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using Code.App.StateMachine;
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using Code.StateMachine;
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namespace Code.App.AppStates
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{
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public class BootstrapState : BaseState<AppStateMachineContext>
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{
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|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 0183e73a08c64332babded3df3d06b95
|
|
||||||
timeCreated: 1762122962
|
|
||||||
@@ -1,8 +1,5 @@
|
|||||||
using Code.App.StateMachine;
|
using Code.App.StateMachine;
|
||||||
using Code.Scenes;
|
|
||||||
using Code.StateMachine;
|
using Code.StateMachine;
|
||||||
using Code.UI;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.App.AppStates
|
namespace Code.App.AppStates
|
||||||
{
|
{
|
||||||
@@ -10,32 +7,17 @@ namespace Code.App.AppStates
|
|||||||
{
|
{
|
||||||
public GameOverState(AppStateMachineContext context) : base(context)
|
public GameOverState(AppStateMachineContext context) : base(context)
|
||||||
{ }
|
{ }
|
||||||
|
|
||||||
private float damnTimer = 3f; // TODO Удалить при первой возможности
|
|
||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
Context.UIService.SwitchPanelTo(UIPanel.GameOver);
|
|
||||||
|
|
||||||
base.EnterState();
|
base.EnterState();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ToMainMenu()
|
|
||||||
{
|
|
||||||
Context.StateMachine.SwitchState(AppState.MainMenu)
|
|
||||||
.AllowStateTransition(AppState.Gameplay);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Tick()
|
public override void Tick()
|
||||||
{
|
{ }
|
||||||
damnTimer -= Time.deltaTime;
|
|
||||||
if (damnTimer <= float.Epsilon) ToMainMenu();
|
|
||||||
}
|
|
||||||
public override void ExitState()
|
public override void ExitState()
|
||||||
{
|
{
|
||||||
damnTimer = 5f;
|
|
||||||
|
|
||||||
Context.UIService.LoadingScreen.Show();
|
|
||||||
base.ExitState();
|
base.ExitState();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,136 +1,44 @@
|
|||||||
using Code.App.StateMachine;
|
using Code.App.StateMachine;
|
||||||
using Code.Audio;
|
|
||||||
using Code.Gameplay.Camera;
|
|
||||||
using Code.Gameplay.Player;
|
using Code.Gameplay.Player;
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
using Code.Scenes.SceneEnvironments;
|
|
||||||
using Code.StateMachine;
|
using Code.StateMachine;
|
||||||
using Code.UI;
|
using Code.UI;
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using Reflex.Extensions;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
using UnityEngine.SceneManagement;
|
|
||||||
|
|
||||||
namespace Code.App.AppStates
|
namespace Code.App.AppStates
|
||||||
{
|
{
|
||||||
public class GameplayState : BaseState<AppStateMachineContext>
|
public class GameplayState : BaseState<AppStateMachineContext>
|
||||||
{
|
{
|
||||||
// DEBUG
|
private PlayerHealthPoints _playerHealthPoints;
|
||||||
private Transform _testSFXTransform;
|
|
||||||
// DEBUG
|
|
||||||
|
|
||||||
private PlayerHealth _playerHealth;
|
|
||||||
private PlayerMoney _playerMoney;
|
|
||||||
|
|
||||||
public GameplayState(AppStateMachineContext context) : base(context)
|
public GameplayState(AppStateMachineContext context) : base(context)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
Context.UIService.LoadingScreen.Show();
|
Context.SceneLoaderService.LoadScene((int)SceneIds.Gameplay, SceneLoaded);
|
||||||
|
|
||||||
_playerMoney = Context.PlayerFactory.CreatePlayerMoney();
|
|
||||||
_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
|
|
||||||
|
|
||||||
_playerHealth.OnDeath += EndGame;
|
|
||||||
|
|
||||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
|
|
||||||
|
|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
|
|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveMoney);
|
|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
|
|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
|
|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
|
|
||||||
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
|
|
||||||
|
|
||||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
|
||||||
WaitForSceneToLoad();
|
|
||||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
|
||||||
}
|
|
||||||
|
|
||||||
private async UniTaskVoid WaitForSceneToLoad()
|
|
||||||
{
|
|
||||||
await UniTask.WhenAll(
|
|
||||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MovementDev),
|
|
||||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
|
|
||||||
Context.AudioFactory.WarmGameplayMusic(),
|
|
||||||
Context.AudioFactory.WarmSFX()
|
|
||||||
);
|
|
||||||
|
|
||||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
|
|
||||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
|
|
||||||
|
|
||||||
var sceneEnvironment = ((GameplaySceneEnvironment)SceneManager.GetActiveScene()
|
|
||||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
|
||||||
|
|
||||||
_testSFXTransform = sceneEnvironment.debugSfxTarget;
|
|
||||||
|
|
||||||
((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth);
|
|
||||||
|
|
||||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
|
||||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||||
|
|
||||||
|
Context.UIService.LoadingScreen.Show();
|
||||||
|
Context.UIService.SwitchPanelTo(UIPanel.Gameplay);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SceneLoaded()
|
||||||
|
{
|
||||||
Context.UIService.LoadingScreen.Hide();
|
Context.UIService.LoadingScreen.Hide();
|
||||||
|
|
||||||
|
base.EnterState();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void PlayDebugSFX(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
Context.AudioService.PlaySFX(SFXSounds.Crowbar, _testSFXTransform.position);
|
|
||||||
}
|
|
||||||
private void PlayDebugDispatcher(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
Context.AudioService.PlayDispatcher(DispatcherSounds.AhFreeman);
|
|
||||||
}
|
|
||||||
private void GiveHealth(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
_playerHealth.GetDamage(-1);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void LooseHealth(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
_playerHealth.GetDamage(1);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void GiveMoney(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
_playerMoney.GiveMoney(100);
|
|
||||||
((GameplayPanel)(Context.UIService.CurrentPanel)).SummonDispatcher();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void LooseMoney(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
_playerMoney.LooseMoney(100);
|
|
||||||
((GameplayPanel)(Context.UIService.CurrentPanel)).CloseDispatcher();
|
|
||||||
}
|
|
||||||
// DEBUG
|
|
||||||
public override void Tick()
|
public override void Tick()
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
private void EndGame()
|
|
||||||
{
|
|
||||||
Context.StateMachine.SwitchState(AppState.GameOver)
|
|
||||||
.AllowStateTransition(AppState.MainMenu);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void ExitState()
|
public override void ExitState()
|
||||||
{
|
{
|
||||||
_playerHealth = null;
|
|
||||||
_playerMoney = null;
|
|
||||||
|
|
||||||
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
Context.InputService.DisableMap(ActionMappings.Gameplay);
|
||||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
|
|
||||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
|
|
||||||
|
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, GiveHealth);
|
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug3, GiveHealth);
|
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug2, LooseHealth);
|
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, LooseMoney);
|
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, PlayDebugSFX);
|
|
||||||
