Author SHA1 Message Date
ThomasCharester c0f4fc6ab7 CodeWriterInProgress 2025-10-21 17:15:35 +03:00
1092 changed files with 3906 additions and 174540 deletions

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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)
{
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 0183e73a08c64332babded3df3d06b95
timeCreated: 1762122962
@@ -1,76 +1,23 @@
using Code.App.StateMachine;
using Code.Gameplay.Player;
using Code.Input;
using Code.App.StateMachine;
using Code.StateMachine;
using Code.UI;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using Reflex.Extensions;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
namespace Code.App.AppStates
{
public class GameOverState : BaseState<AppStateMachineContext>
{
public GameOverState(AppStateMachineContext context) : base(context)
{
}
private IPlayerScore _playerScore;
private GameOverPanel _gameOverPanel;
{ }
public override void EnterState()
{
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
_playerScore = sceneContainer.Resolve<IPlayerScore>();
_scoreCounter = 0;
Context.InputService.EnableMap(ActionMappings.UI);
Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
GameOver();
base.EnterState();
}
private void TryToExit(InputAction.CallbackContext context)
{
ToMainMenu();
}
private async UniTaskVoid GameOver()
{
await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
}
private void ToMainMenu()
{
Context.StateMachine.SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay);
}
private float _scoreCounter;
public override void Tick()
{
if (!_gameOverPanel) return;
_scoreCounter += Time.deltaTime * 100;
// UnityEngine.Debug.Log($"Score: {_scoreCounter}");
if((int)_scoreCounter >= _playerScore.Score)
{
_gameOverPanel.UpdateScoreText(_playerScore.Score);
}
else _gameOverPanel.UpdateScoreText((int)_scoreCounter);
}
{ }
public override void ExitState()
{
Context.InputService.DisableMap(ActionMappings.UI);
Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
{
base.ExitState();
}
}
@@ -1,254 +1,38 @@
using Code.App.Loading;
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.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 UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
namespace Code.App.AppStates
{
public class GameplayState : BaseState<AppStateMachineContext>
{
private PlayerHealth _playerHealth;
private IPlayerScore _playerScore;
private IOrderService _orderService;
private CharacterProvider _playerCharacter;
{
public GameplayState(AppStateMachineContext context) : base(context)
{
}
public override void EnterState()
{
Context.UIService.LoadingScreen.Show();
Context.LoadingManager
.RegisterLoading(LoadingWork.LoadScene)
.RegisterLoading(LoadingWork.LoadUI)
.RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadAudio);
//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
//_playerHealth.OnDamage += PlayerDamageTaken;
//_playerHealth.OnDeath += EndGame;
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
Context.SceneLoaderService.LoadScene((int)SceneIds.Gameplay, SceneLoaded);
Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
WaitForLoad();
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
}
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
private async UniTaskVoid WaitForLoad()
{
await UniTask.WhenAll(
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
Context.AudioFactory.WarmGameplayMusic(),
Context.AudioFactory.WarmSFX(),
Context.AudioFactory.WarmDispatcher()
);
Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadUI)
.UnregisterLoading(LoadingWork.LoadAudio);
InputServiceInitialize();
MusicInitialize();
}
private async void AfterSceneLoaded()
private void SceneLoaded()
{
Context.LoadingManager
.RegisterLoading(LoadingWork.LoadModelResource);
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
await UniTask.WhenAll(
WaitForPlayerArmsToInitialize(),
WaitForPlayerCharacterLoad()
);
_playerHealth = Context.PlayerProvider.Health;
_playerHealth.OnDamage += PlayerDamageTaken;
_playerHealth.OnDeath += EndGame;
Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadModelResource);
}
private void AfterPlayerLoaded()
{
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
_playerScore = sceneContainer.Resolve<IPlayerScore>();
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
PlayerInitialize(sceneEnvironment);
CameraInitialize();
GameplayServicesInitialize(sceneContainer);
UIInitialize();
Context.LoadingManager.OnLoadingEnded -= AfterPlayerLoaded;
_tickEnabled = true;
}
private async UniTask WaitForPlayerArmsToInitialize() => _armsMesh = await Context.PlayerFactory.CreateArms(Context.CameraStateMachine.Camera.transform);
private void OrderGiven(float time)
{
_gameplayPanel.ShowTimer();
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Action);
}
private void OrderFailure()
{
_playerHealth.InstaKill();
}
private void OrderRecieved(float time)
{
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Recieve1,(int)DispatcherSounds.Recieve2));
}
private void OrderDelivered(int score, float time)
{
_gameplayPanel.HideTimer();
if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2));
_playerScore.UpdateScore(score);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
}
private void PlayerDamageTaken(int damage, PlayerHealth health)
{
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
}
// DEBUG
private void InstaKillDEBUG(InputAction.CallbackContext context)
