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6
Commits
RunAndCry
...
36e6bc3bc2
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36e6bc3bc2 | ||
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1e31e1e8b1 | ||
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2897eb88bf | ||
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134adda787 | ||
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2f56a5758d | ||
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fb9510a6b2 |
No files matched your search
@@ -15,7 +15,7 @@ MonoBehaviour:
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m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
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m_currentHash:
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serializedVersion: 2
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||||
Hash: 1290af012af335115858ec31670d830d
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||||
Hash: 6940a0d24ee0b7d842fd97d11e078c94
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m_OptimizeCatalogSize: 0
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m_BuildRemoteCatalog: 0
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m_CatalogRequestsTimeout: 0
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@@ -37,6 +37,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 1cc66c0b13a946e1c9ec37026268e144
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m_Address: Audio/Enemies/pl_metal2
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 1d4767c722c05b5d6b96bb226d378c65
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m_Address: Assets/Resources_moved/Prefabs/Player/ArmsMesh.prefab
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m_ReadOnly: 0
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@@ -72,6 +77,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 2c6a984e4a1b42647b48e6b7bc69b158
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m_Address: Prefabs/Levels/Level6
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 2ed2d93a9f39d4edba511cb7396c7bb6
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m_Address: Assets/Resources_moved/Prefabs/Enemies/Cockroach.prefab
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m_ReadOnly: 0
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@@ -198,6 +208,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: bf87bc9ac43df86be8c818de81d44a54
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m_Address: Assets/Resources_moved/Audio/SFX/pl_step1.wav
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: c566fc932edefbbee9e53271eac3c560
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m_Address: MainMenu
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m_ReadOnly: 0
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@@ -233,6 +248,11 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: e84e3a3c26ccbd50d92f13627403f148
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m_Address: Audio/Enemies/rch_walk
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: ebe18293a5ef86704b23dad3a1786476
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m_Address: Half-Life01
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m_ReadOnly: 0
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||||
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: d36aab6707c518f5abfd60065165eb35
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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||||
assetBundleName:
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assetBundleVariant:
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||||
@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
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guid: d982316b2b4c99747b9e953ae7b9b42f
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folderAsset: yes
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||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
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assetBundleName:
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||||
assetBundleVariant:
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@@ -56,6 +56,7 @@ namespace Code.App.AppStates
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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// Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
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Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
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@@ -71,7 +72,9 @@ namespace Code.App.AppStates
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Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
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Context.AudioFactory.WarmGameplayMusic(),
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Context.AudioFactory.WarmSFX(),
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Context.AudioFactory.WarmDispatcher()
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Context.AudioFactory.WarmDispatcher(),
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Context.AudioFactory.WarmEnemies(),
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Context.AudioFactory.WarmCourier()
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);
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Context.LoadingManager
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@@ -91,6 +94,9 @@ namespace Code.App.AppStates
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Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
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Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
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Context.PlayerProvider = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerProvider>();
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Context.PlayerFactory = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerFactory>();
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await UniTask.WhenAll(
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WaitForPlayerArmsToInitialize(),
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WaitForPlayerCharacterLoad()
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@@ -203,6 +209,10 @@ namespace Code.App.AppStates
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Context.InputService.DisableMap(ActionMappings.Gameplay);
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Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
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Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
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Context.AudioFactory.ReleaseCourier();
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Context.AudioFactory.ReleaseDispatcher();
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Context.AudioFactory.ReleaseEnemies();
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Context.AudioFactory.ReleaseSFX();
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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@@ -33,11 +33,7 @@ namespace Code.App
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containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
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containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
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// Перенести нахуй в контейнер геймплея
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containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
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containerBuilder.AddSingleton(typeof(EnemyFactory), typeof(IEnemyFactory));
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containerBuilder.AddSingleton(typeof(PlayerProvider), typeof(IPlayerProvider));
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//
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InitializeCamera(containerBuilder, staticDataService);
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containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
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@@ -97,6 +93,7 @@ namespace Code.App
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containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
