в камере, насрано 2025-10-28 22:10:25 +03:00
MrTorex 6148889fc1 Merge branch 'movement-dev' of https://github.com/ThomasCharester/CourierOld into movement-dev 2025-10-28 12:54:03 +03:00
MrTorex 7538ce81af Допил конфига, переделаны комментарии
Чисто для удобства, чтобы не было много грязюки
2025-10-28 12:42:17 +03:00
MrTorex a198d7fc00 Настройки камеры перенесены в конфиг, добавлен режим главного меню в камеру
Пока грязно, но сейчас сделаю покрасивее
2025-10-28 11:26:57 +03:00
MrTorex 7114f1136c Добавлена возможность прыгать во время слайда
Прыжок во время слайда отменяет его, но не уменьшает импульс, созданный слайдом
2025-10-28 09:24:51 +03:00
MrTorex 5bf468673f Завершение рефакторинга, фикс бага с запросом слайда
Теперь всё поделено по логическим классам, чтобы было помодульно, а также если выполняется запрос на слайд в момент, когда слайд не может быть выполнен, запрос отменяется
2025-10-27 21:26:09 +03:00
MrTorex 9a3743988d Завершение рефакторинга, фикс бага с запросом слайда
Теперь всё поделено по логическим классам, чтобы было помодульно, а также если выполняется запрос на слайд в момент, когда слайд не может быть выполнен, запрос отменяется
2025-10-27 18:16:24 +03:00
MrTorex e6879076a3 Начало рефакторинга
Для удобства дальнейшей разработки и понимания кода, дальше пойдёт более сильный рефакторинг, пока что промежуточный
2025-10-27 14:40:26 +03:00
MrTorex 487331dc10 Инишиал залазание на стенку
Нуждается в очень сильной доработке, но по крайней мере у нас есть основа для этого.
2025-10-27 13:30:10 +03:00
MrTorex bada54c828 Добавлен слайд (необходима доработка обрабатывания падения) 2025-10-25 14:56:13 +03:00
MrTorex ff095526bd Добавлен спринт, изменены параметры скорости персонажа 2025-10-25 11:03:52 +03:00
MrTorex ee7771acd9 Инишиал добавление гравитации и прыжков, нуждается в доработке. Убраны неиспользуемые параметры 2025-10-17 14:48:39 +03:00
MrTorex bd0cee77a6 Добавлено нормальное переключение между FirstPerson и ThirdPerson камерами, правильная логика работы FirstPerson камеры (игрок поворачивается вместе с ней), добавлены заготовки для других камер, стабилизированы настройки камеры. Перехожу к движению 2025-10-17 12:07:48 +03:00
MrTorex 8981457f2d Добавлено базовое перемещение, тестовый материал 2025-10-16 23:18:22 +03:00
MrTorex 86c9c126a6 Добавлена камера, обновлены инпут мапы и ещё чуть-чуть штук для теста (включая кринжовую сцену, стейт машины и др.) 2025-10-16 22:06:27 +03:00
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using Code.App.StateMachine;
using Code.StateMachine;
namespace Code.App.AppStates
{
public class BootstrapState : BaseState<AppStateMachineContext>
{
public BootstrapState(AppStateMachineContext context) : base(context)
{
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
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@@ -1,5 +1,8 @@
using Code.App.StateMachine;
using Code.Scenes;
using Code.StateMachine;
using Code.UI;
using UnityEngine;
namespace Code.App.AppStates
{
@@ -7,17 +10,32 @@ namespace Code.App.AppStates
{
public GameOverState(AppStateMachineContext context) : base(context)
{ }
private float damnTimer = 3f; // TODO Удалить при первой возможности
public override void EnterState()
{
Context.UIService.SwitchPanelTo(UIPanel.GameOver);
base.EnterState();
}
private void ToMainMenu()
{
Context.StateMachine.SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay);
}
public override void Tick()
{ }
{
damnTimer -= Time.deltaTime;
if (damnTimer <= float.Epsilon) ToMainMenu();
}
public override void ExitState()
{
damnTimer = 5f;
Context.UIService.LoadingScreen.Show();
base.ExitState();
}
}
@@ -1,38 +1,230 @@
using System.Globalization;
using System.Reflection.Emit;
using Code.App.StateMachine;
using Code.Audio;
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.Input;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Code.StateMachine;
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.SceneManagement;
namespace Code.App.AppStates
{
public class GameplayState : BaseState<AppStateMachineContext>
{
{
private PlayerHealth _playerHealth;
private PlayerMoney _playerMoney;
private IScoreService _scoreService;
private IOrderService _orderService;
private CharacterProvider _playerCharacter;
public GameplayState(AppStateMachineContext context) : base(context)
{
}
public override void EnterState()
{
Context.SceneLoaderService.LoadScene((int)SceneIds.Gameplay, SceneLoaded);
Context.UIService.LoadingScreen.Show();