{
_playerHealth.InstaKill();
}
private void RoomPassedDEBUG(InputAction.CallbackContext context)
{
_orderService.RoomPassed();
}
// DEBUG
private bool _tickEnabled;
public override void Tick()
{
if (!_tickEnabled) return;
_orderService.DecreaseTimer(Time.deltaTime);
}
private void EndGame()
{
Context.StateMachine.SwitchState(AppState.GameOver)
.AllowStateTransition(AppState.MainMenu);
base.EnterState();
}
public override void Tick()
{
}
public override void ExitState()
{
_playerHealth = null;
_playerScore = null;
_tickEnabled = false;
Context.PlayerFactory.ReleasePlayer(_playerCharacter);
_playerCharacter = null;
Context.PlayerFactory.ReleaseArms(_armsMesh);
_armsMesh = null;
_orderService = null;
Context.AudioService.OnDispatcherStarted -= _gameplayPanel.SummonDispatcher;
Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
Context.InputService.DisableMap(ActionMappings.Gameplay);
Context.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, InstaKillDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
base.ExitState();
}
private void InputServiceInitialize()
{
Context.InputService.EnableMap(ActionMappings.Gameplay);
}
private void CameraInitialize()
{
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
}
private GameplayPanel _gameplayPanel;
private ArmsMeshProvider _armsMesh;
private void UIInitialize()
{
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
}
private void MusicInitialize()
{
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
}
private void PlayerInitialize(GameplaySceneEnvironment sceneEnvironment)
{
_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
_playerCharacter.PlayerAnimator.SetAnimator(_armsMesh.ArmsAnimator);
}
private void GameplayServicesInitialize(Container sceneContainer)
{
_orderService = sceneContainer.Resolve<IOrderService>();
_orderService.OnOrderGiven += OrderGiven;
_orderService.OnOrderRecieved += OrderRecieved;
_orderService.OnOrderDelivered += OrderDelivered;
_orderService.OnOrderFailure += OrderFailure;
}
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
{
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
return sceneEnvironment;
}
}
}
@@ -1,128 +1,34 @@
using Code.App.Loading;
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.LoadingManager
.RegisterLoading(LoadingWork.LoadScene)
.RegisterLoading(LoadingWork.LoadUI)
.RegisterLoading(LoadingWork.LoadAudio);
// Context.UIService.LoadingScreen.Show();
Context.CameraStateMachine.SwitchState(CameraMode.MainMenu);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
WaitForLoad();
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
}
private async UniTaskVoid WaitForLoad()
{
await UniTask.WhenAll(
Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
Context.AudioFactory.WarmMenuMusic(),
Context.AudioFactory.WarmAudioTestClips()
);
Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadUI)
.UnregisterLoading(LoadingWork.LoadAudio);
InitializeAudio();
InitializeInput();
}
private void AfterSceneLoaded()
{
var mainMenuEnvironment = (MainMenuEnvironment)SceneManager.GetActiveScene()
.GetSceneContainer().Resolve<CurrentSceneEnvironment>();
InitializeUI(mainMenuEnvironment);
InitializeCamera(mainMenuEnvironment);
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
}
private void InitializeCamera(MainMenuEnvironment mainMenuEnvironment)
{
((Gameplay.Camera.CameraStates.MainMenuState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(mainMenuEnvironment
.cameraPosition);
}
private void InitializeInput()
{
Context.SceneLoaderService.LoadScene((int)SceneIds.MainMenu, SceneLoaded);
Context.InputService.EnableMap(ActionMappings.MainMenu);
}
private void InitializeAudio()
private void SceneLoaded()
{
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
base.EnterState();
}
private void InitializeUI(MainMenuEnvironment mainMenuEnvironment)
{
var menuPanel = (MainMenuPanel)Context.UIService.CurrentPanel;
menuPanel.Initialize(mainMenuEnvironment.uiVariables,
mainMenuEnvironment.startButton,
mainMenuEnvironment.settingButton,
mainMenuEnvironment.exitButton);
menuPanel.startButton.button.onClick.AddListener(StartGame);
menuPanel.exitButton.button.onClick.AddListener(ExitGame);
mainMenuEnvironment.menuButtonsCanvas.worldCamera = Context.CameraStateMachine.Camera;
mainMenuEnvironment.settingsCanvas.worldCamera = Context.CameraStateMachine.Camera;
}
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);
Context.AudioFactory.ReleaseAudioTestClips();
base.ExitState();
}
}
@@ -1,41 +0,0 @@
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();
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 395d8d3979124f10897c28bae62b288a
timeCreated: 1760638654
@@ -1,22 +1,11 @@
using System.Collections.Generic;
using Code.App.Loading;
using Code.App.StateMachine;
using Code.Audio;
using Code.Configs;
using Code.Constants;
using Code.Gameplay.Camera;
using Code.Gameplay.Enemies;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Generator;
using Code.Input;
using Code.Scenes;
using Code.StaticData;
using Code.UI;
using Code.UI.Panels;
using Cysharp.Threading.Tasks;
using Configs;
using Reflex.Core;
using Reflex.Injectors;
using StaticData;
using UnityEngine;
using UnityEngine.InputSystem;
@@ -24,51 +13,28 @@ namespace Code.App
{
public class BootstrapInstaller : MonoBehaviour, IInstaller
{
public void InstallBindings(ContainerBuilder containerBuilder)
{
