5 Commits
148 changed files with 84575 additions and 1792 deletions

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@@ -15,7 +15,7 @@ MonoBehaviour:
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
m_currentHash:
serializedVersion: 2
Hash: 1290af012af335115858ec31670d830d
Hash: a9d2f067d3215f124d04a5eb72485a3f
m_OptimizeCatalogSize: 0
m_BuildRemoteCatalog: 0
m_CatalogRequestsTimeout: 0
@@ -72,6 +72,11 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 2c6a984e4a1b42647b48e6b7bc69b158
m_Address: Prefabs/Levels/Level6
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 2ed2d93a9f39d4edba511cb7396c7bb6
m_Address: Assets/Resources_moved/Prefabs/Enemies/Cockroach.prefab
m_ReadOnly: 0
@@ -198,6 +203,11 @@ MonoBehaviour:
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: bf87bc9ac43df86be8c818de81d44a54
m_Address: Assets/Resources_moved/Audio/SFX/pl_step1.wav
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: c566fc932edefbbee9e53271eac3c560
m_Address: MainMenu
m_ReadOnly: 0
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d36aab6707c518f5abfd60065165eb35
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d982316b2b4c99747b9e953ae7b9b42f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -56,6 +56,7 @@ namespace Code.App.AppStates
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
// Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
@@ -71,7 +72,9 @@ namespace Code.App.AppStates
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
Context.AudioFactory.WarmGameplayMusic(),
Context.AudioFactory.WarmSFX(),
Context.AudioFactory.WarmDispatcher()
Context.AudioFactory.WarmDispatcher(),
Context.AudioFactory.WarmEnemies(),
Context.AudioFactory.WarmCourier()
);
Context.LoadingManager
@@ -87,10 +90,13 @@ namespace Code.App.AppStates
{
Context.LoadingManager
.RegisterLoading(LoadingWork.LoadModelResource);
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
Context.PlayerProvider = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerProvider>();
Context.PlayerFactory = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerFactory>();
await UniTask.WhenAll(
WaitForPlayerArmsToInitialize(),
WaitForPlayerCharacterLoad()
@@ -203,6 +209,10 @@ namespace Code.App.AppStates
Context.InputService.DisableMap(ActionMappings.Gameplay);
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
Context.AudioFactory.ReleaseCourier();
Context.AudioFactory.ReleaseDispatcher();
Context.AudioFactory.ReleaseEnemies();
Context.AudioFactory.ReleaseSFX();
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
@@ -33,11 +33,7 @@ namespace Code.App
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));
@@ -97,6 +93,7 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
containerBuilder.AddSingleton(staticDataService.CourierSoundListConfig, typeof(CourierSoundListConfig));
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
@@ -1,4 +1,5 @@
using Code.App.Loading;
using Code.Gameplay.Enemies;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Generator;
@@ -21,6 +22,9 @@ namespace Code.App.SceneInstallers
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
containerBuilder.AddScoped(typeof(PlayerProvider), typeof(IPlayerProvider));
containerBuilder.AddScoped(typeof(PlayerFactory), typeof(IPlayerFactory));
containerBuilder.AddScoped(typeof(EnemyFactory), typeof(IEnemyFactory));
containerBuilder.AddScoped(typeof(RoomGenerator));
containerBuilder.OnContainerBuilt += Initialize;
@@ -37,7 +41,7 @@ namespace Code.App.SceneInstallers
loadingManager
.UnregisterLoading(LoadingWork.LoadScene);
LoadRooms(container,loadingManager);
LoadRooms(container,loadingManager).Forget();
}
private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
@@ -19,10 +19,10 @@ namespace Code.App.StateMachine
[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 IPlayerFactory PlayerFactory { get; set; }
/*[Inject]*/public IPlayerProvider PlayerProvider { get; set; }
// [Inject] public IEnemyFactory EnemyFactory { get; private set; }
}
}
@@ -12,7 +12,8 @@ namespace Code.Audio
public enum EnemiesSounds
{
Bastard,
Bravo
Bravo,
GrandpaStep
}
public enum DispatcherSounds
{
@@ -28,4 +29,8 @@ namespace Code.Audio
Late4,
Late5
}
public enum CourierSounds
{
Step
}
}
@@ -23,7 +23,7 @@ namespace Code.Audio
private AssetReference[] _SFX;
private AssetReference[] _enemies;
private AssetReference[] _dispatcher;
private AssetReference[] _character;
private AssetReference[] _courier;