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containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
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containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
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containerBuilder.AddSingleton(staticDataService.CourierSoundListConfig, typeof(CourierSoundListConfig));
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containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
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containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
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containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
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@@ -1,4 +1,5 @@
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using Code.App.Loading;
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using Code.Gameplay.Enemies;
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using Code.Gameplay.Orders.Order;
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using Code.Gameplay.Player;
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using Code.Generator;
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@@ -21,6 +22,9 @@ namespace Code.App.SceneInstallers
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containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
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containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
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containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
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containerBuilder.AddScoped(typeof(PlayerProvider), typeof(IPlayerProvider));
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containerBuilder.AddScoped(typeof(PlayerFactory), typeof(IPlayerFactory));
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containerBuilder.AddScoped(typeof(EnemyFactory), typeof(IEnemyFactory));
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containerBuilder.AddScoped(typeof(RoomGenerator));
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containerBuilder.OnContainerBuilt += Initialize;
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@@ -37,7 +41,7 @@ namespace Code.App.SceneInstallers
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loadingManager
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.UnregisterLoading(LoadingWork.LoadScene);
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LoadRooms(container,loadingManager);
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LoadRooms(container,loadingManager).Forget();
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}
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private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
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@@ -19,10 +19,10 @@ namespace Code.App.StateMachine
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[Inject] public AppStateMachine StateMachine { get; private set; }
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[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
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[Inject] public IUIService UIService { get; private set; }
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[Inject] public IPlayerFactory PlayerFactory { get; private set; }
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[Inject] public IPlayerProvider PlayerProvider { get; private set; }
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[Inject] public IAudioFactory AudioFactory { get; private set; }
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[Inject] public IAudioService AudioService { get; private set; }
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[Inject] public IEnemyFactory EnemyFactory { get; private set; }
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/*[Inject]*/public IPlayerFactory PlayerFactory { get; set; }
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/*[Inject]*/public IPlayerProvider PlayerProvider { get; set; }
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// [Inject] public IEnemyFactory EnemyFactory { get; private set; }
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}
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}
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@@ -12,7 +12,9 @@ namespace Code.Audio
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public enum EnemiesSounds
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{
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Bastard,
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Bravo
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Bravo,
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RoachStep,
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GrandpaStep
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}
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public enum DispatcherSounds
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{
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@@ -28,4 +30,8 @@ namespace Code.Audio
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Late4,
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Late5
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}
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public enum CourierSounds
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{
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Step
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}
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}
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@@ -23,7 +23,7 @@ namespace Code.Audio
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private AssetReference[] _SFX;
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private AssetReference[] _enemies;
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private AssetReference[] _dispatcher;
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private AssetReference[] _character;
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private AssetReference[] _courier;
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private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
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private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
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@@ -32,11 +32,13 @@ namespace Code.Audio
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private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
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private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
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private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
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private AsyncOperationHandle<IList<AudioClip>> _courierHandle;
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public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
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public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
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public List<AudioClip> SFXAudios { get; private set; } = new();
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public List<AudioClip> EnemiesAudios { get; private set; } = new();
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public List<AudioClip> CourierAudios { get; private set; } = new();
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public List<AudioClip> DispatcherAudios { get; private set; } = new();
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public AudioFactory(AudioMixerConfig audioMixerConfig,
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@@ -44,7 +46,8 @@ namespace Code.Audio
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SFXListConfig sfxListConfig,
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EnemiesSoundListConfig enemiesSoundListConfig,
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DispatcherSoundListConfig dispatcherSoundListConfig,
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AudioTestClipsConfig audioTestClipsConfig