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug6, PlayDebugDispatcher);
|
|
||||||
|
|
||||||
base.ExitState();
|
base.ExitState();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,70 +1,42 @@
|
|||||||
|
using System.Net.Mime;
|
||||||
using Code.App.StateMachine;
|
using Code.App.StateMachine;
|
||||||
using Code.Audio;
|
|
||||||
using Code.Gameplay.Camera;
|
|
||||||
using Code.Gameplay.Camera.CameraStates;
|
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
using Code.Scenes.SceneEnvironments;
|
|
||||||
using Code.StateMachine;
|
using Code.StateMachine;
|
||||||
using Code.UI;
|
using Code.UI;
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using Reflex.Extensions;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
|
||||||
|
|
||||||
namespace Code.App.AppStates
|
namespace Code.App.AppStates
|
||||||
{
|
{
|
||||||
public class MainMenuState : BaseState<AppStateMachineContext>
|
public class MainMenuState : BaseState<AppStateMachineContext>
|
||||||
{
|
{
|
||||||
public MainMenuState(AppStateMachineContext context) : base(context)
|
public MainMenuState(AppStateMachineContext context) : base(context)
|
||||||
{
|
{ }
|
||||||
}
|
|
||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
Context.UIService.LoadingScreen.Show();
|
Context.SceneLoaderService.LoadScene((int)SceneIds.MainMenu, SceneLoaded);
|
||||||
|
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
||||||
Context.CameraStateMachine.SwitchState(CameraMode.Static);
|
|
||||||
|
|
||||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
|
||||||
WaitForSceneToLoad();
|
|
||||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
|
||||||
}
|
|
||||||
|
|
||||||
private async UniTaskVoid WaitForSceneToLoad()
|
|
||||||
{
|
|
||||||
await UniTask.WhenAll(
|
|
||||||
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu),
|
|
||||||
Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
|
|
||||||
Context.AudioFactory.WarmMenuMusic()
|
|
||||||
);
|
|
||||||
|
|
||||||
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
|
Context.UIService.LoadingScreen.Show();
|
||||||
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
|
Context.UIService.SwitchPanelTo(UIPanel.MainMenu);
|
||||||
|
|
||||||
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
|
((MainMenuPanel)Context.UIService.CurrentPanel).startButton.onClick.AddListener(StartGame);
|
||||||
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
|
((MainMenuPanel)Context.UIService.CurrentPanel).exitButton.onClick.AddListener(ExitGame);
|
||||||
|
}
|
||||||
var hui = ((MainMenuEnvironment)SceneManager.GetActiveScene()
|
|
||||||
.GetSceneContainer().Resolve<CurrentSceneEnvironment>());
|
private void SceneLoaded()
|
||||||
|
{
|
||||||
((StaticState)Context.CameraStateMachine.CurrentBaseState).LookTarget =
|
|
||||||
hui.cameraTarget;
|
|
||||||
|
|
||||||
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(hui.cameraPosition);
|
|
||||||
|
|
||||||
Context.UIService.LoadingScreen.Hide();
|
Context.UIService.LoadingScreen.Hide();
|
||||||
|
|
||||||
Context.InputService.EnableMap(ActionMappings.MainMenu);
|
base.EnterState();
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Tick()
|
public override void Tick()
|
||||||
{
|
{ }
|
||||||
}
|
|
||||||
|
|
||||||
private void StartGame()
|
private void StartGame()
|
||||||
{
|
{
|
||||||
Context.StateMachine.SwitchState(AppState.Gameplay)
|
Context.StateMachine.SwitchState(AppState.Gameplay)
|
||||||
|
.AllowStateTransition(AppState.MainMenu)
|
||||||
.AllowStateTransition(AppState.GameOver);
|
.AllowStateTransition(AppState.GameOver);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -72,11 +44,10 @@ namespace Code.App.AppStates
|
|||||||
{
|
{
|
||||||
Application.Quit();
|
Application.Quit();
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void ExitState()
|
public override void ExitState()
|
||||||
{
|
{
|
||||||
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
Context.InputService.DisableMap(ActionMappings.MainMenu);
|
||||||
Context.AudioService.GladlyAskToStopMusic(MusicType.Menu, callback: Context.AudioFactory.ReleaseMenuMusic);
|
|
||||||
|
|
||||||
base.ExitState();
|
base.ExitState();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,4 @@
|
|||||||
using Code.App.StateMachine;
|
using Code.App.StateMachine;
|
||||||
using Code.Gameplay.Camera;
|
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
using Code.StateMachine;
|
using Code.StateMachine;
|
||||||
@@ -15,10 +14,8 @@ namespace Code.App.AppStates
|
|||||||
|
|
||||||
public override void EnterState()
|
public override void EnterState()
|
||||||
{
|
{
|
||||||
// Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
|
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded);
|
||||||
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
Context.InputService.EnableMap(ActionMappings.Gameplay);
|
||||||
|
|
||||||
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SceneLoaded()
|
private void SceneLoaded()
|
||||||
|
|||||||
@@ -1,15 +1,9 @@
|
|||||||
using Code.App.StateMachine;
|
using Code.App.StateMachine;
|
||||||
using Code.Audio;
|
|
||||||
using Code.Configs;
|
using Code.Configs;
|
||||||
using Code.Constants;
|
|
||||||
using Code.Gameplay.Camera;
|
|
||||||
using Code.Gameplay.Player;
|
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
using Code.StaticData;
|
using Code.StaticData;
|
||||||
using Code.UI;
|
using Code.UI;
|
||||||
using Code.UI.Panels;
|
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using Reflex.Core;
|
using Reflex.Core;
|
||||||
using Reflex.Injectors;
|
using Reflex.Injectors;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
@@ -19,6 +13,7 @@ namespace Code.App
|
|||||||
{
|
{
|
||||||
public class BootstrapInstaller : MonoBehaviour, IInstaller
|
public class BootstrapInstaller : MonoBehaviour, IInstaller
|
||||||
{
|
{
|
||||||
|
|
||||||
public void InstallBindings(ContainerBuilder containerBuilder)
|
public void InstallBindings(ContainerBuilder containerBuilder)
|
||||||
{
|
{
|
||||||
InstallStaticData(containerBuilder, out IStaticDataService staticDataService);
|
InstallStaticData(containerBuilder, out IStaticDataService staticDataService);
|
||||||
@@ -26,28 +21,12 @@ namespace Code.App
|
|||||||
InstallInfrastructureUnit(containerBuilder, staticDataService);
|
InstallInfrastructureUnit(containerBuilder, staticDataService);
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
|
||||||
containerBuilder.AddSingleton(typeof(PlayerFactory), typeof(IPlayerFactory));
|
|
||||||
|
|
||||||
InitializeCamera(containerBuilder, staticDataService);
|
|
||||||
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
|
|
||||||
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
|
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(AudioFactory), typeof(IAudioFactory));
|
|
||||||
containerBuilder.AddSingleton(typeof(AudioService), typeof(IAudioService));
|
|
||||||
|
|
||||||
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
|
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
|
||||||
|
|
||||||
containerBuilder.OnContainerBuilt += Bootstrap;
|
containerBuilder.OnContainerBuilt += Bootstrap;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void InitializeCamera(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
|
|
||||||
{
|
|
||||||
Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab);
|
|
||||||
|
|
||||||
DontDestroyOnLoad(camera);
|
|
||||||
containerBuilder.AddSingleton(camera);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void InstallInfrastructureUnit(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
|
private void InstallInfrastructureUnit(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
|
||||||
{
|
{
|
||||||
GameObject infrastructureUnit = Instantiate(staticDataService.AppConfig.infrastructureUnitPrefab);
|
GameObject infrastructureUnit = Instantiate(staticDataService.AppConfig.infrastructureUnitPrefab);