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
@@ -32,11 +32,13 @@ namespace Code.Audio
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
private AsyncOperationHandle<IList<AudioClip>> _courierHandle;
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> CourierAudios { get; private set; } = new();
public List<AudioClip> DispatcherAudios { get; private set; } = new();
public AudioFactory(AudioMixerConfig audioMixerConfig,
@@ -44,7 +46,8 @@ namespace Code.Audio
SFXListConfig sfxListConfig,
EnemiesSoundListConfig enemiesSoundListConfig,
DispatcherSoundListConfig dispatcherSoundListConfig,
AudioTestClipsConfig audioTestClipsConfig
AudioTestClipsConfig audioTestClipsConfig,
CourierSoundListConfig courierSoundListConfig
)
{
AudioMixer = audioMixerConfig.audioMixerAsset;
@@ -56,6 +59,7 @@ namespace Code.Audio
_SFX = sfxListConfig.SFX;
_enemies = enemiesSoundListConfig.enemies;
_dispatcher = dispatcherSoundListConfig.dispatcher;
_courier = courierSoundListConfig.courierSounds;
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
MusicDictionary.Add(MusicType.Menu, new ());
@@ -137,6 +141,18 @@ namespace Code.Audio
EnemiesAudios.Clear();
_enemiesHandle.Release();
}
public async UniTask WarmCourier()
{
_courierHandle = Addressables.LoadAssetsAsync<AudioClip>(_courier, OnCourierLoaded, Addressables.MergeMode.Union);
await _courierHandle.ToUniTask();
}
public void ReleaseCourier()
{
CourierAudios.Clear();
_courierHandle.Release();
}
public async UniTask WarmDispatcher( )
{
@@ -182,5 +198,9 @@ namespace Code.Audio
{
DispatcherAudios.Add(audioClip);
}
private void OnCourierLoaded(AudioClip audioClip)
{
CourierAudios.Add(audioClip);
}
}
}
+39 -161
View File
@@ -22,17 +22,7 @@ namespace Code.Audio
private AudioSource _actionMusicSource;
private AudioSource _peacefulMusicSource;
private AudioMixerGroup _masterGroup,
// _musicGroup,
_actionMusicGroup,
_menuMusicGroup,
_peacefulMusicGroup,
_SFXGroup,
_creaturesGroup,
_dispatcherGroup,
_courierGroup,
_enemiesGroup;
private Dictionary<AudioType,AudioMixerGroup> _audioMixerGroups = new ();
private readonly AudioSourcePool _audioSourcePool;
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
@@ -48,81 +38,47 @@ namespace Code.Audio
// 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;
}
_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_audioMixerGroups[type].name, out float value);
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);
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
break;
case AudioType.Creatures:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_creaturesGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_creaturesGroup.name, volume);
case AudioType.ActionMusic:
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
break;
case AudioType.GameplayMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_peacefulMusicGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_actionMusicGroup.name, volume);
case AudioType.PeacefulMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
break;
case AudioType.MenuMusic:
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_menuMusicGroup.name, volume);
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
break;
case AudioType.Creatures:
case AudioType.SFX:
case AudioType.DispatcherSounds:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_dispatcherGroup.name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_dispatcherGroup.name, volume);
case AudioType.Courier:
case AudioType.Enemies:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_audioMixerGroups[type].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]);
@@ -134,17 +90,21 @@ namespace Code.Audio
_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];
_audioMixerGroups.Add(AudioType.Master, _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0]);
_audioMixerGroups.Add(AudioType.SFX, _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0]);
_audioMixerGroups.Add(AudioType.Creatures, _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0]);
_audioMixerGroups.Add(AudioType.DispatcherSounds, _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0]);
_audioMixerGroups.Add(AudioType.Courier, _mixer.FindMatchingGroups(AudioGroups.CourierGroup)[0]);
_audioMixerGroups.Add(AudioType.Enemies, _mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0]);
_audioMixerGroups.Add(AudioType.MenuMusic, _musicAudioGroups[MusicType.Menu]);
_audioMixerGroups.Add(AudioType.ActionMusic, _musicAudioGroups[MusicType.Action]);
