6 Commits
162 changed files with 311818 additions and 1792 deletions

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@@ -15,7 +15,7 @@ MonoBehaviour:
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45 m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
m_currentHash: m_currentHash:
serializedVersion: 2 serializedVersion: 2
Hash: 1290af012af335115858ec31670d830d Hash: 6940a0d24ee0b7d842fd97d11e078c94
m_OptimizeCatalogSize: 0 m_OptimizeCatalogSize: 0
m_BuildRemoteCatalog: 0 m_BuildRemoteCatalog: 0
m_CatalogRequestsTimeout: 0 m_CatalogRequestsTimeout: 0
@@ -37,6 +37,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 1cc66c0b13a946e1c9ec37026268e144
m_Address: Audio/Enemies/pl_metal2
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 1d4767c722c05b5d6b96bb226d378c65 - m_GUID: 1d4767c722c05b5d6b96bb226d378c65
m_Address: Assets/Resources_moved/Prefabs/Player/ArmsMesh.prefab m_Address: Assets/Resources_moved/Prefabs/Player/ArmsMesh.prefab
m_ReadOnly: 0 m_ReadOnly: 0
@@ -72,6 +77,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 2c6a984e4a1b42647b48e6b7bc69b158
m_Address: Prefabs/Levels/Level6
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 2ed2d93a9f39d4edba511cb7396c7bb6 - m_GUID: 2ed2d93a9f39d4edba511cb7396c7bb6
m_Address: Assets/Resources_moved/Prefabs/Enemies/Cockroach.prefab m_Address: Assets/Resources_moved/Prefabs/Enemies/Cockroach.prefab
m_ReadOnly: 0 m_ReadOnly: 0
@@ -198,6 +208,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 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_GUID: c566fc932edefbbee9e53271eac3c560
m_Address: MainMenu m_Address: MainMenu
m_ReadOnly: 0 m_ReadOnly: 0
@@ -233,6 +248,11 @@ MonoBehaviour:
m_ReadOnly: 0 m_ReadOnly: 0
m_SerializedLabels: [] m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: e84e3a3c26ccbd50d92f13627403f148
m_Address: Audio/Enemies/rch_walk
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: ebe18293a5ef86704b23dad3a1786476 - m_GUID: ebe18293a5ef86704b23dad3a1786476
m_Address: Half-Life01 m_Address: Half-Life01
m_ReadOnly: 0 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.Debug4, RoomPassedDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube); Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
// Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen); Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded; Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
@@ -71,7 +72,9 @@ namespace Code.App.AppStates
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay), Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
Context.AudioFactory.WarmGameplayMusic(), Context.AudioFactory.WarmGameplayMusic(),
Context.AudioFactory.WarmSFX(), Context.AudioFactory.WarmSFX(),
Context.AudioFactory.WarmDispatcher() Context.AudioFactory.WarmDispatcher(),
Context.AudioFactory.WarmEnemies(),
Context.AudioFactory.WarmCourier()
); );
Context.LoadingManager Context.LoadingManager
@@ -91,6 +94,9 @@ namespace Code.App.AppStates
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded; Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded; Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
Context.PlayerProvider = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerProvider>();
Context.PlayerFactory = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerFactory>();
await UniTask.WhenAll( await UniTask.WhenAll(
WaitForPlayerArmsToInitialize(), WaitForPlayerArmsToInitialize(),
WaitForPlayerCharacterLoad() WaitForPlayerCharacterLoad()
@@ -203,6 +209,10 @@ namespace Code.App.AppStates
Context.InputService.DisableMap(ActionMappings.Gameplay); Context.InputService.DisableMap(ActionMappings.Gameplay);
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic); Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic); 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); 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(LoadingManager), typeof(ILoadingManager));
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService)); 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); InitializeCamera(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory)); containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
@@ -97,6 +93,7 @@ namespace Code.App
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig)); containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig)); containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig)); containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
containerBuilder.AddSingleton(staticDataService.CourierSoundListConfig, typeof(CourierSoundListConfig));
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig)); containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig)); containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>)); containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
@@ -1,4 +1,5 @@
using Code.App.Loading; using Code.App.Loading;
using Code.Gameplay.Enemies;
using Code.Gameplay.Orders.Order; using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Generator; using Code.Generator;
@@ -21,6 +22,9 @@ namespace Code.App.SceneInstallers
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore)); containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService)); containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory)); 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.AddScoped(typeof(RoomGenerator));