|
||||||
@@ -55,9 +34,8 @@ namespace Code.App
|
|||||||
|
|
||||||
containerBuilder.AddSingleton(infrastructureUnit);
|
containerBuilder.AddSingleton(infrastructureUnit);
|
||||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CoroutineRunner>(),
|
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CoroutineRunner>(),
|
||||||
typeof(ICoroutineRunner));
|
typeof(ICoroutineRunner));
|
||||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
|
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
|
||||||
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService)
|
private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService)
|
||||||
@@ -67,46 +45,19 @@ namespace Code.App
|
|||||||
|
|
||||||
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
|
containerBuilder.AddSingleton(staticDataService, typeof(IStaticDataService));
|
||||||
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
|
containerBuilder.AddSingleton(staticDataService.InputConfig.inputActionAsset, typeof(InputActionAsset));
|
||||||
containerBuilder.AddSingleton(staticDataService.InputConfig, typeof(InputConfig));
|
containerBuilder.AddSingleton(staticDataService.UIConfig.canvasPrefab, typeof(Canvas));
|
||||||
containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
|
containerBuilder.AddSingleton(staticDataService.UIConfig.uiElementsPrefabs, typeof(UIElement[]));
|
||||||
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
|
|
||||||
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private AppStateMachine _appStateMachine;
|
|
||||||
|
|
||||||
private void Bootstrap(Container container)
|
private void Bootstrap(Container container)
|
||||||
{
|
{
|
||||||
_appStateMachine = container.Resolve<AppStateMachine>();
|
AppStateMachine appStateMachine = container.Resolve<AppStateMachine>();
|
||||||
_appStateMachine.Initialize();
|
appStateMachine.Initialize();
|
||||||
AttributeInjector.Inject(_appStateMachine.StateMachineContext, container);
|
|
||||||
|
|
||||||
CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>();
|
|
||||||
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
|
|
||||||
cameraStateMachine.Initialize();
|
|
||||||
|
|
||||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
|
||||||
BootstrapFinish(container);
|
|
||||||
|
|
||||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
|
// TODO: поменяно для теста
|
||||||
}
|
appStateMachine
|
||||||
private async UniTaskVoid BootstrapFinish(Container container)
|
|
||||||
{
|
|
||||||
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen);
|
|
||||||
DontDestroyOnLoad(loadingScreen);
|
|
||||||
|
|
||||||
await UniTask.WhenAll(
|
|
||||||
container.Resolve<IUIService>().Initialize(loadingScreen.GetComponent<LoadingScreen>()),
|
|
||||||
container.Resolve<IAudioService>().Initialize()
|
|
||||||
);
|
|
||||||
|
|
||||||
_appStateMachine
|
|
||||||
.SwitchState(AppState.MainMenu)
|
.SwitchState(AppState.MainMenu)
|
||||||
.AllowStateTransition(AppState.Gameplay);
|
.AllowStateTransition(AppState.Gameplay);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: c7a271c6319540abb78d561f392e1396
|
|
||||||
timeCreated: 1761743570
|
|
||||||
@@ -1,26 +0,0 @@
|
|||||||
using Code.Scenes;
|
|
||||||
using Code.Scenes.SceneEnvironments;
|
|
||||||
using Reflex.Core;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.App.SceneInstallers
|
|
||||||
{
|
|
||||||
public class GameplaySceneInstaller : MonoBehaviour, IInstaller
|
|
||||||
{
|
|
||||||
[SerializeField] private GameplaySceneEnvironment _gameplaySceneEnvironment;
|
|
||||||
|
|
||||||
public void InstallBindings(ContainerBuilder containerBuilder)
|
|
||||||
{
|
|
||||||
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
|
|
||||||
|
|
||||||
containerBuilder.OnContainerBuilt += Initialize;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Initialize(Container container)
|
|
||||||
{
|
|
||||||
GameplaySceneEnvironment env = (GameplaySceneEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
|
||||||
|
|
||||||
env.TransitVariables(_gameplaySceneEnvironment);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 88584fd4361b46f6a7326440cd95ce69
|
|
||||||
timeCreated: 1763144580
|
|
||||||
@@ -1,27 +0,0 @@
|
|||||||
using Code.Scenes;
|
|
||||||
using Code.Scenes.SceneEnvironments;
|
|
||||||
using Reflex.Core;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Serialization;
|
|
||||||
|
|
||||||
namespace Code.App.SceneInstallers
|
|
||||||
{
|
|
||||||
public class MainMenuSceneInstaller : MonoBehaviour, IInstaller
|
|
||||||
{
|
|
||||||
[SerializeField] private MainMenuEnvironment _mainMenuEnvironment;
|
|
||||||
|
|
||||||
public void InstallBindings(ContainerBuilder containerBuilder)
|
|
||||||
{
|
|
||||||
containerBuilder.AddScoped(typeof(MainMenuEnvironment), typeof(CurrentSceneEnvironment));
|
|
||||||
|
|
||||||
containerBuilder.OnContainerBuilt += Initialize;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Initialize(Container container)
|
|
||||||
{
|
|
||||||
MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>();
|
|
||||||
|
|
||||||
env.TransitVariables(_mainMenuEnvironment);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 04145a046c584b66818ca25745652e66
|
|
||||||
timeCreated: 1761743587
|
|
||||||
@@ -7,7 +7,6 @@ namespace Code.App.StateMachine
|
|||||||
{
|
{
|
||||||
public override void Initialize()
|
public override void Initialize()
|
||||||
{
|
{
|
||||||
States.Add(AppState.Bootstrap, new BootstrapState(StateMachineContext));
|
|
||||||
States.Add(AppState.MainMenu, new MainMenuState(StateMachineContext));
|
States.Add(AppState.MainMenu, new MainMenuState(StateMachineContext));
|
||||||
States.Add(AppState.Gameplay, new GameplayState(StateMachineContext));
|
States.Add(AppState.Gameplay, new GameplayState(StateMachineContext));
|
||||||
States.Add(AppState.GameOver, new GameOverState(StateMachineContext));
|
States.Add(AppState.GameOver, new GameOverState(StateMachineContext));
|
||||||
@@ -17,8 +16,6 @@ namespace Code.App.StateMachine
|
|||||||
AllowedStates |= AppState.MainMenu;
|
AllowedStates |= AppState.MainMenu;
|
||||||
AllowedStates |= AppState.Gameplay;
|
AllowedStates |= AppState.Gameplay;
|
||||||
AllowedStates |= AppState.MovementDev;
|
AllowedStates |= AppState.MovementDev;
|
||||||
|
|
||||||
CurrentBaseState = States[AppState.Bootstrap];
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override bool CheckTransitionAllowed(AppState nextState) => AllowedStates.HasFlag(nextState);
|
protected override bool CheckTransitionAllowed(AppState nextState) => AllowedStates.HasFlag(nextState);
|
||||||
|
|||||||
@@ -1,6 +1,3 @@
|
|||||||
using Code.Audio;
|
|
||||||
using Code.Gameplay.Camera;
|
|
||||||
using Code.Gameplay.Player;
|
|
||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Code.Scenes;
|
using Code.Scenes;
|
||||||
using Code.UI;
|
using Code.UI;
|
||||||
@@ -10,13 +7,9 @@ namespace Code.App.StateMachine
|
|||||||
{
|
{
|
||||||
public class AppStateMachineContext
|
public class AppStateMachineContext
|
||||||
{
|
{
|
||||||
[Inject] public ISceneLoaderService SceneLoaderService { get; private set; }
|
[Inject] public ISceneLoaderService SceneLoaderService;
|
||||||
[Inject] public IInputService InputService { get; private set; }
|
[Inject] public IInputService InputService;
|
||||||
[Inject] public AppStateMachine StateMachine { get; private set; }
|
[Inject] public IUIService UIService;
|
||||||
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
|
[Inject] public AppStateMachine StateMachine;
|
||||||
[Inject] public IUIService UIService { get; private set; }
|
|
||||||
[Inject] public IPlayerFactory PlayerFactory { get; private set; }
|
|
||||||
[Inject] public IAudioFactory AudioFactory { get; private set; }
|
|
||||||
[Inject] public IAudioService AudioService { get; private set; }
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: a1937581573e47844bb593bd62310b89