_audioMixerGroups.Add(AudioType.PeacefulMusic, _musicAudioGroups[MusicType.Peaceful]);
_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);
_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
}
@@ -173,15 +133,12 @@ namespace Code.Audio
// _ => !_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();
@@ -227,17 +184,19 @@ namespace Code.Audio
_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);
_audioSourcePool.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _audioMixerGroups[AudioType.SFX]).Forget();
}
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
{
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _enemiesGroup);
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _audioMixerGroups[AudioType.Enemies]).Forget();
}
public AudioSource GetSourceOfGroup(AudioType group) => _audioSourcePool.GetSource();
public void ReleaseSourceOfGroup(AudioSource source) => _audioSourcePool.ReleaseSource(source);
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
@@ -245,12 +204,13 @@ namespace Code.Audio
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
{
OnDispatcherStarted?.Invoke();
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup,
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke());
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _audioMixerGroups[AudioType.DispatcherSounds],
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke()).Forget();
}
private CancellationTokenSource _testClipCancellationTokenSource = new();
private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
private AudioType _currentTestClipAudioType;
// TODO Засунуть в словарь
public void PlayTestClip(AudioType audioType)
{
@@ -261,92 +221,10 @@ namespace Code.Audio
_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;
}
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_audioMixerGroups[audioType], _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource).Forget();
}
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;
}
}
}
}
@@ -14,6 +14,7 @@ namespace Code.Audio
List<AudioClip> SFXAudios { get; }
List<AudioClip> EnemiesAudios { get; }
List<AudioClip> DispatcherAudios { get; }
List<AudioClip> CourierAudios { get; }
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
UniTask WarmGameplayMusic( );
void ReleaseActionMusic();
@@ -28,5 +29,7 @@ namespace Code.Audio
void ReleaseEnemies();
UniTask WarmDispatcher( );
void ReleaseDispatcher();
UniTask WarmCourier();
void ReleaseCourier();
}
}
@@ -23,5 +23,7 @@ namespace Code.Audio
void ChangeSetting(AudioType type, float value);
float GetSetting(AudioType type);
void PlayTestClip(AudioType audioType);
AudioSource GetSourceOfGroup(AudioType group);
void ReleaseSourceOfGroup(AudioSource source);
}
}
@@ -10,9 +10,12 @@ namespace Code.Audio
{
Master,
MenuMusic,
GameplayMusic,
Creatures,
DispatcherSounds,
SFX
SFX,
Courier,
Enemies,
ActionMusic,
PeacefulMusic
}
}
@@ -1,6 +1,6 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Audio;
using UnityEngine.Audio;
namespace Code.Configs
{
@@ -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;
}
}
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/CourierSoundListConfig", fileName = "CourierSoundListConfig")]
public class CourierSoundListConfig : ScriptableObject
{
public AssetReference[] courierSounds;
}
}
@@ -0,0 +1,10 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/MusicPlayer", fileName = "MusicPlayerConfig")]
public class MusicPlayerConfig : ScriptableObject
{
public float threshold = 0.5f;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8708e3c129d241b08563f1a170bd3a44
timeCreated: 1764585060
@@ -19,7 +19,7 @@ namespace Code.Constants
public const string PeacefulMusicGroup = "Peaceful";
public const string ActionMusicGroup = "Action";
public const string DispatcherMusicGroup = "Dispatcher";
public const string CourierMusicGroup = "Courier";
public const string CourierGroup = "Courier";
public const string EnemiesMusicGroup = "Enemies";
public const string PeacefulSnapshot = "Peaceful";
@@ -24,6 +24,8 @@ namespace Code.Gameplay.Camera.CameraStates
CurrentDistance = 0f;
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov;
Cursor.lockState = CursorLockMode.Locked;
}
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -11,6 +11,7 @@ namespace Code.Gameplay.Camera.CameraStates
base.EnterState();
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov;
Cursor.lockState = CursorLockMode.None;
}