InstallStaticData(containerBuilder, out IStaticDataService staticDataService);
InstallInfrastructureUnit(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
// Перенести нахуй в контейнер геймплея
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
containerBuilder.AddSingleton(typeof(EnemyFactory), typeof(IEnemyFactory));
containerBuilder.AddSingleton(typeof(PlayerProvider), typeof(IPlayerProvider));
//
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.AddComponent<CoroutineRunner>(),
typeof(ICoroutineRunner));
containerBuilder.AddSingleton(infrastructureUnit.GetComponent<ICoroutineRunner>(),
typeof(ICoroutineRunner));
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
}
private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService)
@@ -77,71 +43,17 @@ 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.CameraSettingsConfigs, typeof(Dictionary<CameraMode,CameraSettingsConfig>));
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
containerBuilder.AddSingleton(staticDataService.DrunkenGrandpaConfig, typeof(DrunkenGrandpaConfig));
containerBuilder.AddSingleton(staticDataService.CockroachConfig, typeof(CockroachConfig));
containerBuilder.AddSingleton(staticDataService.FogConfig, typeof(FogConfig));
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
containerBuilder.AddSingleton(staticDataService.GeneratorConfig, typeof(GeneratorConfig));
}
private AppStateMachine _appStateMachine;
private void Bootstrap(Container container)
{
_appStateMachine = container.Resolve<AppStateMachine>();
_appStateMachine.Initialize();
AttributeInjector.Inject(_appStateMachine.StateMachineContext, container);
CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>();
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
cameraStateMachine.Initialize();
AppStateMachine appStateMachine = container.Resolve<AppStateMachine>();
appStateMachine.Initialize();
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
BootstrapFinish(container);
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
}
private async UniTaskVoid BootstrapFinish(Container container)
{
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen).GetComponent<LoadingScreen>();
DontDestroyOnLoad(loadingScreen.gameObject);
AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
loadingManager.OnLoadingStarted += loadingScreen.Show;
loadingManager.OnLoadingEnded += loadingScreen.Hide;
loadingManager.RegisterLoading(LoadingWork.Bootstrap);
await UniTask.WhenAll(
container.Resolve<IUIService>().Initialize(loadingScreen),
container.Resolve<IAudioService>().Initialize()
);
loadingManager.UnregisterLoading(LoadingWork.Bootstrap);
_appStateMachine
appStateMachine
.SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay);
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 08b54658296d4279b85a2bfc3cf10e62
timeCreated: 1763842256
@@ -1,16 +0,0 @@
using System.Collections.ObjectModel;
using Cysharp.Threading.Tasks;
namespace Code.App.Loading
{
public interface ILoadingManager
{
delegate void OnLoadingDelegate();
event OnLoadingDelegate OnLoadingStarted;
event OnLoadingDelegate OnLoadingEnded;
ReadOnlyCollection<LoadingWork> LoadingThings { get; }
LoadingManager RegisterLoading(LoadingWork loadingThingName);
LoadingManager UnregisterLoading(LoadingWork loadingThingName);
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: bfb3837590d04da3b04ca8b0f0aca437
timeCreated: 1763842985
@@ -1,47 +0,0 @@
using System.Collections.Generic;
using System.Collections.ObjectModel;
using Cysharp.Threading.Tasks;
namespace Code.App.Loading
{
public class LoadingManager : ILoadingManager
{
public event ILoadingManager.OnLoadingDelegate OnLoadingStarted;
public event ILoadingManager.OnLoadingDelegate OnLoadingEnded;
private List<LoadingWork> _loadingThings = new();
public ReadOnlyCollection<LoadingWork> LoadingThings => _loadingThings.AsReadOnly();
public LoadingManager RegisterLoading(LoadingWork loadingThingName)
{
if(_loadingThings.Count == 0) OnLoadingStarted?.Invoke();
_loadingThings.Add(loadingThingName);
return this;
}
public LoadingManager UnregisterLoading(LoadingWork loadingThingName)
{
_loadingThings.Remove(loadingThingName);
if(_loadingThings.Count == 0) OnLoadingEnded?.Invoke();
return this;
}
}
// public static class LoadingManagerExtensions
// {
// public static LoadingManager AddLoading(this LoadingManager manager, LoadingWork loadingThingName)
// {
// manager.RegisterLoading(loadingThingName);
// return manager;
// }
// public static LoadingManager RemoveLoading(this LoadingManager manager, LoadingWork loadingThingName)
// {
// manager.UnregisterLoading(loadingThingName);
// return manager;
// }
// }
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 185988ac74a24a39864238cd7f5cb626
timeCreated: 1763842268
@@ -1,12 +0,0 @@
namespace Code.App.Loading
{
public enum LoadingWork
{
Bootstrap,
LoadUI,
LoadAudio,
LoadScene,
LoadModelResource,
WaitingForTime
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 318d1b29b41d4b96bc09334acbf36506
timeCreated: 1763843934
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: c7a271c6319540abb78d561f392e1396
timeCreated: 1761743570
@@ -1,52 +0,0 @@
using Code.App.Loading;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Generator;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using UnityEngine;
using IPlayerScore = Code.Gameplay.Player.IPlayerScore;
namespace Code.App.SceneInstallers
{