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,23 +0,0 @@
|
|||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public enum SFXSounds
|
|
||||||
{
|
|
||||||
Crowbar,
|
|
||||||
Shot357
|
|
||||||
}
|
|
||||||
public enum UISounds
|
|
||||||
{
|
|
||||||
Crowbar
|
|
||||||
}
|
|
||||||
public enum EnemiesSounds
|
|
||||||
{
|
|
||||||
Bastard,
|
|
||||||
Bravo
|
|
||||||
}
|
|
||||||
public enum DispatcherSounds
|
|
||||||
{
|
|
||||||
Absolutely,
|
|
||||||
AbsolutelyNot,
|
|
||||||
AhFreeman
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 907b506ceac843ebb509a8e5298af540
|
|
||||||
timeCreated: 1762888870
|
|
||||||
@@ -1,158 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using Code.Configs;
|
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
using UnityEngine.Audio;
|
|
||||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
|
||||||
using Object = UnityEngine.Object;
|
|
||||||
|
|
||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public class AudioFactory : IAudioFactory
|
|
||||||
{
|
|
||||||
public AudioMixer AudioMixer { get; private set; }
|
|
||||||
private AssetReference _audioSourcePrefab;
|
|
||||||
|
|
||||||
private AssetReference[] _peacefulSoundtrack;
|
|
||||||
private AssetReference[] _actionSoundtrack;
|
|
||||||
private AssetReference[] _menuSoundtrack;
|
|
||||||
private AssetReference[] _SFX;
|
|
||||||
private AssetReference[] _enemies;
|
|
||||||
private AssetReference[] _dispatcher;
|
|
||||||
private AssetReference[] _character;
|
|
||||||
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
|
|
||||||
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
|
|
||||||
|
|
||||||
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
|
|
||||||
public List<AudioClip> SFXAudios { get; private set; } = new();
|
|
||||||
public List<AudioClip> EnemiesAudios { get; private set; } = new();
|
|
||||||
public List<AudioClip> DispatcherAudios { get; private set; } = new();
|
|
||||||
|
|
||||||
public AudioFactory(AudioMixerConfig audioMixerConfig,
|
|
||||||
SoundtrackListConfig soundtrackListConfig,
|
|
||||||
SFXListConfig sfxListConfig,
|
|
||||||
EnemiesSoundListConfig enemiesSoundListConfig,
|
|
||||||
DispatcherSoundListConfig dispatcherSoundListConfig
|
|
||||||
)
|
|
||||||
{
|
|
||||||
AudioMixer = audioMixerConfig.audioMixerAsset;
|
|
||||||
_audioSourcePrefab = audioMixerConfig.audioSourcePrefab;
|
|
||||||
|
|
||||||
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
|
|
||||||
_actionSoundtrack = soundtrackListConfig.actionSoundtrack;
|
|
||||||
_menuSoundtrack = soundtrackListConfig.menuSoundtrack;
|
|
||||||
_SFX = sfxListConfig.SFX;
|
|
||||||
_enemies = enemiesSoundListConfig.enemies;
|
|
||||||
_dispatcher = dispatcherSoundListConfig.dispatcher;
|
|
||||||
|
|
||||||
MusicDictionary.Add(MusicType.Menu, new ());
|
|
||||||
MusicDictionary.Add(MusicType.Peaceful, new ());
|
|
||||||
MusicDictionary.Add(MusicType.Action, new ());
|
|
||||||
}
|
|
||||||
|
|
||||||
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
|
|
||||||
callback?.Invoke(await Addressables.LoadAssetAsync<GameObject>(_audioSourcePrefab));
|
|
||||||
|
|
||||||
public async UniTask WarmGameplayMusic( )
|
|
||||||
{
|
|
||||||
_actionMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_actionSoundtrack, OnActionTrackLoaded, Addressables.MergeMode.None);
|
|
||||||
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded, Addressables.MergeMode.None);
|
|
||||||
|
|
||||||
await UniTask.WhenAll(_actionMusicHandle.ToUniTask(), _peacefulMusicHandle.ToUniTask());
|
|
||||||
}
|
|
||||||
public void ReleaseActionMusic()
|
|
||||||
{
|
|
||||||
MusicDictionary[MusicType.Action].Clear();
|
|
||||||
_actionMusicHandle.Release();
|
|
||||||
}
|
|
||||||
public void ReleasePeacefulMusic()
|
|
||||||
{
|
|
||||||
MusicDictionary[MusicType.Peaceful].Clear();
|
|
||||||
_peacefulMusicHandle.Release();
|
|
||||||
}
|
|
||||||
public async UniTask WarmMenuMusic( )
|
|
||||||
{
|
|
||||||
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.None);
|
|
||||||
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
|
|
||||||
await _menuMusicHandle.ToUniTask();
|
|
||||||
|
|
||||||
}
|
|
||||||
public void ReleaseMenuMusic()
|
|
||||||
{
|
|
||||||
MusicDictionary[MusicType.Menu].Clear();
|
|
||||||
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
|
|
||||||
_menuMusicHandle.Release();
|
|
||||||
}
|
|
||||||
public async UniTask WarmSFX( )
|
|
||||||
{
|
|
||||||
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.None);
|
|
||||||
|
|
||||||
await _SFXHandle.ToUniTask();
|
|
||||||
|
|
||||||
}
|
|
||||||
public void ReleaseSFX()
|
|
||||||
{
|
|
||||||
SFXAudios.Clear();
|
|
||||||
_SFXHandle.Release();
|
|
||||||
}
|
|
||||||
public async UniTask WarmEnemies( )
|
|
||||||
{
|
|
||||||
_enemiesHandle = Addressables.LoadAssetsAsync<AudioClip>(_enemies, OnEnemiesLoaded, Addressables.MergeMode.None);
|
|
||||||
|
|
||||||
await _enemiesHandle.ToUniTask();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ReleaseEnemies()
|
|
||||||
{
|
|
||||||
EnemiesAudios.Clear();
|
|
||||||
_enemiesHandle.Release();
|
|
||||||
}
|
|
||||||
|
|
||||||
public async UniTask WarmDispatcher( )
|
|
||||||
{
|
|
||||||
_dispatcherHandle = Addressables.LoadAssetsAsync<AudioClip>(_dispatcher, OnDispatcherLoaded, Addressables.MergeMode.None);
|
|
||||||
|
|
||||||
await _dispatcherHandle.ToUniTask();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ReleaseDispatcher()
|
|
||||||
{
|
|
||||||
DispatcherAudios.Clear();
|
|
||||||
_dispatcherHandle.Release();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnMenuTrackLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
MusicDictionary[MusicType.Menu].Add(audioClip);
|
|
||||||
}
|
|
||||||
private void OnActionTrackLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
MusicDictionary[MusicType.Action].Add(audioClip);
|
|
||||||
}
|
|
||||||
private void OnPeacefulTrackLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
MusicDictionary[MusicType.Peaceful].Add(audioClip);
|
|
||||||
}
|
|
||||||
private void OnSFXLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
SFXAudios.Add(audioClip);
|
|
||||||
}
|
|
||||||
private void OnEnemiesLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
EnemiesAudios.Add(audioClip);
|
|
||||||
}
|
|
||||||
private void OnDispatcherLoaded(AudioClip audioClip)
|
|
||||||
{
|
|
||||||
DispatcherAudios.Add(audioClip);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
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fileFormatVersion: 2
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guid: 5a4b48740d194d4dafa1732f96d71687
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timeCreated: 1762626915
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@@ -1,172 +0,0 @@
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using System;
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using System.Collections.Generic;
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||||||
using System.Threading;
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using Code.Configs;
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using Code.Constants;
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||||||
using Cysharp.Threading.Tasks;
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using Reflex.Attributes;
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|
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.Audio;
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using Random = UnityEngine.Random;
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namespace Code.Audio
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{
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public class AudioService : IAudioService
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{