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -12,6 +12,7 @@ namespace Code.Gameplay.Camera.CameraStates
base.EnterState();
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov;
Cursor.lockState = CursorLockMode.None;
}
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -1,9 +1,13 @@
using UnityEngine;
using DG.Tweening;
using UnityEngine;
namespace Code.Gameplay.Door
{
public class Door : MonoBehaviour
{
[SerializeField] private Transform doorPolotno;
private Vector3 _doorInitialPosition;
private Quaternion _doorInitialRotation;
[SerializeField] private Transform hingeJointAnchor;
[SerializeField] private HingeJoint hingeJoint;
[SerializeField] private Rigidbody rigidbody;
@@ -15,9 +19,19 @@ namespace Code.Gameplay.Door
rigidbody.isKinematic = true;
return;
}
_doorInitialPosition = doorPolotno.position;
_doorInitialRotation = doorPolotno.rotation;
rigidbody.isKinematic = false;
hingeJoint.autoConfigureConnectedAnchor = false;
hingeJoint.connectedAnchor = hingeJointAnchor.position;
}
public void CloseTheDoor()
{
TranslationMode(true);
doorPolotno.DORotate(_doorInitialRotation.eulerAngles, 0.5f);
doorPolotno.DOMove(_doorInitialPosition, 0.5f);
}
}
}
@@ -0,0 +1,53 @@
using System;
using DG.Tweening;
using UnityEngine;
namespace Code.Gameplay.Door
{
public class DoorDebug : MonoBehaviour
{
[SerializeField] private Transform doorSelf;
[SerializeField] private Transform doorPolotno;
private Vector3 _doorInitialPosition;
private Quaternion _doorInitialRotation;
[SerializeField] private Transform hingeJointAnchor;
[SerializeField] private HingeJoint hingeJoint;
[SerializeField] private Rigidbody rigidbody;
[SerializeField] private bool debug;
[SerializeField] private bool closed;
private void Start()
{
_doorInitialPosition = doorPolotno.position;
_doorInitialRotation = doorPolotno.rotation;
}
private void Update()
{
if(debug && !closed)
{
CloseTheDoor();
}
}
public void TranslationMode(bool on)
{
if (on)
{
rigidbody.isKinematic = true;
return;
}
_doorInitialPosition = doorPolotno.position;
_doorInitialRotation = doorPolotno.rotation;
rigidbody.isKinematic = false;
hingeJoint.autoConfigureConnectedAnchor = false;
hingeJoint.connectedAnchor = hingeJointAnchor.position;
}
public void CloseTheDoor()
{
// TranslationMode(true);
doorPolotno.DORotate(_doorInitialRotation.eulerAngles, 0.5f);
doorPolotno.DOMove(_doorInitialPosition, 0.5f);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ed06ed70c7924ca9bc59f33ee7e6cdfa
timeCreated: 1764533216
@@ -0,0 +1,7 @@
namespace Code.Gameplay.Door
{
public class DoorPooler
{
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: acfad6f51f224b51abb761fc22e4356f
timeCreated: 1764521809
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f17ace0fa75741f2a730ff21181c6e8c
timeCreated: 1764575680
@@ -0,0 +1,23 @@
using UnityEngine;
using UnityEngine.AI;
namespace Code.Gameplay.Enemies.Animators
{
public class EnemyAnimator : MonoBehaviour
{
private static readonly int Velocity = Animator.StringToHash("Velocity");
[SerializeField] private Animator animator;
[SerializeField] private NavMeshAgent agent;
private void SetVelocity(float velocity)
{
animator.SetFloat(Velocity, velocity);
}
private void Update()
{
if(agent) SetVelocity(agent.velocity.magnitude);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 936125a7ed844674b0e0586a484253ce
timeCreated: 1764575708
@@ -1,8 +1,10 @@
using Code.Audio;
using UnityEngine;
using UnityEngine.AI;
using Code.Gameplay.Player;
using Code.Gameplay.Character.Controller;
using Code.Gameplay.Character.Core;
using Code.Gameplay.Enemies.Animators;
using Reflex.Attributes;
using Reflex.Core;
using Reflex.Injectors;
@@ -12,7 +14,8 @@ namespace Code.Gameplay.Enemies
public abstract class BaseEnemy : MonoBehaviour
{
[SerializeField] protected NavMeshAgent agent;
[SerializeField] protected Collider enemyCollider;
[SerializeField] protected Collider enemyCollider;
[Inject] protected IAudioService audioService;
protected int Damage;
protected float AttackCooldown;
@@ -35,7 +38,7 @@ namespace Code.Gameplay.Enemies
private bool _isStunned;
private float _currentStunTimer;
private bool _canAttack = true;
protected bool _canAttack = true;
private float _attackCooldownTimer;
private enum IdleState { Moving, Paused }
@@ -50,16 +53,17 @@ namespace Code.Gameplay.Enemies
protected virtual void Awake()
{
if (_playerProvider == null)
{
AttributeInjector.Inject(this, Container.ProjectContainer);
}
// // TODO Мешает