public class GameplaySceneInstaller : MonoBehaviour, IInstaller
{
[SerializeField] private GameplaySceneEnvironment _gameplaySceneEnvironment;
public void InstallBindings(ContainerBuilder containerBuilder)
{
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
containerBuilder.AddScoped(typeof(RoomGenerator));
containerBuilder.OnContainerBuilt += Initialize;
}
private void Initialize(Container container)
{
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
GameplaySceneEnvironment env = (GameplaySceneEnvironment)container.Resolve<CurrentSceneEnvironment>();
env.TransitVariables(_gameplaySceneEnvironment);
loadingManager
.UnregisterLoading(LoadingWork.LoadScene);
LoadRooms(container,loadingManager);
}
private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
{
await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
container.Resolve<RoomGenerator>().Initialize();
loadingManager.UnregisterLoading(LoadingWork.LoadModelResource);
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 88584fd4361b46f6a7326440cd95ce69
timeCreated: 1763144580
@@ -1,32 +0,0 @@
using Code.App.Loading;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Reflex.Core;
using UnityEngine;
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);
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
loadingManager
.UnregisterLoading(LoadingWork.LoadScene);
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 04145a046c584b66818ca25745652e66
timeCreated: 1761743587
@@ -8,8 +8,6 @@ namespace Code.App.StateMachine
Bootstrap = 1,
MainMenu = 2,
Gameplay = 4,
GameOver = 8,
// TODO: поменяно для теста
MovementDev = 52
GameOver = 8
}
}
@@ -7,18 +7,12 @@ 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);
@@ -1,28 +1,12 @@
using Code.App.Loading;
using Code.Audio;
using Code.Gameplay.Camera;
using Code.Gameplay.Enemies;
using Code.Gameplay.Player;
using Code.Generator;
using Code.Input;
using Code.Scenes;
using Code.UI;
using Reflex.Attributes;
namespace Code.App.StateMachine
{
public class AppStateMachineContext
{
[Inject] public ILoadingManager LoadingManager { get; private set; }
[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 IPlayerProvider PlayerProvider { get; private set; }
[Inject] public IAudioFactory AudioFactory { get; private set; }
[Inject] public IAudioService AudioService { get; private set; }
[Inject] public IEnemyFactory EnemyFactory { get; private set; }
[Inject] public ISceneLoaderService SceneLoaderService;
[Inject] public IInputService InputService;
}
}
-8
View File
@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: a1937581573e47844bb593bd62310b89
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,31 +0,0 @@
namespace Code.Audio
{
public enum SFXSounds
{
Crowbar,
Shot357
}
public enum UISounds
{
Crowbar
}
public enum EnemiesSounds
{
Bastard,
Bravo
}
public enum DispatcherSounds
{
Recieve1,
Recieve2,
TakeDamage1,
TakeDamage2,
TakeDamage3,
TakeDamage4,
Late1,
Late2,
Late3,
Late4,
Late5
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 907b506ceac843ebb509a8e5298af540
timeCreated: 1762888870
@@ -1,186 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
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[] _audioTestClipsReferences;
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>> _audioTestClipsHandle;
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<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
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,
AudioTestClipsConfig audioTestClipsConfig
)
{
AudioMixer = audioMixerConfig.audioMixerAsset;
_audioSourcePrefab = audioMixerConfig.audioSourcePrefab;
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
_actionSoundtrack = soundtrackListConfig.actionSoundtrack;
_menuSoundtrack = soundtrackListConfig.menuSoundtrack;
_SFX = sfxListConfig.SFX;
_enemies = enemiesSoundListConfig.enemies;
_dispatcher = dispatcherSoundListConfig.dispatcher;
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
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 WarmAudioTestClips( )
{
// _audioTestClipCounter = 0;
_audioTestClipsHandle = Addressables.LoadAssetsAsync<AudioClip>(_audioTestClipsReferences, OnAudioTestClipLoaded, Addressables.MergeMode.Union);
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
var clips = (await _audioTestClipsHandle.ToUniTask()).ToList();
for (int i = 0; i < clips.Count; i++)
AudioTestClips[(AudioType)i] = clips[i];
}
public void ReleaseAudioTestClips()
{
AudioTestClips.Clear();
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
_audioTestClipsHandle.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 int _audioTestClipCounter;
private void OnAudioTestClipLoaded(AudioClip audioClip)
{
// AudioTestClips[(AudioType)_audioTestClipCounter] = audioClip;_audioTestClipCounter++;
}
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);
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5a4b48740d194d4dafa1732f96d71687
timeCreated: 1762626915
@@ -1,352 +0,0 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Code.Configs;
using Code.Constants;
using Cysharp.Threading.Tasks;
using DG.Tweening;
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,
_menuMusicGroup,
_peacefulMusicGroup,
_SFXGroup,
_creaturesGroup,
_dispatcherGroup,
_courierGroup,
_enemiesGroup;
private readonly AudioSourcePool _audioSourcePool;
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