containerBuilder.OnContainerBuilt += Initialize; containerBuilder.OnContainerBuilt += Initialize;
@@ -37,7 +41,7 @@ namespace Code.App.SceneInstallers
loadingManager loadingManager
.UnregisterLoading(LoadingWork.LoadScene); .UnregisterLoading(LoadingWork.LoadScene);
LoadRooms(container,loadingManager); LoadRooms(container,loadingManager).Forget();
} }
private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager) 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 AppStateMachine StateMachine { get; private set; }
[Inject] public CameraStateMachine CameraStateMachine { get; private set; } [Inject] public CameraStateMachine CameraStateMachine { get; private set; }
[Inject] public IUIService UIService { get; private set; } [Inject] public IUIService UIService { get; private set; }
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
[Inject] public IPlayerProvider PlayerProvider { get; private set; }
[Inject] public IAudioFactory AudioFactory { get; private set; } [Inject] public IAudioFactory AudioFactory { get; private set; }
[Inject] public IAudioService AudioService { 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 +12,9 @@ namespace Code.Audio
public enum EnemiesSounds public enum EnemiesSounds
{ {
Bastard, Bastard,
Bravo Bravo,
RoachStep,
GrandpaStep
} }
public enum DispatcherSounds public enum DispatcherSounds
{ {
@@ -28,4 +30,8 @@ namespace Code.Audio
Late4, Late4,
Late5 Late5
} }
public enum CourierSounds
{
Step
}
} }
@@ -23,7 +23,7 @@ namespace Code.Audio
private AssetReference[] _SFX; private AssetReference[] _SFX;
private AssetReference[] _enemies; private AssetReference[] _enemies;
private AssetReference[] _dispatcher; private AssetReference[] _dispatcher;
private AssetReference[] _character; private AssetReference[] _courier;
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle; private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle; private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
@@ -32,11 +32,13 @@ namespace Code.Audio
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle; private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle; private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle; private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
private AsyncOperationHandle<IList<AudioClip>> _courierHandle;
public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new(); public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { 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> SFXAudios { get; private set; } = new();
public List<AudioClip> EnemiesAudios { 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 List<AudioClip> DispatcherAudios { get; private set; } = new();
public AudioFactory(AudioMixerConfig audioMixerConfig, public AudioFactory(AudioMixerConfig audioMixerConfig,
@@ -44,7 +46,8 @@ namespace Code.Audio
SFXListConfig sfxListConfig, SFXListConfig sfxListConfig,
EnemiesSoundListConfig enemiesSoundListConfig, EnemiesSoundListConfig enemiesSoundListConfig,
DispatcherSoundListConfig dispatcherSoundListConfig, DispatcherSoundListConfig dispatcherSoundListConfig,
AudioTestClipsConfig audioTestClipsConfig AudioTestClipsConfig audioTestClipsConfig,
CourierSoundListConfig courierSoundListConfig
) )
{ {
AudioMixer = audioMixerConfig.audioMixerAsset; AudioMixer = audioMixerConfig.audioMixerAsset;
@@ -56,6 +59,7 @@ namespace Code.Audio
_SFX = sfxListConfig.SFX; _SFX = sfxListConfig.SFX;
_enemies = enemiesSoundListConfig.enemies; _enemies = enemiesSoundListConfig.enemies;
_dispatcher = dispatcherSoundListConfig.dispatcher; _dispatcher = dispatcherSoundListConfig.dispatcher;
_courier = courierSoundListConfig.courierSounds;
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips; _audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
MusicDictionary.Add(MusicType.Menu, new ()); MusicDictionary.Add(MusicType.Menu, new ());
@@ -137,6 +141,18 @@ namespace Code.Audio
EnemiesAudios.Clear(); EnemiesAudios.Clear();
_enemiesHandle.Release(); _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( ) public async UniTask WarmDispatcher( )
{ {
@@ -182,5 +198,9 @@ namespace Code.Audio
{ {
DispatcherAudios.Add(audioClip); DispatcherAudios.Add(audioClip);
} }
private void OnCourierLoaded(AudioClip audioClip)
{
CourierAudios.Add(audioClip);
}
} }
} }
+37 -159
View File
@@ -22,17 +22,7 @@ namespace Code.Audio
private AudioSource _actionMusicSource; private AudioSource _actionMusicSource;
private AudioSource _peacefulMusicSource; private AudioSource _peacefulMusicSource;
private AudioMixerGroup _masterGroup, private Dictionary<AudioType,AudioMixerGroup> _audioMixerGroups = new ();
// _musicGroup,
_actionMusicGroup,
_menuMusicGroup,
_peacefulMusicGroup,
_SFXGroup,
_creaturesGroup,
_dispatcherGroup,
_courierGroup,
_enemiesGroup;
private readonly AudioSourcePool _audioSourcePool; private readonly AudioSourcePool _audioSourcePool;
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new(); private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
@@ -48,81 +38,47 @@ namespace Code.Audio
// TODO Грязно, убрать снапшоты НАХУЙ // TODO Грязно, убрать снапшоты НАХУЙ
public float GetSetting(AudioType type) public float GetSetting(AudioType type)
{ {
float value; _snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_audioMixerGroups[type].name, out 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); value = Mathf.Pow(10f, value / 20);
return value; return value;
} }