// if (_playerProvider == null)
// {
// AttributeInjector.Inject(this, Container.ProjectContainer);
// }
}
protected virtual void Update()
{
if (!Player) return;
HandleStun();
HandleAttackCooldown();
if (_isStunned) return;
@@ -164,19 +168,19 @@ namespace Code.Gameplay.Enemies
protected virtual void HandleAttackCooldown()
{
if (!_canAttack)
if (_canAttack) return;
_attackCooldownTimer -= Time.deltaTime;
if (_attackCooldownTimer <= 0)
{
_attackCooldownTimer -= Time.deltaTime;
if (_attackCooldownTimer <= 0)
{
_canAttack = true;
}
_canAttack = true;
}
}
protected virtual void DealDamage()
{
if (!_canAttack || PlayerHealth == null) return;
if (PlayerHealth == null) return;
PlayerHealth.GetDamage(Damage);
ApplyEffectsToPlayer();
@@ -1,3 +1,4 @@
using Code.Audio;
using Code.Configs;
using Reflex.Attributes;
using UnityEngine;
@@ -43,12 +44,14 @@ namespace Code.Gameplay.Enemies
protected override void HandleAttack()
{
if (!Player) return;
if (!Player || !_canAttack) return;
var distance = Vector3.Distance(transform.position, Player.transform.position);
if (!(distance <= AttackRange)) return;
audioService.PlayEnemy(EnemiesSounds.Bravo,agent.transform.position);
DealDamage();
}
}
@@ -1,4 +1,6 @@
using Code.Audio;
using Code.Configs;
using Code.Gameplay.Enemies.Animators;
using Reflex.Attributes;
using UnityEngine;
using UnityEngine.AI;
@@ -38,17 +40,18 @@ namespace Code.Gameplay.Enemies
if (agent == null) return;
var walkableArea = NavMesh.GetAreaFromName("Walkable");
agent.areaMask = 1 << walkableArea;
agent.areaMask = 1 << walkableArea;
}
protected override void HandleAttack()
{
if (!Player) return;
if (!Player || !_canAttack) return;
var distance = Vector3.Distance(transform.position, Player.transform.position);
if (!(distance <= AttackRange)) return;
audioService.PlayEnemy(EnemiesSounds.Bastard,agent.transform.position);
if (Player.CustomCharacterController.IsSliding)
ApplyStun();
else
@@ -27,6 +27,7 @@ namespace Code.Gameplay.Enemies
)
.ToUniTask();
// Работает, пока не трогаю
AttributeInjector.Inject(enemyObj, Container.ProjectContainer);
return enemyObj.GetComponent<BaseEnemy>();
@@ -1,8 +1,6 @@
using Code.Gameplay.Player;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using Reflex.Core;
using Reflex.Injectors;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Gameplay.Enemies
@@ -20,13 +18,14 @@ namespace Code.Gameplay.Enemies
private bool _isSpawning;
private bool _isPlayerInRange;
private void Awake()
{
if (_playerProvider == null || _enemyFactory == null)
{
AttributeInjector.Inject(this, Container.ProjectContainer);
}
}
// GameObjectSelfInjector существует
// private void Awake()
// {
// if (_playerProvider == null || _enemyFactory == null)
// {
// AttributeInjector.Inject(this, Container.ProjectContainer);
// }
// }
private void Update()
{
@@ -64,9 +63,14 @@ namespace Code.Gameplay.Enemies
_isSpawning = false;
}
private void OnDestroy()
{
Despawn();
}
private void Despawn()
{
if (_spawnedEnemy == null) return;
if (!_spawnedEnemy) return;
_enemyFactory.ReleaseEnemy(_spawnedEnemy);
_spawnedEnemy = null;
@@ -0,0 +1,32 @@
using Code.Audio;
using Reflex.Attributes;
using UnityEngine;
using AudioType = Code.Audio.AudioType;
namespace Code.Gameplay.Player
{
public class PlayerAudio : MonoBehaviour
{
private IAudioService _audioService;
private IAudioFactory _audioFactory;
private AudioSource _audioSource;
[Inject]
private void Construct(IAudioService audioService, IAudioFactory audioFactory)
{
_audioService = audioService;
_audioSource = audioService.GetSourceOfGroup(AudioType.Courier);
_audioFactory = audioFactory;
}
public void PlayStep()
{
_audioSource.PlayOneShot(_audioFactory.CourierAudios[(int)CourierSounds.Step]);
}
private void OnDestroy()
{
_audioService.ReleaseSourceOfGroup(_audioSource);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 64f99dccce9d41df98accae0f355dbca
timeCreated: 1764584350
@@ -21,7 +21,7 @@ namespace Code.Gameplay.Player
if (count < 0) count = _playerConfig.maxHealth;
return new(count);
}
}
public async UniTask<CharacterProvider> CreatePlayer()
{
@@ -42,7 +42,13 @@ namespace Code.Gameplay.Player
Addressables.ReleaseInstance(characterProvider.gameObject);
}
public async UniTask<ArmsMeshProvider> CreateArms(Transform papochka) => (await Addressables.InstantiateAsync(_playerConfig.armsMeshPrefab, papochka).ToUniTask()).GetComponent<ArmsMeshProvider>();
public async UniTask<ArmsMeshProvider> CreateArms(Transform papochka)
{