public AudioService(IAudioFactory audioFactory, Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings)
{
_audioFactory = audioFactory;
_audioSourcePool = new(settings);
_settings = settings;
}
// TODO Грязно, убрать снапшоты НАХУЙ
public float GetSetting(AudioType type)
{
float value;
switch (type)
{
case AudioType.SFX:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_SFXGroup.name, out value);
break;
case AudioType.Master:
_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_masterGroup.name, out value);
break;
case AudioType.Creatures:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_creaturesGroup.name, out value);
break;
case AudioType.GameplayMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_peacefulMusicGroup.name, out value);
break;
case AudioType.MenuMusic:
_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_menuMusicGroup.name, out value);
break;
case AudioType.DispatcherSounds:
_snapshots[AudioSnapshotState.Action].audioMixer.GetFloat(_dispatcherGroup.name, out value);
break;
default:
value = 1;
break;
}
value = Mathf.Pow(10f, value / 20);
return value;
}
// TODO Грязно, убрать снапшоты НАХУЙ
public void ChangeSetting(AudioType type, float value)
{
float volume = Mathf.Log10(value) * 20;
switch (type)
{
case AudioType.SFX:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_SFXGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_SFXGroup.name, volume);
break;
case AudioType.Master:
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_masterGroup.name, volume);
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_masterGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_masterGroup.name, volume);
break;
case AudioType.Creatures:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_creaturesGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_creaturesGroup.name, volume);
break;
case AudioType.GameplayMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_peacefulMusicGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_actionMusicGroup.name, volume);
break;
case AudioType.MenuMusic:
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_menuMusicGroup.name, volume);
break;
case AudioType.DispatcherSounds:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_dispatcherGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_dispatcherGroup.name, volume);
break;
}
// _mixer.FindSnapshot("Action").audioMixer.SetFloat("music", volume);
}
public async UniTask Initialize()
{
// _mixer = await _audioFactory.CreateMixer();
_mixer = _audioFactory.AudioMixer;
_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
_menuMusicGroup = _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0];
_actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
_peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
// _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
_cancellationTokenSources.Add(MusicType.Menu, new());
_cancellationTokenSources.Add(MusicType.Action, new());
_cancellationTokenSources.Add(MusicType.Peaceful, new());
_musicAudioSources.Add(MusicType.Menu, null);
_musicAudioSources.Add(MusicType.Action, null);
_musicAudioSources.Add(MusicType.Peaceful, null);
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
_courierGroup = _mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
_enemiesGroup = _mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
_snapshots[AudioSnapshotState.None] = _mixer.FindSnapshot(AudioGroups.NoneSnapshot);
_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
_snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
}
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
private Dictionary<MusicType, CancellationTokenSource> _cancellationTokenSources = new();
private Dictionary<MusicType, AudioSource> _musicAudioSources = new();
private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new();
public async UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType)
{
if (!_musicAudioSources[musicType])
{
_musicAudioSources[musicType] = _audioSourcePool.GetSource();
_musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend;
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
}
_musicAudioSources[musicType].resource =
_audioFactory.MusicDictionary[musicType][
Random.Range(0, _audioFactory.MusicDictionary[musicType].Count)];
_musicAudioSources[musicType].Play();
// await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
// _ => !_musicAudioSources[musicType].isPlaying,
// cancellationToken: _cancellationTokenSources[musicType].Token);
await UniTask.NextFrame();
// Debug.Log($"Playing {musicType}");
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
_ => !_musicAudioSources[musicType].isPlaying,
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
// Debug.Log($"Finished {musicType}");
if (isCanceled)
{
// Debug.Log($"Cancelled {musicType}");
_cancellationTokenSources[musicType].Dispose();
_cancellationTokenSources[musicType] = new();
_audioSourcePool.ReleaseSource(_musicAudioSources[musicType]);
_musicAudioSources[musicType] = null;
return;
}
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType);
}
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType,
AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
{
TransitToSnapshot(audioSnapshotState, time);
await UniTask.WaitForSeconds(time);
_cancellationTokenSources[musicType].Cancel();
callback?.Invoke();
}
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
public void StopMusic()
{
_peacefulMusicSource.Stop();