// TODO Грязно, убрать снапшоты НАХУЙ
public void ChangeSetting(AudioType type, float value) public void ChangeSetting(AudioType type, float value)
{ {
float volume = Mathf.Log10(value) * 20; float volume = Mathf.Log10(value) * 20;
switch (type) 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: case AudioType.Master:
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_masterGroup.name, volume); _snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_masterGroup.name, volume); _snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_masterGroup.name, volume); _snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
break; break;
case AudioType.Creatures: case AudioType.ActionMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_creaturesGroup.name, volume); _snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_creaturesGroup.name, volume);
break; break;
case AudioType.GameplayMusic: case AudioType.PeacefulMusic:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_peacefulMusicGroup.name, volume); _snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_actionMusicGroup.name, volume);
break; break;
case AudioType.MenuMusic: case AudioType.MenuMusic:
_snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_menuMusicGroup.name, volume); _snapshots[AudioSnapshotState.Menu].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
break; break;
case AudioType.Creatures:
case AudioType.SFX:
case AudioType.DispatcherSounds: case AudioType.DispatcherSounds:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_dispatcherGroup.name, volume); case AudioType.Courier:
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_dispatcherGroup.name, volume); case AudioType.Enemies:
_snapshots[AudioSnapshotState.Peaceful].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
_snapshots[AudioSnapshotState.Action].audioMixer.SetFloat(_audioMixerGroups[type].name, volume);
break; break;
} }
// _mixer.FindSnapshot("Action").audioMixer.SetFloat("music", volume);
} }
public async UniTask Initialize() public async UniTask Initialize()
{ {
// _mixer = await _audioFactory.CreateMixer();
_mixer = _audioFactory.AudioMixer; _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.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]); _musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]); _musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
@@ -135,16 +91,20 @@ namespace Code.Audio
_musicAudioSources.Add(MusicType.Action, null); _musicAudioSources.Add(MusicType.Action, null);
_musicAudioSources.Add(MusicType.Peaceful, null); _musicAudioSources.Add(MusicType.Peaceful, null);
_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0]; _audioMixerGroups.Add(AudioType.Master, _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0]);
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0]; _audioMixerGroups.Add(AudioType.SFX, _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0]);
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0]; _audioMixerGroups.Add(AudioType.Creatures, _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0]);
_courierGroup = _mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0]; _audioMixerGroups.Add(AudioType.DispatcherSounds, _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0]);
_enemiesGroup = _mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[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.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.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize); await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
} }
@@ -173,15 +133,12 @@ namespace Code.Audio
// _ => !_musicAudioSources[musicType].isPlaying, // _ => !_musicAudioSources[musicType].isPlaying,
// cancellationToken: _cancellationTokenSources[musicType].Token); // cancellationToken: _cancellationTokenSources[musicType].Token);
await UniTask.NextFrame(); await UniTask.NextFrame();
// Debug.Log($"Playing {musicType}");
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType], var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
_ => !_musicAudioSources[musicType].isPlaying, _ => !_musicAudioSources[musicType].isPlaying,
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow(); cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
// Debug.Log($"Finished {musicType}");
if (isCanceled) if (isCanceled)
{ {
// Debug.Log($"Cancelled {musicType}");
_cancellationTokenSources[musicType].Dispose(); _cancellationTokenSources[musicType].Dispose();
_cancellationTokenSources[musicType] = new(); _cancellationTokenSources[musicType] = new();
@@ -227,17 +184,19 @@ namespace Code.Audio
_snapshots[state].TransitionTo(time); _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) 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) 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 // Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted; public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded; public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
@@ -245,12 +204,13 @@ namespace Code.Audio
public void PlayDispatcher(DispatcherSounds dispatcherSoundId) public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
{ {
OnDispatcherStarted?.Invoke(); OnDispatcherStarted?.Invoke();
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup, _audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _audioMixerGroups[AudioType.DispatcherSounds],