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AudioTestClipsConfig audioTestClipsConfig,
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CourierSoundListConfig courierSoundListConfig
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)
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{
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AudioMixer = audioMixerConfig.audioMixerAsset;
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@@ -56,6 +59,7 @@ namespace Code.Audio
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_SFX = sfxListConfig.SFX;
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_enemies = enemiesSoundListConfig.enemies;
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_dispatcher = dispatcherSoundListConfig.dispatcher;
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_courier = courierSoundListConfig.courierSounds;
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_audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
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MusicDictionary.Add(MusicType.Menu, new ());
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@@ -137,6 +141,18 @@ namespace Code.Audio
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EnemiesAudios.Clear();
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_enemiesHandle.Release();
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}
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public async UniTask WarmCourier()
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{
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_courierHandle = Addressables.LoadAssetsAsync<AudioClip>(_courier, OnCourierLoaded, Addressables.MergeMode.Union);
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await _courierHandle.ToUniTask();
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}
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public void ReleaseCourier()
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{
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CourierAudios.Clear();
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_courierHandle.Release();
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}
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public async UniTask WarmDispatcher( )
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{
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@@ -182,5 +198,9 @@ namespace Code.Audio
|
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{
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DispatcherAudios.Add(audioClip);
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}
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private void OnCourierLoaded(AudioClip audioClip)
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{
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CourierAudios.Add(audioClip);
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}
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}
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}
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@@ -22,17 +22,7 @@ namespace Code.Audio
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private AudioSource _actionMusicSource;
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private AudioSource _peacefulMusicSource;
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private AudioMixerGroup _masterGroup,
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// _musicGroup,
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_actionMusicGroup,
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_menuMusicGroup,
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_peacefulMusicGroup,
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_SFXGroup,
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_creaturesGroup,
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_dispatcherGroup,
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_courierGroup,
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_enemiesGroup;
|
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|
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private Dictionary<AudioType,AudioMixerGroup> _audioMixerGroups = new ();
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private readonly AudioSourcePool _audioSourcePool;
|
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|
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private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
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@@ -48,81 +38,47 @@ namespace Code.Audio
|
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// TODO Грязно, убрать снапшоты НАХУЙ
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public float GetSetting(AudioType type)
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{
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float value;
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switch (type)
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{
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case AudioType.SFX:
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_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_SFXGroup.name, out value);
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break;
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case AudioType.Master:
|
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_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_masterGroup.name, out value);
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break;
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case AudioType.Creatures:
|
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_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_creaturesGroup.name, out value);
|
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break;
|
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case AudioType.GameplayMusic:
|
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_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_peacefulMusicGroup.name, out value);
|
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break;
|
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case AudioType.MenuMusic:
|
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_snapshots[AudioSnapshotState.Menu].audioMixer.GetFloat(_menuMusicGroup.name, out value);
|
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break;
|
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case AudioType.DispatcherSounds:
|
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_snapshots[AudioSnapshotState.Action].audioMixer.GetFloat(_dispatcherGroup.name, out value);
|
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break;
|
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default:
|
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value = 1;
|
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break;
|
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}
|
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_snapshots[AudioSnapshotState.Peaceful].audioMixer.GetFloat(_audioMixerGroups[type].name, out float value);
|
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|
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value = Mathf.Pow(10f, value / 20);
|
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|
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return value;
|
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}
|
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|
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// TODO Грязно, убрать снапшоты НАХУЙ
|
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public void ChangeSetting(AudioType type, float value)
|
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{
|
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float volume = Mathf.Log10(value) * 20;
|
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switch (type)
|
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{
|
||||
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]);
|
||||
@@ -135,16 +91,20 @@ namespace Code.Audio
|
||||
_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
|
||||
}
|
||||
}
|
||||
@@ -1,11 +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;
|
||||
}
|
||||
}
|
||||
File renamed without changes.