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private IAudioFactory _audioFactory;
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private AudioMixer _mixer;
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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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// _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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|
||||||
private readonly AudioSourcePool _audioSourcePool = new();
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||||||
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|
||||||
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
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||||||
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||||||
public AudioService(IAudioFactory audioFactory)
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||||||
{
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||||||
_audioFactory = audioFactory;
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}
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public async UniTask Initialize()
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||||||
{
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||||||
// _mixer = await _audioFactory.CreateMixer();
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||||||
_mixer = _audioFactory.AudioMixer;
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_masterGroup = _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
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||||||
// _actionMusicGroup = _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
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// _peacefulMusicGroup = _mixer.FindMatchingGroups(AudioGroups.PeacefulMusoup)[0];
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||||||
// _musicGroup = _mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
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||||||
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
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_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
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_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
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_cancellationTokenSources.Add(MusicType.Menu, new());
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_cancellationTokenSources.Add(MusicType.Action, new());
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_cancellationTokenSources.Add(MusicType.Peaceful, new());
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_musicAudioSources.Add(MusicType.Menu, null);
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_musicAudioSources.Add(MusicType.Action, null);
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_musicAudioSources.Add(MusicType.Peaceful, null);
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_SFXGroup = _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
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||||||
_creaturesGroup = _mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
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||||||
_dispatcherGroup = _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
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||||||
_courierGroup = _mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
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||||||
_enemiesGroup = _mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
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||||||
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|
||||||
_snapshots[AudioSnapshotState.None] = _mixer.FindSnapshot(AudioGroups.NoneSnapshot);
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||||||
_snapshots[AudioSnapshotState.Peaceful] = _mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
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||||||
_snapshots[AudioSnapshotState.Action] = _mixer.FindSnapshot(AudioGroups.ActionSnapshot);
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||||||
_snapshots[AudioSnapshotState.Menu] = _mixer.FindSnapshot(AudioGroups.MenuSnapshot);
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||||||
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await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
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||||||
}
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||||||
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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||||||
private Dictionary<MusicType, CancellationTokenSource> _cancellationTokenSources = new();
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private Dictionary<MusicType, AudioSource> _musicAudioSources = new();
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private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new();
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||||||
public async UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType)
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||||||
{
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||||||
if(!_musicAudioSources[musicType])
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||||||
{
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|
||||||
_musicAudioSources[musicType] = _audioSourcePool.GetSource();
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||||||
_musicAudioSources[musicType].spatialBlend = 0f;
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||||||
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
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|
||||||
}
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||||||
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|
||||||
_musicAudioSources[musicType].resource =
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|
||||||
_audioFactory.MusicDictionary[musicType][
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||||||
Random.Range(0, _audioFactory.MusicDictionary[musicType].Count)];
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||||||
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||||||
_musicAudioSources[musicType].Play();
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||||||
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|
||||||
// await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
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|
||||||
// _ => !_musicAudioSources[musicType].isPlaying,
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||||||
// cancellationToken: _cancellationTokenSources[musicType].Token);
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|
||||||
await UniTask.NextFrame();
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||||||
// Debug.Log($"Playing {musicType}");
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|
||||||
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
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||||||
_ => !_musicAudioSources[musicType].isPlaying,
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|
||||||
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
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|
||||||
// Debug.Log($"Finished {musicType}");
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||||||
if (isCanceled)
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||||||
{
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|
||||||
// Debug.Log($"Cancelled {musicType}");
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||||||
_cancellationTokenSources[musicType].Dispose();
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_cancellationTokenSources[musicType] = new();
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|
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|
||||||
_audioSourcePool.ReleaseSource(_musicAudioSources[musicType]);