_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
_playerHealth.OnDeath += EndGame;
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveOrderDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, RecieveOrderDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, DeliverOrderDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
// Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
WaitForSceneToLoad();
#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 WaitForSceneToLoad()
{
await Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
await UniTask.WhenAll(
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
// TODO
Context.AudioFactory.WarmGameplayMusic(),
Context.AudioFactory.WarmSFX(),
Context.AudioFactory.WarmDispatcher(),
// TODO
WaitForPlayerArmsToInitialize(),
WaitForPlayerCharacterLoad()
);
MusicInitialize();
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
PlayerInitialize(sceneEnvironment);
UIInitialize();
CameraInitialize();
InputServiceInitialize();
GameplayServicesInitialize(sceneContainer);
_tickEnabled = true;
Context.UIService.LoadingScreen.Hide();
}
private void SceneLoaded()
{
private async UniTask WaitForPlayerArmsToInitialize() => _armsMesh = await Context.PlayerFactory.CreateArms(Context.CameraStateMachine.Camera.transform);
private void OrderGiven(float time)
{
base.EnterState();
}
private void OrderRecieved(float time)
{
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Recieve1,(int)DispatcherSounds.Recieve2));
}
private void OrderDelivered(int score, float time)
{
if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2));
_playerMoney.GiveMoney(score);
}
// DEBUG
private void GiveOrderDEBUG(InputAction.CallbackContext context)
{
_orderService.OrderGive();
}
private void RecieveOrderDEBUG(InputAction.CallbackContext context)
{
_orderService.OrderRecieved();
}
private void DeliverOrderDEBUG(InputAction.CallbackContext context)
{
_orderService.OrderDelivered();
}
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()
{
if (!_tickEnabled) return;
// TODO ГРЯЗь
_gameplayPanel.Timer.text = ((int)_orderService.DecreaseTimer(Time.deltaTime)).ToString(CultureInfo.CurrentCulture);
}
private void EndGame()
{
Context.StateMachine.SwitchState(AppState.GameOver)
.AllowStateTransition(AppState.MainMenu);
}
public override void ExitState()
{
_playerHealth = null;
_playerMoney = null;
_tickEnabled = false;
Context.PlayerFactory.ReleasePlayer(_playerCharacter);
_playerCharacter = null;
Context.PlayerFactory.ReleaseArms(_armsMesh);
_armsMesh = null;
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.Debug1, GiveOrderDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, RecieveOrderDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, DeliverOrderDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
// Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
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(_playerMoney, _playerHealth);
}
private void MusicInitialize()
{
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
}
private void PlayerInitialize(GameplaySceneEnvironment sceneEnvironment)
{
_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
_playerCharacter.PlayerAnimator.SetAnimator(_armsMesh.ArmsAnimator);
}
private void GameplayServicesInitialize(Container sceneContainer)
{
_scoreService = sceneContainer.Resolve<IScoreService>();
_orderService = sceneContainer.Resolve<IOrderService>();
_orderService.OnOrderGiven += OrderGiven;
_orderService.OnOrderRecieved += OrderRecieved;
_orderService.OnOrderDelivered += OrderDelivered;
}
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
{
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
_debugTube = sceneEnvironment.debugTube;
return sceneEnvironment;
}
}
}
@@ -1,33 +1,88 @@
using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates;
using Code.Gameplay.Door;
using Code.Input;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Code.StateMachine;
using Code.UI;
using Code.UI.Panels;
using Cysharp.Threading.Tasks;
using Reflex.Extensions;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Code.App.AppStates
{
public class MainMenuState : BaseState<AppStateMachineContext>
{
public MainMenuState(AppStateMachineContext context) : base(context)
{ }
{
}
public override void EnterState()
{
Context.SceneLoaderService.LoadScene((int)SceneIds.MainMenu, SceneLoaded);
Context.UIService.LoadingScreen.Show();
Context.CameraStateMachine.SwitchState(CameraMode.UltraStatic);
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