_actionMusicSource.Stop();
}
public void GladlyAskToStopMusic(Action callback = null)
{
TransitToSnapshot(AudioSnapshotState.None);
_peacefulMusicSource.Stop();
_actionMusicSource.Stop();
callback?.Invoke();
}
public void TransitToSnapshot(AudioSnapshotState state, float time = 1f)
{
_snapshots[state].TransitionTo(time);
}
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
public void PlaySFX(SFXSounds sfxId, Vector3 position)
{
_audioSourcePool.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _SFXGroup);
}
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
{
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _enemiesGroup);
}
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
{
OnDispatcherStarted?.Invoke();
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup,
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke());
}
private CancellationTokenSource _testClipCancellationTokenSource = new();
private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
// TODO Засунуть в словарь
public void PlayTestClip(AudioType audioType)
{
if(_currentTestClipAudioType == audioType) return;
_testClipCancellationTokenSource.Cancel();
_testClipCancellationTokenSource = new();
_currentTestClipAudioType = audioType;
switch (audioType)
{
case AudioType.SFX:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_SFXGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.Master:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_masterGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.Creatures:
_audioSourcePool.PlayOneShot( _audioFactory.AudioTestClips[audioType],
_creaturesGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.GameplayMusic:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_actionMusicGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.MenuMusic:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_menuMusicGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
case AudioType.DispatcherSounds:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_dispatcherGroup, _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource);
break;
}
}
private AudioSource _testClipAudioSource;
private AudioType _currentTestClipAudioType;
// Эффективно и просто, может не так хитровыебано
private void ReleaseTestAudioClipSource()
{
_testClipAudioSource = null;
}
// TODO Засунуть в словарь
public void PlayTestClipDeprecated(AudioType audioType)
{
if (!_testClipAudioSource) _testClipAudioSource = _audioSourcePool.GetSource();
else if (_currentTestClipAudioType != audioType) _testClipAudioSource.Stop();
else return;
_currentTestClipAudioType = audioType;
switch (audioType)
{
case AudioType.SFX:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_SFXGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.Master:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_masterGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.Creatures:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_creaturesGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.GameplayMusic:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_actionMusicGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.MenuMusic:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_menuMusicGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
case AudioType.DispatcherSounds:
_audioSourcePool.PlayOneShot(_testClipAudioSource, _audioFactory.AudioTestClips[audioType],
_dispatcherGroup,
AudioSourceType.NoBlend, ReleaseTestAudioClipSource);
break;
}
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: bf44cb051308463494bd930f2a3d31e4
timeCreated: 1762625073
@@ -1,10 +0,0 @@
namespace Code.Audio
{
public enum AudioSnapshotState
{
None,
Peaceful,
Action,
Menu
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 29adaf8e912649d9b91c09735e36840a
timeCreated: 1762808301
@@ -1,121 +0,0 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Code.Configs;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.Pool;
using Object = UnityEngine.Object;
namespace Code.Audio
{
public class AudioSourcePool
{
// The pool holds plain GameObjects (you can swap this for any component type).
private IObjectPool<AudioSource> _pool;
private GameObject _sourcePrefab;
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
public AudioSourcePool(Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings) => _settings = settings;
public void Initialize(GameObject sourcePrefab)
{
_sourcePrefab = sourcePrefab;
// Create a pool with the four core callbacks.
_pool = new ObjectPool<AudioSource>(
createFunc: CreateItem,
// actionOnGet: OnGet,
actionOnRelease: OnRelease,
actionOnDestroy: OnDestroyItem,
collectionCheck: true, // helps catch double-release mistakes
defaultCapacity: 10,
maxSize: 20
);
}
// Creates a new pooled GameObject the first time (and whenever the pool needs more).
private AudioSource CreateItem()
{
AudioSource audioSource = Object.Instantiate(_sourcePrefab).GetComponent<AudioSource>();
audioSource.name = "PooledAudioSource";
Object.DontDestroyOnLoad(audioSource);
return audioSource;
}
// Called when an item is taken from the pool.
private void OnGet(AudioSource source)
{
//source.gameObject.SetActive(true);
}
// Called when an item is returned to the pool.
private void OnRelease(AudioSource source)
{
source.Stop();
//source.gameObject.SetActive(false);
}
// Called when the pool decides to destroy an item (e.g., above max size).