var armsMesh = (await Addressables.InstantiateAsync(_playerConfig.armsMeshPrefab, papochka).ToUniTask());
GameObjectInjector.InjectRecursive(armsMesh, Container.ProjectContainer);
return armsMesh.GetComponent<ArmsMeshProvider>();
}
public void ReleaseArms(ArmsMeshProvider arms) => Addressables.ReleaseInstance(arms.gameObject);
}
}
@@ -12,5 +12,6 @@ namespace Code.Generator
Room CreateRoomByIndex(int index, RoomType roomType);
void ReleaseRooms();
GameObject GetRandomCachedPrefabOfType(RoomType roomType, out int index);
int GetRandomIndexOfType(RoomType roomType);
}
}
+11 -12
View File
@@ -1,11 +1,12 @@
using System;
using Code.Gameplay.Door;
using Code.Gameplay.Orders.Order;
using Code.UI;
using UnityEngine;
namespace Code.Generator
{
[RequireComponent(typeof(Transform))]
{
// Для написания нормальной системы комнат нужен другой подход в корне, это уже не исправить, только залатать большие дыры
public class Room : MonoBehaviour
{
[SerializeField] protected RoomType roomType;
@@ -15,19 +16,17 @@ namespace Code.Generator
[SerializeField] protected Transform enterMarker;
public Transform EnterMarker => enterMarker;
[SerializeField] protected Transform exitMarker;
[SerializeField] protected Transform doorSlot;
public Transform ExitMarker => exitMarker;
[SerializeField] protected Door door;
protected void Awake()
public void Initialize(IOrderService orderService)
{
if (EnterMarker == null || ExitMarker == null)
{
Debug.LogError($"Але маркеры не найдены у комнаты {gameObject.name}");
}
door.TranslationMode(false);
if(roomTrigger) roomTrigger.OrderService = orderService;
}
public void Initialize() => door.TranslationMode(false);
//PIZDEC
public void Seal() => door.CloseTheDoor();
[SerializeField] public RoomTrigger roomTrigger;
}
}
@@ -47,25 +47,14 @@ namespace Code.Generator
// SpawnInitialRoomsAsync();
_orderService.OnOrderGiven += CreateRoomsStack;
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
// RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
CreateInitialRoom();
SpawnNextRoomAsync();
CreateInitialRoom();
}
private void OnEnable()
private void OnPlayerEntered()
{
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
}
private void OnDisable()
{
RoomTrigger.PlayerEnteredRoom -= OnPlayerEntered;
}
public void OnPlayerEntered()
{
SpawnNextRoomAsync();
SpawnNextRoom();
if (_spawnedRooms.Count > 3)
{
@@ -95,42 +84,51 @@ namespace Code.Generator
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
}
CreateSaveRoom();
AddPickupRoom();
Debug.Log($"добавлена зона заказа");
AddSaveRoom();
Debug.Log($"добавлена сейв зона");
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
SpawnNextRoomAsync();
SpawnNextRoom();
}
private void CreateSaveRoom()
private void AddSaveRoom()
{
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.Save, out int roomIndex);
Room saveRoom = prefab.GetComponent<Room>();
_roomIndexesStack.Add(new(RoomType.Save, roomIndex));
Debug.Log($"Первая комната: {saveRoom.name}");
int saveRoomIndex = _factory.GetRandomIndexOfType(RoomType.Save);
_roomIndexesStack.Add(new(RoomType.Save, saveRoomIndex));
}
private void AddPickupRoom()
{
int pickupIndex = _factory.GetRandomIndexOfType(RoomType.PickUp);
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
_roomIndexesStack.Insert(insertPos, new(RoomType.PickUp, pickupIndex));
}
[Inject] private CurrentSceneEnvironment _currentSceneEnvironment;
private void CreateInitialRoom()
{
GameplaySceneEnvironment gameplaySceneEnvironment = (GameplaySceneEnvironment)_currentSceneEnvironment;
_factory.GetRandomCachedPrefabOfType(RoomType.Initial, out int roomIndex);
// _roomIndexesStack.Add(new(RoomType.Initial, roomIndex));
int roomIndex = _factory.GetRandomIndexOfType(RoomType.Initial);
InitialRoom instantiated = _factory.CreateRoomByIndex(roomIndex, RoomType.Initial).GetComponent<InitialRoom>();
_spawnedRooms.Add(instantiated);
instantiated.transform.position = Vector3.zero;
instantiated.transform.rotation = Quaternion.identity;
gameplaySceneEnvironment.playerSpawnPoint = instantiated.playerSpawn;
instantiated.Initialize();
instantiated.Initialize(_orderService);
Debug.Log($"Первая комната: {instantiated.name}");
}
private void SpawnNextRoomAsync()
private void SpawnNextRoom()
{
if (_nextRoomStackIndex >= _roomIndexesStack.Count)
return;
@@ -149,23 +147,14 @@ namespace Code.Generator
PlaceRoom(room, previousRoom);
}
// Отписываться можно, но Хатико никогда не дождётся вызова уничтоженного объекта.