WaitForSceneToLoad();
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
}
private CinematicDoorOpening _damnDoor = new();
private async UniTaskVoid WaitForSceneToLoad()
{
await UniTask.WhenAll(
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu),
Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
Context.AudioFactory.WarmMenuMusic()
);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
_damnDoor.DamnDoor = hui.damnDoor;
_damnDoor.DamnDoor.SetPhysics(false);
_damnDoor.DoorLight = hui.doorLight;
var menuPanel = (MainMenuPanel)Context.UIService.CurrentPanel;
menuPanel.startButton.button.onClick.AddListener(StartGame);
menuPanel.exitButton.button.onClick.AddListener(ExitGame);
menuPanel.CinematicDoorOpening = _damnDoor;
((UltraStaticState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
Context.UIService.LoadingScreen.Hide();
Context.InputService.EnableMap(ActionMappings.MainMenu);
}
private void SceneLoaded()
{
base.EnterState();
}
public override void Tick()
{ }
{
}
private void StartGame()
{
Context.StateMachine.SwitchState(AppState.Gameplay)
.AllowStateTransition(AppState.GameOver);
}
private void ExitGame()
{
Application.Quit();
}
public override void ExitState()
{
Context.InputService.DisableMap(ActionMappings.MainMenu);
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
base.ExitState();
}
@@ -0,0 +1,41 @@
using Code.App.StateMachine;
using Code.Gameplay.Camera;
using Code.Input;
using Code.Scenes;
using Code.StateMachine;
namespace Code.App.AppStates
{
//TODO: поменяно для теста
public class MovementDevState: BaseState<AppStateMachineContext>
{
public MovementDevState(AppStateMachineContext context) : base(context)
{
}
public override void EnterState()
{
// Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
}
private void SceneLoaded()
{
base.EnterState();
}
public override void Tick()
{
}
public override void ExitState()
{
Context.InputService.DisableMap(ActionMappings.Gameplay);
base.ExitState();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 395d8d3979124f10897c28bae62b288a
timeCreated: 1760638654
@@ -1,11 +1,18 @@
using Code.App.StateMachine;
using Code.Audio;
using Code.Configs;
using Code.Constants;
using Code.Gameplay.Camera;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Input;
using Code.Scenes;
using Configs;
using Code.StaticData;
using Code.UI;
using Code.UI.Panels;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using Reflex.Injectors;
using StaticData;
using UnityEngine;
using UnityEngine.InputSystem;
@@ -13,7 +20,6 @@ namespace Code.App
{
public class BootstrapInstaller : MonoBehaviour, IInstaller
{
public void InstallBindings(ContainerBuilder containerBuilder)
{
InstallStaticData(containerBuilder, out IStaticDataService staticDataService);
@@ -21,20 +27,38 @@ namespace Code.App
InstallInfrastructureUnit(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
InitializeCamera(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
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.OnContainerBuilt += Bootstrap;
}
private void InitializeCamera(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
{
Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab);
DontDestroyOnLoad(camera);
containerBuilder.AddSingleton(camera);
}
private void InstallInfrastructureUnit(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
{
GameObject infrastructureUnit = Instantiate(staticDataService.AppConfig.infrastructureUnitPrefab);
DontDestroyOnLoad(infrastructureUnit);
AppConfig a;
containerBuilder.AddSingleton(infrastructureUnit);
containerBuilder.AddSingleton(infrastructureUnit.GetComponent<ICoroutineRunner>(),
typeof(ICoroutineRunner));
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CoroutineRunner>(),
typeof(ICoroutineRunner));
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
}
private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService)
@@ -43,17 +67,54 @@ namespace Code.App
staticDataService.Load();
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
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.OrderServiceConfig, typeof(OrderServiceConfig));
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
}
private AppStateMachine _appStateMachine;
private void Bootstrap(Container container)
{
AppStateMachine appStateMachine = container.Resolve<AppStateMachine>();
appStateMachine.Initialize();
_appStateMachine = container.Resolve<AppStateMachine>();
_appStateMachine.Initialize();