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||||||
_musicAudioSources[musicType] = null;
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||||||
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|
||||||
return;
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|
||||||
}
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|
||||||
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|
||||||
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType);
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||||||
}
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|
||||||
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|
||||||
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
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{
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|
||||||
TransitToSnapshot(audioSnapshotState, time);
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||||||
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|
||||||
await UniTask.WaitForSeconds(time);
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||||||
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||||||
_cancellationTokenSources[musicType].Cancel();
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||||||
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|
||||||
callback?.Invoke();
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|
||||||
}
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|
||||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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||||||
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||||||
public void StopMusic()
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||||||
{
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||||||
_peacefulMusicSource.Stop();
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||||||
_actionMusicSource.Stop();
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}
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||||||
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|
||||||
public void GladlyAskToStopMusic(Action callback = null)
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||||||
{
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||||||
TransitToSnapshot(AudioSnapshotState.None);
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|
||||||
_peacefulMusicSource.Stop();
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|
||||||
_actionMusicSource.Stop();
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||||||
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|
||||||
callback?.Invoke();
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|
||||||
}
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||||||
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|
||||||
public void TransitToSnapshot(AudioSnapshotState state, float time = 1f)
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|
||||||
{
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|
||||||
_snapshots[state].TransitionTo(time);
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||||||
}
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||||||
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|
||||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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public void PlaySFX(SFXSounds sfxId, Vector3 position)
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||||||
{
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||||||
_audioSourcePool.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _SFXGroup);
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||||||
}
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||||||
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
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||||||
{
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_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position, _enemiesGroup);
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||||||
}
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||||||
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
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||||||
{
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_audioSourcePool.PlayShizo(_audioFactory.DispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
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||||||
}
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||||||
}
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|
||||||
}
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||||||
@@ -1,3 +0,0 @@
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|||||||
fileFormatVersion: 2
|
|
||||||
guid: bf44cb051308463494bd930f2a3d31e4
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|
||||||
timeCreated: 1762625073
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|
||||||
@@ -1,119 +0,0 @@
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|||||||
using System.Collections.Generic;
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|
||||||
using Code.Constants;
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||||||
using UnityEngine;
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||||||
using UnityEngine.Audio;
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|
||||||
using UnityEngine.Serialization;
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||||||
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||||||
namespace Code.Audio
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|
||||||
{
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||||||
public class AudioServiceDebug : MonoBehaviour
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|
||||||
{
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||||||
[SerializeField] private AudioMixer mixer;
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||||||
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|
||||||
private AudioSource _actionMusicSource;
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||||||
private AudioSource _peacefulMusicSource;
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||||||
[SerializeField] private AudioSource prefab;
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||||||
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||||||
[SerializeField] private AudioResource[] peacefulAudio;
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||||||
[SerializeField] private AudioResource[] actionAudio;
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||||||
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||||||
private AudioMixerGroup _masterGroup,
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||||||
_musicGroup,
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||||||
_actionMusicGroup,
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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 readonly AudioSourcePool _audioSourcePool = new();
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||||||
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|
||||||
private Dictionary<AudioSnapshotState, AudioMixerSnapshot> _snapshots = new();
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||||||
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||||||
[FormerlySerializedAs("sfxAudio")] [SerializeField] private AudioClip[] sfxAudios;
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||||||
[SerializeField] private AudioClip[] enemiesAudios;
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||||||
[SerializeField] private AudioClip[] dispatcherAudios;
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||||||
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|
||||||
private void MixerCreated()
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|
||||||
{
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|
||||||