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke()); AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke()).Forget();
} }
private CancellationTokenSource _testClipCancellationTokenSource = new(); private CancellationTokenSource _testClipCancellationTokenSource = new();
private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master; private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
private AudioType _currentTestClipAudioType;
// TODO Засунуть в словарь // TODO Засунуть в словарь
public void PlayTestClip(AudioType audioType) public void PlayTestClip(AudioType audioType)
{ {
@@ -261,92 +221,10 @@ namespace Code.Audio
_currentTestClipAudioType = audioType; _currentTestClipAudioType = audioType;
switch (audioType)
{
case AudioType.SFX:
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType], _audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_SFXGroup, _testClipCancellationTokenSource, _audioMixerGroups[audioType], _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource); AudioSourceType.NoBlend, ResetCurrentTestAudioSource).Forget();
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;
}
}
} }
} }
@@ -14,6 +14,7 @@ namespace Code.Audio
List<AudioClip> SFXAudios { get; } List<AudioClip> SFXAudios { get; }
List<AudioClip> EnemiesAudios { get; } List<AudioClip> EnemiesAudios { get; }
List<AudioClip> DispatcherAudios { get; } List<AudioClip> DispatcherAudios { get; }
List<AudioClip> CourierAudios { get; }
UniTask LoadAudioSourcePrefab(Action<GameObject> callback); UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
UniTask WarmGameplayMusic( ); UniTask WarmGameplayMusic( );
void ReleaseActionMusic(); void ReleaseActionMusic();
@@ -28,5 +29,7 @@ namespace Code.Audio
void ReleaseEnemies(); void ReleaseEnemies();
UniTask WarmDispatcher( ); UniTask WarmDispatcher( );
void ReleaseDispatcher(); void ReleaseDispatcher();
UniTask WarmCourier();
void ReleaseCourier();
} }
} }
@@ -23,5 +23,7 @@ namespace Code.Audio
void ChangeSetting(AudioType type, float value); void ChangeSetting(AudioType type, float value);
float GetSetting(AudioType type); float GetSetting(AudioType type);
void PlayTestClip(AudioType audioType); void PlayTestClip(AudioType audioType);
AudioSource GetSourceOfGroup(AudioType group);
void ReleaseSourceOfGroup(AudioSource source);
} }
} }
@@ -10,9 +10,12 @@ namespace Code.Audio
{ {
Master, Master,
MenuMusic, MenuMusic,
GameplayMusic,
Creatures, Creatures,
DispatcherSounds, DispatcherSounds,
SFX SFX,
Courier,
Enemies,
ActionMusic,
PeacefulMusic
} }
} }
@@ -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 PeacefulMusicGroup = "Peaceful";
public const string ActionMusicGroup = "Action"; public const string ActionMusicGroup = "Action";
public const string DispatcherMusicGroup = "Dispatcher"; public const string DispatcherMusicGroup = "Dispatcher";
public const string CourierMusicGroup = "Courier"; public const string CourierGroup = "Courier";
public const string EnemiesMusicGroup = "Enemies"; public const string EnemiesMusicGroup = "Enemies";
public const string PeacefulSnapshot = "Peaceful"; public const string PeacefulSnapshot = "Peaceful";
@@ -24,6 +24,8 @@ namespace Code.Gameplay.Camera.CameraStates
CurrentDistance = 0f; CurrentDistance = 0f;
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov; Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov;
Cursor.lockState = CursorLockMode.Locked;
} }
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation) protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -11,6 +11,7 @@ namespace Code.Gameplay.Camera.CameraStates
base.EnterState(); base.EnterState();
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov; Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.MainMenu].fov;
Cursor.lockState = CursorLockMode.None;
} }
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation) protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -12,6 +12,7 @@ namespace Code.Gameplay.Camera.CameraStates
base.EnterState(); base.EnterState();
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov; Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.Static].fov;
Cursor.lockState = CursorLockMode.None;
} }
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation) protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
@@ -1,9 +1,13 @@
using DG.Tweening;
using UnityEngine; using UnityEngine;
namespace Code.Gameplay.Door namespace Code.Gameplay.Door
{ {
public class Door : MonoBehaviour public class Door : MonoBehaviour
{ {
[SerializeField] private Transform doorPolotno;
private Vector3 _doorInitialPosition;
private Quaternion _doorInitialRotation;
[SerializeField] private Transform hingeJointAnchor; [SerializeField] private Transform hingeJointAnchor;
[SerializeField] private HingeJoint hingeJoint; [SerializeField] private HingeJoint hingeJoint;
[SerializeField] private Rigidbody rigidbody; [SerializeField] private Rigidbody rigidbody;
@@ -15,9 +19,19 @@ namespace Code.Gameplay.Door
rigidbody.isKinematic = true; rigidbody.isKinematic = true;
return; return;
} }
_doorInitialPosition = doorPolotno.position;
_doorInitialRotation = doorPolotno.rotation;
rigidbody.isKinematic = false; rigidbody.isKinematic = false;
hingeJoint.autoConfigureConnectedAnchor = false; hingeJoint.autoConfigureConnectedAnchor = false;
hingeJoint.connectedAnchor = hingeJointAnchor.position; 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;