AttributeInjector.Inject(_appStateMachine.StateMachineContext, container);
CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>();
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
cameraStateMachine.Initialize();
AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
appStateMachine
#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);
DontDestroyOnLoad(loadingScreen);
await UniTask.WhenAll(
container.Resolve<IUIService>().Initialize(loadingScreen.GetComponent<LoadingScreen>()),
container.Resolve<IAudioService>().Initialize()
);
_appStateMachine
.SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay);
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c7a271c6319540abb78d561f392e1396
timeCreated: 1761743570
@@ -0,0 +1,29 @@
using Code.Gameplay.Orders.Order;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Reflex.Core;
using UnityEngine;
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(ScoreService), typeof(IScoreService));
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
containerBuilder.OnContainerBuilt += Initialize;
}
private void Initialize(Container container)
{
GameplaySceneEnvironment env = (GameplaySceneEnvironment)container.Resolve<CurrentSceneEnvironment>();
env.TransitVariables(_gameplaySceneEnvironment);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 88584fd4361b46f6a7326440cd95ce69
timeCreated: 1763144580
@@ -0,0 +1,27 @@
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Reflex.Core;
using UnityEngine;
using UnityEngine.Serialization;
namespace Code.App.SceneInstallers
{
public class MainMenuSceneInstaller : MonoBehaviour, IInstaller
{
[SerializeField] private MainMenuEnvironment _mainMenuEnvironment;
public void InstallBindings(ContainerBuilder containerBuilder)
{
containerBuilder.AddScoped(typeof(MainMenuEnvironment), typeof(CurrentSceneEnvironment));
containerBuilder.OnContainerBuilt += Initialize;
}
private void Initialize(Container container)
{
MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>();
env.TransitVariables(_mainMenuEnvironment);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 04145a046c584b66818ca25745652e66
timeCreated: 1761743587
@@ -8,6 +8,8 @@ namespace Code.App.StateMachine
Bootstrap = 1,
MainMenu = 2,
Gameplay = 4,
GameOver = 8
GameOver = 8,
// TODO: поменяно для теста
MovementDev = 52
}
}
@@ -7,12 +7,18 @@ namespace Code.App.StateMachine
{
public override void Initialize()
{
States.Add(AppState.Bootstrap, new BootstrapState(StateMachineContext));
States.Add(AppState.MainMenu, new MainMenuState(StateMachineContext));
States.Add(AppState.Gameplay, new GameplayState(StateMachineContext));
States.Add(AppState.GameOver, new GameOverState(StateMachineContext));
//TODO: Для теста
States.Add(AppState.MovementDev, new MovementDevState(StateMachineContext));
AllowedStates |= AppState.MainMenu;
AllowedStates |= AppState.Gameplay;
AllowedStates |= AppState.MovementDev;
CurrentBaseState = States[AppState.Bootstrap];
}
protected override bool CheckTransitionAllowed(AppState nextState) => AllowedStates.HasFlag(nextState);
@@ -1,12 +1,22 @@
using Code.Audio;
using Code.Gameplay.Camera;
using Code.Gameplay.Player;
using Code.Input;
using Code.Scenes;
using Code.UI;
using Reflex.Attributes;
namespace Code.App.StateMachine
{
public class AppStateMachineContext
{
[Inject] public ISceneLoaderService SceneLoaderService;
[Inject] public IInputService InputService;
[Inject] public ISceneLoaderService SceneLoaderService { get; private set; }
[Inject] public IInputService InputService { get; private set; }
[Inject] public AppStateMachine StateMachine { get; private set; }
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
[Inject] public IUIService UIService { get; private set; }
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
[Inject] public IAudioFactory AudioFactory { get; private set; }
[Inject] public IAudioService AudioService { get; private set; }
}
}
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a1937581573e47844bb593bd62310b89
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,34 @@
namespace Code.Audio
{
public enum SFXSounds
{
Crowbar,
Shot357
}
public enum UISounds
{
Crowbar
}
public enum EnemiesSounds
{
Bastard,
Bravo
}
public enum DispatcherSounds
{
Absolutely,
AbsolutelyNot,
AhFreeman,
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 +1,172 @@
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 = new();
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
public AudioService(IAudioFactory audioFactory)
{