_masterGroup = mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0];
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||||||
_actionMusicGroup = mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0];
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||||||
_peacefulMusicGroup = mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0];
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||||||
_SFXGroup = mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0];
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|
||||||
_musicGroup = mixer.FindMatchingGroups(AudioGroups.MusicGroup)[0];
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|
||||||
_creaturesGroup = mixer.FindMatchingGroups(AudioGroups.CreaturesGroup)[0];
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|
||||||
_dispatcherGroup = mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0];
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|
||||||
_courierGroup = mixer.FindMatchingGroups(AudioGroups.CourierMusicGroup)[0];
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|
||||||
_enemiesGroup = mixer.FindMatchingGroups(AudioGroups.EnemiesMusicGroup)[0];
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|
||||||
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|
||||||
_snapshots[AudioSnapshotState.Peaceful] = mixer.FindSnapshot(AudioGroups.PeacefulSnapshot);
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|
||||||
_snapshots[AudioSnapshotState.Action] = mixer.FindSnapshot(AudioGroups.ActionSnapshot);
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|
||||||
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|
||||||
// _audioSourcePool.Initialize(10,prefab);
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||||||
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|
||||||
InitializeMusicSources();
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|
||||||
}
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|
||||||
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|
||||||
private void InitializeMusicSources()
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|
||||||
{
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|
||||||
_actionMusicSource = _audioSourcePool.GetSource();
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|
||||||
_actionMusicSource.outputAudioMixerGroup = _actionMusicGroup;
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|
||||||
_actionMusicSource.spatialBlend = 0f;
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|
||||||
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|
||||||
_peacefulMusicSource = _audioSourcePool.GetSource();
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|
||||||
_peacefulMusicSource.outputAudioMixerGroup = _peacefulMusicGroup;
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|
||||||
_peacefulMusicSource.spatialBlend = 0f;
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|
||||||
}
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|
||||||
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|
||||||
private void Start()
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|
||||||
{
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|
||||||
MixerCreated();
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|
||||||
}
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|
||||||
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|
||||||
public void PlayRandomGameplayMusic()
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|
||||||
{
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|
||||||
_peacefulMusicSource.resource = peacefulAudio[Random.Range(0, peacefulAudio.Length)];
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|
||||||
_actionMusicSource.resource = actionAudio[Random.Range(0, actionAudio.Length)];
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|
||||||
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|
||||||
_peacefulMusicSource.Play();
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|
||||||
_actionMusicSource.Play();
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|
||||||
}
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|
||||||
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|
||||||
public void TransitToSnapshot(AudioSnapshotState state)
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|
||||||
{
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|
||||||
_snapshots[state].TransitionTo(1f);
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|
||||||
}
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|
||||||
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|
||||||
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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|
||||||
public void PlaySFX(SFXSounds sfxId, Vector3 position)
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|
||||||
{
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|
||||||
_audioSourcePool.PlayOneShot(sfxAudios[(int)sfxId], position, _SFXGroup);
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|
||||||
}
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|
||||||
public void PlayDebugSFX()
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|
||||||
{
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|
||||||
_audioSourcePool.PlayOneShot(sfxAudios[(int)SFXSounds.Crowbar], transform.position, _SFXGroup);
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|
||||||
}
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|
||||||
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
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|
||||||
{
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|
||||||
_audioSourcePool.PlayOneShot(enemiesAudios[(int)enemySoundId], position, _enemiesGroup);
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|
||||||
}
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|
||||||
public void PlayDebugEnemySFX()
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|
||||||
{
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|
||||||
_audioSourcePool.PlayOneShot(enemiesAudios[(int)EnemiesSounds.Bastard], transform.position, _enemiesGroup);
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|
||||||
}
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|
||||||
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
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|
||||||
{
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|
||||||
_audioSourcePool.PlayShizo(dispatcherAudios[(int)dispatcherSoundId], _dispatcherGroup);
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|
||||||
}
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|
||||||
public void PlayDebugDispatcherSFX()
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|
||||||
{
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|
||||||
_audioSourcePool.PlayShizo(dispatcherAudios[(int)DispatcherSounds.AhFreeman], _dispatcherGroup);
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|
||||||
}
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|
||||||
|
|
||||||
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: a42cad8f28f54a53bef23d9313014abd
|
|
||||||
timeCreated: 1762805867
|
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public enum AudioSnapshotState
|
|
||||||
{
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|
||||||
None,
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|
||||||
Peaceful,
|
|
||||||
Action,
|
|
||||||
Menu
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 29adaf8e912649d9b91c09735e36840a
|
|
||||||
timeCreated: 1762808301
|
|
||||||
@@ -1,84 +0,0 @@
|
|||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Audio;
|
|
||||||
using UnityEngine.Pool;
|
|
||||||
|
|
||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public class AudioSourcePool
|
|
||||||
{
|
|
||||||
// The pool holds plain GameObjects (you can swap this for any component type).