using UnityEngine.AI; using UnityEngine.AI;
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.Gameplay.Character.Controller; using Code.Gameplay.Character.Controller;
using Code.Gameplay.Character.Core; using Code.Gameplay.Character.Core;
using Code.Gameplay.Enemies.Animators;
using Reflex.Attributes; using Reflex.Attributes;
using Reflex.Core; using Reflex.Core;
using Reflex.Injectors; using Reflex.Injectors;
@@ -13,6 +15,7 @@ namespace Code.Gameplay.Enemies
{ {
[SerializeField] protected NavMeshAgent agent; [SerializeField] protected NavMeshAgent agent;
[SerializeField] protected Collider enemyCollider; [SerializeField] protected Collider enemyCollider;
[Inject] protected IAudioService audioService;
protected int Damage; protected int Damage;
protected float AttackCooldown; protected float AttackCooldown;
@@ -35,7 +38,7 @@ namespace Code.Gameplay.Enemies
private bool _isStunned; private bool _isStunned;
private float _currentStunTimer; private float _currentStunTimer;
private bool _canAttack = true; protected bool _canAttack = true;
private float _attackCooldownTimer; private float _attackCooldownTimer;
private enum IdleState { Moving, Paused } private enum IdleState { Moving, Paused }
@@ -50,10 +53,11 @@ namespace Code.Gameplay.Enemies
protected virtual void Awake() protected virtual void Awake()
{ {
if (_playerProvider == null) // // TODO Мешает
{ // if (_playerProvider == null)
AttributeInjector.Inject(this, Container.ProjectContainer); // {
} // AttributeInjector.Inject(this, Container.ProjectContainer);
// }
} }
protected virtual void Update() protected virtual void Update()
@@ -164,19 +168,19 @@ namespace Code.Gameplay.Enemies
protected virtual void HandleAttackCooldown() protected virtual void HandleAttackCooldown()
{ {
if (!_canAttack) if (_canAttack) return;
{
_attackCooldownTimer -= Time.deltaTime; _attackCooldownTimer -= Time.deltaTime;
if (_attackCooldownTimer <= 0) if (_attackCooldownTimer <= 0)
{ {
_canAttack = true; _canAttack = true;
} }
} }
}
protected virtual void DealDamage() protected virtual void DealDamage()
{ {
if (!_canAttack || PlayerHealth == null) return; if (PlayerHealth == null) return;
PlayerHealth.GetDamage(Damage); PlayerHealth.GetDamage(Damage);
ApplyEffectsToPlayer(); ApplyEffectsToPlayer();
@@ -1,3 +1,4 @@
using Code.Audio;
using Code.Configs; using Code.Configs;
using Reflex.Attributes; using Reflex.Attributes;
using UnityEngine; using UnityEngine;
@@ -35,7 +36,7 @@ namespace Code.Gameplay.Enemies
{ {
base.Awake(); base.Awake();
if (agent == null) return; if (!agent) return;
var walkableArea = NavMesh.GetAreaFromName("Cockroach"); var walkableArea = NavMesh.GetAreaFromName("Cockroach");
agent.areaMask = 1 << walkableArea; agent.areaMask = 1 << walkableArea;
@@ -43,12 +44,14 @@ namespace Code.Gameplay.Enemies
protected override void HandleAttack() protected override void HandleAttack()
{ {
if (!Player) return; if (!Player || !_canAttack) return;
var distance = Vector3.Distance(transform.position, Player.transform.position); var distance = Vector3.Distance(transform.position, Player.transform.position);
if (!(distance <= AttackRange)) return; if (!(distance <= AttackRange)) return;
audioService.PlayEnemy(EnemiesSounds.Bravo,agent.transform.position);
DealDamage(); DealDamage();
} }
} }
@@ -1,4 +1,6 @@
using Code.Audio;
using Code.Configs; using Code.Configs;
using Code.Gameplay.Enemies.Animators;
using Reflex.Attributes; using Reflex.Attributes;
using UnityEngine; using UnityEngine;
using UnityEngine.AI; using UnityEngine.AI;
@@ -40,15 +42,16 @@ namespace Code.Gameplay.Enemies
var walkableArea = NavMesh.GetAreaFromName("Walkable"); var walkableArea = NavMesh.GetAreaFromName("Walkable");
agent.areaMask = 1 << walkableArea; agent.areaMask = 1 << walkableArea;
} }
protected override void HandleAttack() protected override void HandleAttack()
{ {
if (!Player) return; if (!Player || !_canAttack) return;
var distance = Vector3.Distance(transform.position, Player.transform.position); var distance = Vector3.Distance(transform.position, Player.transform.position);
if (!(distance <= AttackRange)) return; if (!(distance <= AttackRange)) return;
audioService.PlayEnemy(EnemiesSounds.Bastard,agent.transform.position);
if (Player.CustomCharacterController.IsSliding) if (Player.CustomCharacterController.IsSliding)
ApplyStun(); ApplyStun();
else else
@@ -0,0 +1,35 @@
using Code.Audio;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Gameplay.Enemies
{
public class EnemyAudio : MonoBehaviour
{
private IAudioService _audioService;
private IAudioFactory _audioFactory;
private AudioSource _audioSource;
[SerializeField] private EnemiesSounds stepId;
[Inject]
private void Construct(IAudioService audioService, IAudioFactory audioFactory)
{
_audioService = audioService;
_audioSource = audioService.GetSourceOfGroup(Audio.AudioType.Enemies);
_audioSource.transform.position = transform.position;
_audioFactory = audioFactory;
}
public void PlayStep()
{
Debug.Log("Play Step");
_audioSource.transform.position = transform.position;
_audioSource.PlayOneShot(_audioFactory.EnemiesAudios[(int)stepId]);
}
private void OnDestroy()
{
_audioService.ReleaseSourceOfGroup(_audioSource);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 91cb250df1b24fc4825ee791a12dda11
timeCreated: 1764695102
@@ -27,6 +27,7 @@ namespace Code.Gameplay.Enemies
) )
.ToUniTask(); .ToUniTask();
// Работает, пока не трогаю