_audioFactory = audioFactory;
}
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 = 0f;
_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);
}
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
{
_audioSourcePool.PlayShizo(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bf44cb051308463494bd930f2a3d31e4
timeCreated: 1762625073
@@ -0,0 +1,119 @@
using System.Collections.Generic;
using Code.Constants;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.Serialization;
namespace Code.Audio
{
public class AudioServiceDebug : MonoBehaviour
{
[SerializeField] private AudioMixer mixer;
private AudioSource _actionMusicSource;
private AudioSource _peacefulMusicSource;
[SerializeField] private AudioSource prefab;
[SerializeField] private AudioResource[] peacefulAudio;
[SerializeField] private AudioResource[] actionAudio;
private AudioMixerGroup _masterGroup,
_musicGroup,
_actionMusicGroup,
_peacefulMusicGroup,
_SFXGroup,
_creaturesGroup,
_dispatcherGroup,
_courierGroup,
_enemiesGroup;
private readonly AudioSourcePool _audioSourcePool = new();
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
[FormerlySerializedAs("sfxAudio")] [SerializeField] private AudioClip[] sfxAudios;
[SerializeField] private AudioClip[] enemiesAudios;
[SerializeField] private AudioClip[] dispatcherAudios;
private void MixerCreated()
{
_masterGroup = mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
_actionMusicGroup = mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
_peacefulMusicGroup = mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
_SFXGroup = mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
_musicGroup = mixer.FindMatchingGroups(AudioGroups.MusicGroup)[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.Peaceful] = mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
_snapshots[AudioSnapshotState.Action] = mixer.FindSnapshot(AudioGroups.ActionSnapshot);
// _audioSourcePool.Initialize(10,prefab);
InitializeMusicSources();
}
private void InitializeMusicSources()
{
_actionMusicSource = _audioSourcePool.GetSource();
_actionMusicSource.outputAudioMixerGroup = _actionMusicGroup;
_actionMusicSource.spatialBlend = 0f;
_peacefulMusicSource = _audioSourcePool.GetSource();
_peacefulMusicSource.outputAudioMixerGroup = _peacefulMusicGroup;
_peacefulMusicSource.spatialBlend = 0f;
}
private void Start()
{
MixerCreated();
}
public void PlayRandomGameplayMusic()
{
_peacefulMusicSource.resource = peacefulAudio[Random.Range(0, peacefulAudio.Length)];
_actionMusicSource.resource = actionAudio[Random.Range(0, actionAudio.Length)];
_peacefulMusicSource.Play();
_actionMusicSource.Play();
}
public void TransitToSnapshot(AudioSnapshotState state)
{
_snapshots[state].TransitionTo(1f);
}
#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(sfxAudios[(int)sfxId], position, _SFXGroup);
}
public void PlayDebugSFX()
{
_audioSourcePool.PlayOneShot(sfxAudios[(int)SFXSounds.Crowbar], transform.position, _SFXGroup);
}
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
{
_audioSourcePool.PlayOneShot(enemiesAudios[(int)enemySoundId], position, _enemiesGroup);
}
public void PlayDebugEnemySFX()
{
_audioSourcePool.PlayOneShot(enemiesAudios[(int)EnemiesSounds.Bastard], transform.position, _enemiesGroup);
}
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
{
_audioSourcePool.PlayShizo(dispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
}
public void PlayDebugDispatcherSFX()
{
_audioSourcePool.PlayShizo(dispatcherAudios[(int)DispatcherSounds.AhFreeman], _dispatcherGroup);
}
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a42cad8f28f54a53bef23d9313014abd
timeCreated: 1762805867
@@ -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 +1,84 @@
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.Pool;
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;
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)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = 1f;
source.transform.position = position;
source.outputAudioMixerGroup = audioMixerGroup;
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
_pool.Release(source);
}
public async UniTaskVoid PlayShizo(AudioClip clip, AudioMixerGroup audioMixerGroup)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = 0f;
source.outputAudioMixerGroup = audioMixerGroup;
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
_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 +1,29 @@
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 +1,19 @@