room.roomTrigger.OnEnter += OnPlayerEntered;
room.roomTrigger.OnExit += _spawnedRooms[^1].Seal;
_spawnedRooms.Add(room);
_nextRoomStackIndex++;
}
private void AddPickupRoom()
{
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.PickUp, out int pickupIndex);
Room pickupRoom = prefab.GetComponent<Room>();
if (_roomIndexesStack.Count == 0) return;
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
_roomIndexesStack.Insert(insertPos, new(RoomType.PickUp, pickupIndex));
}
private void PlaceRoom(Room current, Room previous)
{
@@ -219,11 +208,11 @@ namespace Code.Generator
current.transform.rotation = Quaternion.Euler(0, segmentOriginYRotation, 0);
// locationSegment.isNeedSomeDoors = true;
// locationSegment.AddBadDoorId(locationSegment.LocationSegment.GetDoorOrigins.IndexOf(randomDoorOrigin));
current.Initialize();
current.Initialize(_orderService);
float frameOnTheBallRotation = segmentOriginYRotation + randomDoorOriginRotation.eulerAngles.y;
if (frameOnTheBallRotation > 305f) frameOnTheBallRotation -= 360f;
else if (frameOnTheBallRotation < -45f) frameOnTheBallRotation += 360f;
// float frameOnTheBallRotation = segmentOriginYRotation + randomDoorOriginRotation.eulerAngles.y;
// if (frameOnTheBallRotation > 305f) frameOnTheBallRotation -= 360f;
// else if (frameOnTheBallRotation < -45f) frameOnTheBallRotation += 360f;
// heOnTheBall.AddSlaveLocationSegment(locationSegment.Id);
// heOnTheBall.ReplaceSlaveSegmentDoorOriginYRotation(frameOnTheBallRotation);
@@ -59,6 +59,7 @@ namespace Code.Generator
index = Random.Range(0, _cashedRooms[roomType].Count);
return _cashedRooms[roomType][index];
}
public int GetRandomIndexOfType(RoomType roomType) => Random.Range(0, _cashedRooms[roomType].Count);
public Room CreateRoomByIndex(int index, RoomType roomType)
{
@@ -1,32 +1,36 @@
using System;
using Code.Gameplay.Orders.Order;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Generator
{
public class RoomTrigger : MonoBehaviour
{
[Inject] private IOrderService _orderService;
public static event Action PlayerEnteredRoom;
private bool _playerEntered;
// [Inject]
// private void Construct(IOrderService orderService)
// {
// _orderService = orderService;
// }
public IOrderService OrderService;
public event Action OnEnter;
public event Action OnExit;
private bool _playerEntered, _playerExited;
private void OnTriggerEnter(Collider other)
{
if (_playerEntered) return;
_playerEntered = true;
_orderService.RoomPassed();
OrderService.RoomPassed();
OnEnter?.Invoke();
}
private void OnTriggerExit(Collider other)
{
if (_playerExited) return;
Debug.Log(other.name);
PlayerEnteredRoom?.Invoke();
_playerExited = true;
OnExit?.Invoke();
}
}
}
@@ -1,3 +1,3 @@
fileFormatVersion: 2
guid: 4207b7568dc3482393ac1860a31909b4
timeCreated: 1764087485
guid: 0d6940d73d544f0a8e4a45d956bc2364
timeCreated: 1764525516
@@ -33,6 +33,7 @@ namespace Code.StaticData
Dictionary<AudioSourceType, AudioSourceSettingsConfig> AudioSourceSettingsConfigs { get; }
AudioTestClipsConfig AudioTestClipsConfig { get; }
GeneratorConfig GeneratorConfig { get; }
CourierSoundListConfig CourierSoundListConfig { get; }
void Load();
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
}
@@ -29,6 +29,7 @@ namespace Code.StaticData
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
public AudioTestClipsConfig AudioTestClipsConfig { get; private set; }
public CourierSoundListConfig CourierSoundListConfig { get; private set; }
public DrunkenGrandpaConfig DrunkenGrandpaConfig {get; private set;}
public CockroachConfig CockroachConfig { get; private set; }
@@ -69,6 +70,7 @@ namespace Code.StaticData
SoundtrackListConfig = Resources.Load<SoundtrackListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SoundtrackListConfig"));
AudioTestClipsConfig = Resources.Load<AudioTestClipsConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioTestClipsConfig"));