@@ -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 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;
|
||||
@@ -13,6 +15,7 @@ namespace Code.Gameplay.Enemies
|
||||
{
|
||||
[SerializeField] protected NavMeshAgent agent;
|
||||
[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 }
|
||||
@@ -50,10 +53,11 @@ 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()
|
||||
@@ -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;
|
||||
@@ -35,7 +36,7 @@ namespace Code.Gameplay.Enemies
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
if (agent == null) return;
|
||||
if (!agent) return;
|
||||
|
||||
var walkableArea = NavMesh.GetAreaFromName("Cockroach");
|
||||
agent.areaMask = 1 << walkableArea;
|
||||
@@ -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;
|
||||
@@ -40,15 +42,16 @@ namespace Code.Gameplay.Enemies
|
||||
var walkableArea = NavMesh.GetAreaFromName("Walkable");
|
||||
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
|
||||
|
||||
@@ -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();
|
||||
|
||||
// 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 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
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
private void OnPlayerEntered()
|
||||
{
|
||||
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
RoomTrigger.PlayerEnteredRoom -= OnPlayerEntered;
|
||||
}
|
||||
|
||||
public void OnPlayerEntered()
|
||||
{
|
||||
SpawnNextRoomAsync();
|
||||
SpawnNextRoom();
|
||||
|
||||
if (_spawnedRooms.Count > 3)
|
||||
{
|
||||
@@ -95,21 +84,30 @@ 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));
|
||||
int saveRoomIndex = _factory.GetRandomIndexOfType(RoomType.Save);
|
||||
|
||||
Debug.Log($"Первая комната: {saveRoom.name}");
|
||||
_roomIndexesStack.Add(new(RoomType.Save, saveRoomIndex));
|
||||
}
|
||||
|
||||
private void AddPickupRoom()
|
||||
{
|
||||
int pickupIndex = _factory.GetRandomIndexOfType(RoomType.PickUp);
|
||||
|
||||
int insertPos = Random.Range(1, _roomIndexesStack.Count + 1);
|
||||
|
||||
_roomIndexesStack.Insert(insertPos, new(RoomType.PickUp, pickupIndex));
|
||||
}
|
||||
|
||||
[Inject] private CurrentSceneEnvironment _currentSceneEnvironment;
|
||||
@@ -118,19 +116,19 @@ namespace Code.Generator
|
||||
{
|
||||
GameplaySceneEnvironment gameplaySceneEnvironment = (GameplaySceneEnvironment)_currentSceneEnvironment;
|
||||
|
||||
_factory.GetRandomCachedPrefabOfType(RoomType.Initial, out int roomIndex);
|
||||
// _roomIndexesStack.Add(new(RoomType.Initial, roomIndex));
|
||||
int roomIndex = _factory.GetRandomIndexOfType(RoomType.Initial);
|
||||
|
||||
InitialRoom instantiated = _factory.CreateRoomByIndex(roomIndex, RoomType.Initial).GetComponent<InitialRoom>();
|
||||
_spawnedRooms.Add(instantiated);
|
||||
instantiated.transform.position = Vector3.zero;
|
||||
instantiated.transform.rotation = Quaternion.identity;
|
||||
|
||||
gameplaySceneEnvironment.playerSpawnPoint = instantiated.playerSpawn;
|
||||
instantiated.Initialize();
|
||||
instantiated.Initialize(_orderService);
|
||||
|
||||
Debug.Log($"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 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)
|
||||
{
|
||||
if (_playerEntered) return;
|
||||
|
||||
_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 @@
|
||||
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;}
|
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public CockroachConfig CockroachConfig { get; private set; }
|
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@@ -69,6 +70,7 @@ namespace Code.StaticData
|
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SoundtrackListConfig = Resources.Load<SoundtrackListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SoundtrackListConfig"));
|
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AudioTestClipsConfig = Resources.Load<AudioTestClipsConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "AudioTestClipsConfig"));
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SFXListConfig = Resources.Load<SFXListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "SFXListConfig"));
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CourierSoundListConfig = Resources.Load<CourierSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "CourierSoundListConfig"));
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DispatcherSoundListConfig = Resources.Load<DispatcherSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "DispatcherSoundListConfig"));
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EnemiesSoundListConfig = Resources.Load<EnemiesSoundListConfig>(string.Format(StringPaths.ConfigSingle, "Audio", "EnemiesSoundListConfig"));
|
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AudioSourceSettingsConfigs = Resources
|
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@@ -37,7 +37,7 @@ namespace Code.UI
|
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menuMusic.value = _audioService.GetSetting(AudioType.MenuMusic);
|
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menuMusic.onValueChanged.AddListener(OnMenuMusicUpdate);
|
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gameplayMusic.value = _audioService.GetSetting(AudioType.GameplayMusic);
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gameplayMusic.value = _audioService.GetSetting(AudioType.ActionMusic);
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gameplayMusic.onValueChanged.AddListener(OnGameplayUpdate);
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}
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@@ -68,8 +68,9 @@ namespace Code.UI
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}
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private void OnGameplayUpdate(float value)
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{
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_audioService.PlayTestClip(AudioType.GameplayMusic);
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_audioService.ChangeSetting(AudioType.ActionMusic, value);
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_audioService.ChangeSetting(AudioType.PeacefulMusic, value);
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_audioService.PlayTestClip(AudioType.ActionMusic);
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Loaded 100 of 162 files, more files were not shown because too many files have changed in this diff.
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Reference in new issue
Block a user