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);
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
@@ -1,11 +0,0 @@
using Generators;
using UnityEngine;
namespace Code.Configs
{
[SingleConfig]
public class App
{
[ToConfig] public GameObject infrastructureUnitPrefab;
}
}
@@ -0,0 +1,10 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/App", fileName = "AppConfig")]
public class AppConfig : ScriptableObject
{
public GameObject infrastructureUnitPrefab;
}
}
@@ -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 +1,38 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "CameraConfig", menuName = "Config/CameraConfig")]
public class CameraConfig : ScriptableObject
{
public float
// Расстояния от персонажа до камеры
defaultDistance = 6f, // Стандартное расстояние камеры от цели
minDistance = 3f, // Минимальное расстояние при зуме
maxDistance = 10f, // Максимальное расстояние при зуме
// Скорость зума камеры
distanceMovementSpeed = 5f, // Множитель скорости изменения дистанции при зуме
// Скорость поворота камеры
rotationSpeed = 0.3f, // Множитель скорости вращения камеры
// Скорость интерполяции текущее -> целевое вращение
rotationSharpness = 100f, // Коэффициент плавности вращения камеры (чем выше - тем резче)
// Резкость следования камеры за целью
followSharpness = 100f, // Коэффициент плавности следования за движущейся целью (чем выше - тем резче)
// Углы наклона камеры
minVerticalAngle = -70f, // Минимальный угол наклона камеры (вниз)
maxVerticalAngle = 70f, // Максимальный угол наклона камеры (вверх)
defaultVerticalAngle = 10f; // Стандартный угол наклона камеры
// Позиция следования по умолчанию
public Vector3 defaultFollowPosition = Vector3.zero;
// Префаб камеры
public Camera cameraPrefab;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 72fbf590e5fd4747acfdd32eb26bba3a
timeCreated: 1761637489
@@ -0,0 +1,41 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
public class CharacterConfig : ScriptableObject
{
// Основное движение по земле
public float
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
jumpSpeed = 10f; // Скорость прыжка
// Спринт
public float
sprintMoveSpeed = 12f, // Максимальная скорость спринта
sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт
// Слайд
public float
slideSpeed = 20f, // Скорость слайда
slideDuration = 0.8f, // Длительность слайда в секундах
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
// Залазание на стены
public float
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
// Наклон при залазании на стены
public float
maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
// Гравитация
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 10cfaf8e57f64eddb8c2eda147e4739a
timeCreated: 1761723608
@@ -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
@@ -1,11 +0,0 @@
using Generators;
using UnityEngine.InputSystem;
namespace Code.Configs
{
[SingleConfig]
public class Input
{
[ToConfig] public InputActionAsset inputActionAsset;
}
}
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.InputSystem;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "InputConfig", menuName = "Config/InputConfig")]
public class InputConfig : ScriptableObject
{
public InputActionAsset inputActionAsset;
}
}
@@ -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
@@ -0,0 +1,14 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Player", fileName = "PlayerConfig")]
public class PlayerConfig : ScriptableObject
{
public int maxHealth;
public AssetReference characterPrefab;
public AssetReference armsMeshPrefab;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 425c2ad28dbe4552acd1564f64372558
timeCreated: 1761591274
@@ -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
@@ -0,0 +1,12 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/UI", fileName = "UIConfig")]
public class UIConfig : ScriptableObject
{
public AssetReference[] uiPanelsAssetReferences;
public AssetReference canvasAssetReference;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: feaa36c74e094e0aa24b3983957a6e4e
timeCreated: 1761591380
@@ -6,4 +6,26 @@ namespace Code.Constants
public const string ConfigMultiple = "Configs/{0}";
}
public static class Tags
{
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";
}
}
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: e4901b413afd4d7da914edf2a1e51f8f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0fae52abe6b44ad5bdd6e67876fe940a
timeCreated: 1761671702
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