SFXListConfig = Resources.Load<SFXListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SFXListConfig"));
CourierSoundListConfig = Resources.Load<CourierSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "CourierSoundListConfig"));
DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig"));
EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
AudioSourceSettingsConfigs = Resources
@@ -37,7 +37,7 @@ namespace Code.UI
menuMusic.value = _audioService.GetSetting(AudioType.MenuMusic);
menuMusic.onValueChanged.AddListener(OnMenuMusicUpdate);
gameplayMusic.value = _audioService.GetSetting(AudioType.GameplayMusic);
gameplayMusic.value = _audioService.GetSetting(AudioType.ActionMusic);
gameplayMusic.onValueChanged.AddListener(OnGameplayUpdate);
}
@@ -68,8 +68,9 @@ namespace Code.UI
}
private void OnGameplayUpdate(float value)
{
_audioService.ChangeSetting(AudioType.GameplayMusic, value);
_audioService.PlayTestClip(AudioType.GameplayMusic);
_audioService.ChangeSetting(AudioType.ActionMusic, value);
_audioService.ChangeSetting(AudioType.PeacefulMusic, value);
_audioService.PlayTestClip(AudioType.ActionMusic);
}
public override void Hide()
@@ -18,11 +18,6 @@ MonoBehaviour:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 0
- m_AssetGUID: b3471d165fe389f479380f61034bea57
m_SubObjectName:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 0
- m_AssetGUID: 28a6c7a4124141341ab7c2b7dfd3e95b
m_SubObjectName:
m_SubObjectType:
@@ -43,17 +38,7 @@ MonoBehaviour:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 0
- m_AssetGUID: dc328d8aadb0e8545978741d451e0544
m_SubObjectName:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 0
- m_AssetGUID: 19bfe93240786974ea9d7cd70a7bb635
m_SubObjectName:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 0
- m_AssetGUID: a1d9e5a04ac11a1468c744b27d442a00
- m_AssetGUID: 7067a5248027e74478f4f0f53ddf06a4
m_SubObjectName:
m_SubObjectType:
m_SubObjectGUID:
@@ -43,3 +43,18 @@ MonoBehaviour:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 1
- m_AssetGUID: 144ab5188f8ad7a0a92c75703bd12e60
m_SubObjectName:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 0
- m_AssetGUID: a306df57f348ce7cf900d0b9431739ee
m_SubObjectName:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 0
- m_AssetGUID: f74a409bf11b25148ad305acc05b14f5
m_SubObjectName:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 1
@@ -10,6 +10,11 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 83304a98bbdc4e7c9c7c643653ae1368, type: 3}
m_Name: CharacterSoundListConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CharacterSoundListConfig
character: []
m_Name: CourierSoundListConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CourierSoundListConfig
courierSounds:
- m_AssetGUID: bf87bc9ac43df86be8c818de81d44a54
m_SubObjectName:
m_SubObjectType:
m_SubObjectGUID:
m_EditorAssetChanged: 0
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 5160d7af825d295229a3be611f44db76
guid: 377caa2d01eb3e54cb77ab98346ef669
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 11400000
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 6af4f53d425a41c78ef889fd7e5c3197, type: 3}
m_Name: OrderBoxConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.OrderBoxConfig
activationTime: 2
activationTime: 0.7
floatingCurve:
serializedVersion: 2
m_Curve:
@@ -7,7 +7,7 @@ TextureImporter:
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
sRGBTexture: 0
linearTexture: 0
fadeOut: 0
borderMipMap: 0
@@ -54,7 +54,7 @@ TextureImporter:
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureType: 1
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 350e536b9cbcefc4cab12be3ce0154ff
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,123 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!206 &-4537450527427303376
BlendTree:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Blend Tree
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