private void OnDestroyItem(AudioSource source)
{
Object.Destroy(source.gameObject);
}
public async UniTaskVoid PlayOneShot(AudioClip clip, Vector3 position, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = _settings[audioSourceType].spatialBlend;
source.transform.position = position;
source.outputAudioMixerGroup = audioMixerGroup;
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
onComplete?.Invoke();
_pool.Release(source);
}
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = _settings[audioSourceType].spatialBlend;
source.outputAudioMixerGroup = audioMixerGroup;
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
onComplete?.Invoke();
_pool.Release(source);
}
public async UniTaskVoid PlayOneShot(AudioSource audioSource, AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
audioSource.PlayOneShot(clip);
audioSource.spatialBlend = _settings[audioSourceType].spatialBlend;
audioSource.outputAudioMixerGroup = audioMixerGroup;
// TODO Потом сделать. Можно с cancellation, но сейчас лень. Ну правда
await UniTask.WaitUntilValueChanged(audioSource, x => x.isPlaying);
if (!audioSource) return;
_pool.Release(audioSource);
onComplete?.Invoke();
}
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, CancellationTokenSource cancellationToken, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = _settings[audioSourceType].spatialBlend;
source.outputAudioMixerGroup = audioMixerGroup;
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(source, x => x.isPlaying, cancellationToken: cancellationToken.Token).SuppressCancellationThrow();
_pool.Release(source);
if(!isCanceled) onComplete?.Invoke();
else cancellationToken.Dispose();
}
public AudioSource GetSource() => _pool.Get();
public void ReleaseSource(AudioSource source) => _pool.Release(source);
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 370b6a43a74744ff9d90a99991b104f7
timeCreated: 1762852042
@@ -1,8 +0,0 @@
namespace Code.Audio
{
public enum AudioSourceType
{
Full3D,
NoBlend
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 260bbb19b55049928b9ab4d55b32fc3f
timeCreated: 1763849966
@@ -1,32 +0,0 @@
using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.Audio;
namespace Code.Audio
{
public interface IAudioFactory
{
AudioMixer AudioMixer { get; }
Dictionary<AudioType, AudioClip> AudioTestClips { get; }
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
List<AudioClip> SFXAudios { get; }
List<AudioClip> EnemiesAudios { get; }
List<AudioClip> DispatcherAudios { get; }
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
UniTask WarmGameplayMusic( );
void ReleaseActionMusic();
void ReleasePeacefulMusic();
UniTask WarmAudioTestClips( );
void ReleaseAudioTestClips();
UniTask WarmMenuMusic( );
void ReleaseMenuMusic();
UniTask WarmSFX( );
void ReleaseSFX();
UniTask WarmEnemies( );
void ReleaseEnemies();
UniTask WarmDispatcher( );
void ReleaseDispatcher();
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: ea837e1ca08a4846b7f4ce2df771bf65
timeCreated: 1762804793
@@ -1,27 +0,0 @@
using System;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Code.Audio
{
public interface IAudioService
{
UniTask Initialize();
UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType);
UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null);
void StopMusic();
void GladlyAskToStopMusic(Action callback = null);
void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
void PlaySFX(SFXSounds sfxId, Vector3 position);
void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
delegate void OnAudioPlayingDelegate();
event OnAudioPlayingDelegate OnDispatcherStarted;
event OnAudioPlayingDelegate OnDispatcherEnded;
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
void ChangeSetting(AudioType type, float value);
float GetSetting(AudioType type);
void PlayTestClip(AudioType audioType);
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 30521fadcce84848ae88363e915bceb4
timeCreated: 1762804728
@@ -1,18 +0,0 @@
namespace Code.Audio
{
public enum MusicType
{
Menu,
Peaceful,
Action
}
public enum AudioType
{
Master,
MenuMusic,
GameplayMusic,
Creatures,
DispatcherSounds,
SFX
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 74ff08d5f1b741f69e37fc06fb07ae8d
timeCreated: 1763151897
@@ -0,0 +1,11 @@
using Generators;
using UnityEngine;
namespace Code.Configs
{
[SingleConfig]
public class App
{
[ToConfig] public GameObject infrastructureUnitPrefab;
}
}
@@ -1,10 +0,0 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/App", fileName = "AppConfig")]
public class AppConfig : ScriptableObject
{
public GameObject infrastructureUnitPrefab;
}
}
@@ -1,13 +0,0 @@
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;
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 353cee8946ca43efbbcda905d7b32ae1
timeCreated: 1762624627
@@ -1,14 +0,0 @@
using Code.Audio;
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "AudioSourceSettingsConfig", menuName = "Audio/AudioSourceSettingsConfig")]
public class AudioSourceSettingsConfig : ScriptableObject
{
// Дополнять по мере необходимости
public float spatialBlend;
public AudioSourceType sourceType;
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e6406ab390b74d5ca336d7d4d0e1a732
timeCreated: 1763850008