AttributeInjector.Inject(enemyObj, Container.ProjectContainer); AttributeInjector.Inject(enemyObj, Container.ProjectContainer);
return enemyObj.GetComponent<BaseEnemy>(); return enemyObj.GetComponent<BaseEnemy>();
@@ -1,8 +1,6 @@
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Reflex.Attributes; using Reflex.Attributes;
using Reflex.Core;
using Reflex.Injectors;
using UnityEngine; using UnityEngine;
namespace Code.Gameplay.Enemies namespace Code.Gameplay.Enemies
@@ -20,13 +18,14 @@ namespace Code.Gameplay.Enemies
private bool _isSpawning; private bool _isSpawning;
private bool _isPlayerInRange; private bool _isPlayerInRange;
private void Awake() // GameObjectSelfInjector существует
{ // private void Awake()
if (_playerProvider == null || _enemyFactory == null) // {
{ // if (_playerProvider == null || _enemyFactory == null)
AttributeInjector.Inject(this, Container.ProjectContainer); // {
} // AttributeInjector.Inject(this, Container.ProjectContainer);
} // }
// }
private void Update() private void Update()
{ {
@@ -64,9 +63,14 @@ namespace Code.Gameplay.Enemies
_isSpawning = false; _isSpawning = false;
} }
private void OnDestroy()
{
Despawn();
}
private void Despawn() private void Despawn()
{ {
if (_spawnedEnemy == null) return; if (!_spawnedEnemy) return;
_enemyFactory.ReleaseEnemy(_spawnedEnemy); _enemyFactory.ReleaseEnemy(_spawnedEnemy);
_spawnedEnemy = null; _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
@@ -42,7 +42,13 @@ namespace Code.Gameplay.Player
Addressables.ReleaseInstance(characterProvider.gameObject); 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); public void ReleaseArms(ArmsMeshProvider arms) => Addressables.ReleaseInstance(arms.gameObject);
} }
} }
@@ -12,5 +12,6 @@ namespace Code.Generator
Room CreateRoomByIndex(int index, RoomType roomType); Room CreateRoomByIndex(int index, RoomType roomType);
void ReleaseRooms(); void ReleaseRooms();
GameObject GetRandomCachedPrefabOfType(RoomType roomType, out int index); GameObject GetRandomCachedPrefabOfType(RoomType roomType, out int index);
int GetRandomIndexOfType(RoomType roomType);
} }
} }
+9 -10
View File
@@ -1,11 +1,12 @@
using System; using System;
using Code.Gameplay.Door; using Code.Gameplay.Door;
using Code.Gameplay.Orders.Order;
using Code.UI; using Code.UI;
using UnityEngine; using UnityEngine;
namespace Code.Generator 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 public class Room : MonoBehaviour
{ {
[SerializeField] protected RoomType roomType; [SerializeField] protected RoomType roomType;
@@ -15,19 +16,17 @@ namespace Code.Generator
[SerializeField] protected Transform enterMarker; [SerializeField] protected Transform enterMarker;
public Transform EnterMarker => enterMarker; public Transform EnterMarker => enterMarker;
[SerializeField] protected Transform exitMarker; [SerializeField] protected Transform exitMarker;
[SerializeField] protected Transform doorSlot;
public Transform ExitMarker => exitMarker; public Transform ExitMarker => exitMarker;
[SerializeField] protected Door door; [SerializeField] protected Door door;
protected void Awake() public void Initialize(IOrderService orderService)
{ {
if (EnterMarker == null || ExitMarker == null) door.TranslationMode(false);
{
Debug.LogError($"Але маркеры не найдены у комнаты {gameObject.name}");
}
}
public void Initialize() => door.TranslationMode(false); if(roomTrigger) roomTrigger.OrderService = orderService;
}
//PIZDEC public void Seal() => door.CloseTheDoor();
[SerializeField] public RoomTrigger roomTrigger;
} }
} }
@@ -47,25 +47,14 @@ namespace Code.Generator
// SpawnInitialRoomsAsync(); // SpawnInitialRoomsAsync();
_orderService.OnOrderGiven += CreateRoomsStack; _orderService.OnOrderGiven += CreateRoomsStack;
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered; // RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
CreateInitialRoom(); CreateInitialRoom();
SpawnNextRoomAsync();
} }
private void OnEnable() private void OnPlayerEntered()
{ {
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered; SpawnNextRoom();
}
private void OnDisable()
{
RoomTrigger.PlayerEnteredRoom -= OnPlayerEntered;
}
public void OnPlayerEntered()
{
SpawnNextRoomAsync();
if (_spawnedRooms.Count > 3) if (_spawnedRooms.Count > 3)
{ {
@@ -95,21 +84,30 @@ namespace Code.Generator
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}"); Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
} }
CreateSaveRoom();
AddPickupRoom(); AddPickupRoom();
Debug.Log($"добавлена зона заказа");
AddSaveRoom();
Debug.Log($"добавлена сейв зона");
Debug.Log($"стек комнат: {_roomIndexesStack.Count}"); Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
SpawnNextRoomAsync(); SpawnNextRoom();
} }
private void CreateSaveRoom() private void AddSaveRoom()
{ {
var prefab = _factory.GetRandomCachedPrefabOfType(RoomType.Save, out int roomIndex); int saveRoomIndex = _factory.GetRandomIndexOfType(RoomType.Save);
Room saveRoom = prefab.GetComponent<Room>();
_roomIndexesStack.Add(new(RoomType.Save, roomIndex));
Debug.Log($"Первая комната: {saveRoom.name}"); _roomIndexesStack.Add(new(RoomType.Save, saveRoomIndex));
}
private void AddPickupRoom()
{
int pickupIndex = _factory.GetRandomIndexOfType(RoomType.PickUp);
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
_roomIndexesStack.Insert(insertPos, new(RoomType.PickUp, pickupIndex));
} }