@@ -1,11 +0,0 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/AudioTestClips", fileName = "AudioTestClipsConfig")]
public class AudioTestClipsConfig : ScriptableObject
{
public AssetReference[] audioTestClips;
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: f2f1c08a20a54a708336caf8ca6499e1
timeCreated: 1764263243
@@ -1,38 +0,0 @@
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;
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 72fbf590e5fd4747acfdd32eb26bba3a
timeCreated: 1761637489
@@ -1,14 +0,0 @@
using Code.Gameplay.Camera;
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "CameraSettingsConfig", menuName = "Config/CameraSettingsConfig")]
public class CameraSettingsConfig : ScriptableObject
{
// Дополнять по мере необходимости
public float fov;
public CameraMode cameraMode;
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 6610b94e9823401c94533e1756a97195
timeCreated: 1763846744
@@ -1,41 +0,0 @@
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
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 10cfaf8e57f64eddb8c2eda147e4739a
timeCreated: 1761723608
@@ -1,11 +0,0 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/CharacterSoundList", fileName = "CharacterSoundListConfig")]
public class CharacterSoundListConfig : ScriptableObject
{
public AssetReference[] character;
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 83304a98bbdc4e7c9c7c643653ae1368
timeCreated: 1762625438
@@ -1,29 +0,0 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/Cockroach", fileName = "CockroachConfig")]
public class CockroachConfig : ScriptableObject
{
public AssetReference cockroachPrefab;
public int damage = 2;
public float attackCooldown = 1.5f;
public float detectionRange = 20f;
public float attackRange = 1.3f;
public float speed = 6f;
public bool isStunnable;
public float stunDuration;
public bool usesIdleMovement = true;
public float idleWanderRadius = 3f;
public float idleMoveDurationMin = 0.3f;
public float idleMoveDurationMax = 1f;
public float idlePauseDurationMin = 0.1f;
public float idlePauseDurationMax = 0.8f;
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 7bc162d3127949aa950d0738beee99a4
timeCreated: 1763571220
@@ -1,12 +0,0 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/DispatcherSoundList", fileName = "DispatcherSoundListConfig")]
public class DispatcherSoundListConfig : ScriptableObject
{
public AssetReference[] dispatcher;
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 8a6f6ffb8f5242899791719801791945
timeCreated: 1762625431
@@ -1,29 +0,0 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/DrunkenGrandpa", fileName = "DrunkenGrandpaConfig")]
public class DrunkenGrandpaConfig : ScriptableObject
{
public AssetReference drunkenGrandpaPrefab;
public int damage = 2;
public float attackCooldown = 5f;
public float detectionRange = 10f;
public float attackRange = 1.5f;
public float speed = 3f;
public bool isStunnable = true;
public float stunDuration = 3f;
public bool usesIdleMovement = true;
public float idleWanderRadius = 5f;
public float idleMoveDurationMin = 1f;
public float idleMoveDurationMax = 5f;
public float idlePauseDurationMin = 3f;
public float idlePauseDurationMax = 5f;
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 4d157e8891074b90957a7434cff0ae71
timeCreated: 1763569096
@@ -1,11 +0,0 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/EnemiesSoundList", fileName = "EnemiesSoundListConfig")]
public class EnemiesSoundListConfig : ScriptableObject
{
public AssetReference[] enemies;
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e73ac7f7e3cd4db8ada95f63d73c2d1d
timeCreated: 1762625425
@@ -1,29 +0,0 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/Fog", fileName = "FogConfig")]
public class FogConfig : ScriptableObject
{
public AssetReference fogPrefab;
public int damage = int.MaxValue;
public float attackCooldown;
public float detectionRange;
public float attackRange = 5f;
public float speed = 1.5f;
public bool isStunnable;
public float stunDuration;
public bool usesIdleMovement;
public float idleWanderRadius;
public float idleMoveDurationMin;
public float idleMoveDurationMax;
public float idlePauseDurationMin;
public float idlePauseDurationMax;
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: aa4dd2a5cce24902a2918488b5751f2f
timeCreated: 1763581410
@@ -0,0 +1,11 @@
using Generators;
using UnityEngine.InputSystem;
namespace Code.Configs
{
[SingleConfig]
public class Input
{
[ToConfig] public InputActionAsset inputActionAsset;
}
}
@@ -1,11 +0,0 @@
using UnityEngine;
using UnityEngine.InputSystem;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "InputConfig", menuName = "Config/InputConfig")]
public class InputConfig : ScriptableObject
{
public InputActionAsset inputActionAsset;
}
}
@@ -1,12 +0,0 @@
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;
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 6af4f53d425a41c78ef889fd7e5c3197
timeCreated: 1763735968
@@ -1,11 +0,0 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "OrderServiceConfig", menuName = "Config/Gameplay/OrderServiceConfig")]
public class OrderServiceConfig : ScriptableObject
{
public Vector2 timeBounds;
public float koefRooms, koefOvertime;
}
}
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