[Inject] private CurrentSceneEnvironment _currentSceneEnvironment; [Inject] private CurrentSceneEnvironment _currentSceneEnvironment;
@@ -118,19 +116,19 @@ namespace Code.Generator
{ {
GameplaySceneEnvironment gameplaySceneEnvironment = (GameplaySceneEnvironment)_currentSceneEnvironment; GameplaySceneEnvironment gameplaySceneEnvironment = (GameplaySceneEnvironment)_currentSceneEnvironment;
_factory.GetRandomCachedPrefabOfType(RoomType.Initial, out int roomIndex); int roomIndex = _factory.GetRandomIndexOfType(RoomType.Initial);
// _roomIndexesStack.Add(new(RoomType.Initial, roomIndex));
InitialRoom instantiated = _factory.CreateRoomByIndex(roomIndex, RoomType.Initial).GetComponent<InitialRoom>(); InitialRoom instantiated = _factory.CreateRoomByIndex(roomIndex, RoomType.Initial).GetComponent<InitialRoom>();
_spawnedRooms.Add(instantiated); _spawnedRooms.Add(instantiated);
instantiated.transform.position = Vector3.zero; instantiated.transform.position = Vector3.zero;
instantiated.transform.rotation = Quaternion.identity; instantiated.transform.rotation = Quaternion.identity;
gameplaySceneEnvironment.playerSpawnPoint = instantiated.playerSpawn; gameplaySceneEnvironment.playerSpawnPoint = instantiated.playerSpawn;
instantiated.Initialize(); instantiated.Initialize(_orderService);
Debug.Log($"Первая комната: {instantiated.name}"); Debug.Log($"Первая комната: {instantiated.name}");
} }
private void SpawnNextRoomAsync() private void SpawnNextRoom()
{ {
if (_nextRoomStackIndex >= _roomIndexesStack.Count) if (_nextRoomStackIndex >= _roomIndexesStack.Count)
return; return;
@@ -149,23 +147,14 @@ namespace Code.Generator
PlaceRoom(room, previousRoom); 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); _spawnedRooms.Add(room);
_nextRoomStackIndex++; _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) private void PlaceRoom(Room current, Room previous)
{ {
@@ -219,11 +208,11 @@ namespace Code.Generator
current.transform.rotation = Quaternion.Euler(0, segmentOriginYRotation, 0); current.transform.rotation = Quaternion.Euler(0, segmentOriginYRotation, 0);
// locationSegment.isNeedSomeDoors = true; // locationSegment.isNeedSomeDoors = true;
// locationSegment.AddBadDoorId(locationSegment.LocationSegment.GetDoorOrigins.IndexOf(randomDoorOrigin)); // locationSegment.AddBadDoorId(locationSegment.LocationSegment.GetDoorOrigins.IndexOf(randomDoorOrigin));
current.Initialize(); current.Initialize(_orderService);
float frameOnTheBallRotation = segmentOriginYRotation + randomDoorOriginRotation.eulerAngles.y; // float frameOnTheBallRotation = segmentOriginYRotation + randomDoorOriginRotation.eulerAngles.y;
if (frameOnTheBallRotation > 305f) frameOnTheBallRotation -= 360f; // if (frameOnTheBallRotation > 305f) frameOnTheBallRotation -= 360f;
else if (frameOnTheBallRotation < -45f) frameOnTheBallRotation += 360f; // else if (frameOnTheBallRotation < -45f) frameOnTheBallRotation += 360f;
// heOnTheBall.AddSlaveLocationSegment(locationSegment.Id); // heOnTheBall.AddSlaveLocationSegment(locationSegment.Id);
// heOnTheBall.ReplaceSlaveSegmentDoorOriginYRotation(frameOnTheBallRotation); // heOnTheBall.ReplaceSlaveSegmentDoorOriginYRotation(frameOnTheBallRotation);
@@ -59,6 +59,7 @@ namespace Code.Generator
index = Random.Range(0, _cashedRooms[roomType].Count); index = Random.Range(0, _cashedRooms[roomType].Count);
return _cashedRooms[roomType][index]; return _cashedRooms[roomType][index];
} }
public int GetRandomIndexOfType(RoomType roomType) => Random.Range(0, _cashedRooms[roomType].Count);
public Room CreateRoomByIndex(int index, RoomType roomType) public Room CreateRoomByIndex(int index, RoomType roomType)
{ {
@@ -1,32 +1,36 @@
using System; using System;
using Code.Gameplay.Orders.Order; using Code.Gameplay.Orders.Order;
using Reflex.Attributes;
using UnityEngine; using UnityEngine;
namespace Code.Generator namespace Code.Generator
{ {
public class RoomTrigger : MonoBehaviour public class RoomTrigger : MonoBehaviour
{ {
[Inject] private IOrderService _orderService; public IOrderService OrderService;
public event Action OnEnter;
public event Action OnExit;
public static event Action PlayerEnteredRoom; private bool _playerEntered, _playerExited;
private bool _playerEntered;
// [Inject]
// private void Construct(IOrderService orderService)
// {
// _orderService = orderService;
// }
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
if (_playerEntered) return; if (_playerEntered) return;
_playerEntered = true; _playerEntered = true;
_orderService.RoomPassed(); OrderService.RoomPassed();
PlayerEnteredRoom?.Invoke(); OnEnter?.Invoke();
}
private void OnTriggerExit(Collider other)
{
if (_playerExited) return;
Debug.Log(other.name);
_playerExited = true;
OnExit?.Invoke();
} }
} }
} }
@@ -1,3 +1,3 @@
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guid: 4207b7568dc3482393ac1860a31909b4 guid: 0d6940d73d544f0a8e4a45d956bc2364
timeCreated: 1764087485 timeCreated: 1764525516
@@ -33,6 +33,7 @@ namespace Code.StaticData
Dictionary<AudioSourceType, AudioSourceSettingsConfig> AudioSourceSettingsConfigs { get; } Dictionary<AudioSourceType, AudioSourceSettingsConfig> AudioSourceSettingsConfigs { get; }
AudioTestClipsConfig AudioTestClipsConfig { get; } AudioTestClipsConfig AudioTestClipsConfig { get; }
GeneratorConfig GeneratorConfig { get; } GeneratorConfig GeneratorConfig { get; }
CourierSoundListConfig CourierSoundListConfig { get; }
void Load(); void Load();
Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour; Task<T> InstantiateAsset<T>(AssetReference assetReference) where T : Behaviour;
} }
@@ -29,6 +29,7 @@ namespace Code.StaticData
public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; } public DispatcherSoundListConfig DispatcherSoundListConfig { get; private set; }
public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; } public EnemiesSoundListConfig EnemiesSoundListConfig { get; private set; }
public AudioTestClipsConfig AudioTestClipsConfig { get; private set; } public AudioTestClipsConfig AudioTestClipsConfig { get; private set; }
public CourierSoundListConfig CourierSoundListConfig { get; private set; }
public DrunkenGrandpaConfig DrunkenGrandpaConfig {get; private set;} public DrunkenGrandpaConfig DrunkenGrandpaConfig {get; private set;}
public CockroachConfig CockroachConfig { 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")); SoundtrackListConfig = Resources.Load<SoundtrackListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SoundtrackListConfig"));
AudioTestClipsConfig = Resources.Load<AudioTestClipsConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioTestClipsConfig")); AudioTestClipsConfig = Resources.Load<AudioTestClipsConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioTestClipsConfig"));
SFXListConfig = Resources.Load<SFXListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SFXListConfig")); 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")); DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig"));
EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig")); EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
AudioSourceSettingsConfigs = Resources AudioSourceSettingsConfigs = Resources
@@ -37,7 +37,7 @@ namespace Code.UI
menuMusic.value = _audioService.GetSetting(AudioType.MenuMusic); menuMusic.value = _audioService.GetSetting(AudioType.MenuMusic);
menuMusic.onValueChanged.AddListener(OnMenuMusicUpdate); menuMusic.onValueChanged.AddListener(OnMenuMusicUpdate);
gameplayMusic.value = _audioService.GetSetting(AudioType.GameplayMusic); gameplayMusic.value = _audioService.GetSetting(AudioType.ActionMusic);
gameplayMusic.onValueChanged.AddListener(OnGameplayUpdate); gameplayMusic.onValueChanged.AddListener(OnGameplayUpdate);
} }
@@ -68,8 +68,9 @@ namespace Code.UI
} }
private void OnGameplayUpdate(float value) private void OnGameplayUpdate(float value)
{ {
_audioService.ChangeSetting(AudioType.GameplayMusic, value); _audioService.ChangeSetting(AudioType.ActionMusic, value);
_audioService.PlayTestClip(AudioType.GameplayMusic); _audioService.ChangeSetting(AudioType.PeacefulMusic, value);
_audioService.PlayTestClip(AudioType.ActionMusic);
} }
public override void Hide() public override void Hide()
@@ -18,11 +18,6 @@ MonoBehaviour:
m_SubObjectType: m_SubObjectType:
m_SubObjectGUID: m_SubObjectGUID:
m_EditorAssetChanged: 0 m_EditorAssetChanged: 0
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m_SubObjectName:
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m_SubObjectName: m_SubObjectName:
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@@ -43,17 +38,7 @@ MonoBehaviour:
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m_EditorAssetChanged: 0 m_EditorAssetChanged: 0
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m_SubObjectName:
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m_SubObjectName:
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m_SubObjectName: m_SubObjectName:
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@@ -43,3 +43,18 @@ MonoBehaviour:
m_SubObjectType: m_SubObjectType:
m_SubObjectGUID: m_SubObjectGUID:
m_EditorAssetChanged: 1 m_EditorAssetChanged: 1
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m_SubObjectName:
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m_SubObjectName:
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m_SubObjectName:
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@@ -10,6 +10,11 @@ MonoBehaviour:
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m_EditorHideFlags: 0 m_EditorHideFlags: 0
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m_Name: CharacterSoundListConfig m_Name: CourierSoundListConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CharacterSoundListConfig m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.CourierSoundListConfig
character: [] courierSounds:
- m_AssetGUID: bf87bc9ac43df86be8c818de81d44a54
m_SubObjectName:
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@@ -1,5 +1,5 @@
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NativeFormatImporter: NativeFormatImporter:
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@@ -23,3 +23,13 @@ MonoBehaviour:
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m_EditorAssetChanged: 1 m_EditorAssetChanged: 1
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@@ -12,7 +12,7 @@ MonoBehaviour:
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m_Name: OrderBoxConfig m_Name: OrderBoxConfig
m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.OrderBoxConfig m_EditorClassIdentifier: Assembly-CSharp::Code.Configs.OrderBoxConfig
activationTime: 2 activationTime: 0.7
floatingCurve: floatingCurve:
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m_Curve: m_Curve:
@@ -7,7 +7,7 @@ TextureImporter:
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@@ -54,7 +54,7 @@ TextureImporter:
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