|
|
||||||
private IObjectPool<AudioSource> _pool;
|
|
||||||
private GameObject _sourcePrefab;
|
|
||||||
|
|
||||||
public void Initialize(GameObject sourcePrefab)
|
|
||||||
{
|
|
||||||
_sourcePrefab = sourcePrefab;
|
|
||||||
|
|
||||||
// Create a pool with the four core callbacks.
|
|
||||||
_pool = new ObjectPool<AudioSource>(
|
|
||||||
createFunc: CreateItem,
|
|
||||||
// actionOnGet: OnGet,
|
|
||||||
actionOnRelease: OnRelease,
|
|
||||||
actionOnDestroy: OnDestroyItem,
|
|
||||||
collectionCheck: true, // helps catch double-release mistakes
|
|
||||||
defaultCapacity: 10,
|
|
||||||
maxSize: 20
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Creates a new pooled GameObject the first time (and whenever the pool needs more).
|
|
||||||
private AudioSource CreateItem()
|
|
||||||
{
|
|
||||||
AudioSource audioSource = Object.Instantiate(_sourcePrefab).GetComponent<AudioSource>();
|
|
||||||
audioSource.name = "PooledAudioSource";
|
|
||||||
Object.DontDestroyOnLoad(audioSource);
|
|
||||||
return audioSource;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Called when an item is taken from the pool.
|
|
||||||
private void OnGet(AudioSource source)
|
|
||||||
{
|
|
||||||
//source.gameObject.SetActive(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Called when an item is returned to the pool.
|
|
||||||
private void OnRelease(AudioSource source)
|
|
||||||
{
|
|
||||||
source.Stop();
|
|
||||||
//source.gameObject.SetActive(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Called when the pool decides to destroy an item (e.g., above max size).
|
|
||||||
private void OnDestroyItem(AudioSource source)
|
|
||||||
{
|
|
||||||
Object.Destroy(source.gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
public async UniTaskVoid PlayOneShot(AudioClip clip, Vector3 position, AudioMixerGroup audioMixerGroup)
|
|
||||||
{
|
|
||||||
AudioSource source = _pool.Get();
|
|
||||||
source.PlayOneShot(clip);
|
|
||||||
source.spatialBlend = 1f;
|
|
||||||
source.transform.position = position;
|
|
||||||
source.outputAudioMixerGroup = audioMixerGroup;
|
|
||||||
|
|
||||||
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
|
|
||||||
|
|
||||||
_pool.Release(source);
|
|
||||||
}
|
|
||||||
public async UniTaskVoid PlayShizo(AudioClip clip, AudioMixerGroup audioMixerGroup)
|
|
||||||
{
|
|
||||||
AudioSource source = _pool.Get();
|
|
||||||
source.PlayOneShot(clip);
|
|
||||||
source.spatialBlend = 0f;
|
|
||||||
source.outputAudioMixerGroup = audioMixerGroup;
|
|
||||||
|
|
||||||
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
|
|
||||||
|
|
||||||
_pool.Release(source);
|
|
||||||
}
|
|
||||||
public AudioSource GetSource() => _pool.Get();
|
|
||||||
public void ReleaseSource(AudioSource source) => _pool.Release(source);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 370b6a43a74744ff9d90a99991b104f7
|
|
||||||
timeCreated: 1762852042
|
|
||||||
@@ -1,29 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Audio;
|
|
||||||
|
|
||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public interface IAudioFactory
|
|
||||||
{
|
|
||||||
List<AudioClip> SFXAudios { get; }
|
|
||||||
List<AudioClip> EnemiesAudios { get; }
|
|
||||||
List<AudioClip> DispatcherAudios { get; }
|
|
||||||
AudioMixer AudioMixer { get; }
|
|
||||||
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
|
|
||||||
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
|
|
||||||
UniTask WarmGameplayMusic();
|
|
||||||
void ReleaseActionMusic();
|
|
||||||
UniTask WarmMenuMusic();
|
|
||||||
void ReleaseMenuMusic();
|
|
||||||
UniTask WarmSFX();
|
|
||||||
void ReleaseSFX();
|
|
||||||
UniTask WarmEnemies();
|
|
||||||
void ReleaseEnemies();
|
|
||||||
UniTask WarmDispatcher();
|
|
||||||
void ReleaseDispatcher();
|
|
||||||
void ReleasePeacefulMusic();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ea837e1ca08a4846b7f4ce2df771bf65
|
|
||||||
timeCreated: 1762804793
|
|
||||||
@@ -1,19 +0,0 @@
|
|||||||
using System;
|
|
||||||
using Cysharp.Threading.Tasks;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public interface IAudioService
|
|
||||||
{
|
|
||||||
UniTask Initialize();
|
|
||||||
UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType);
|
|
||||||
UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null);
|
|
||||||
void StopMusic();
|
|
||||||
void GladlyAskToStopMusic(Action callback = null);
|
|
||||||
void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
|
|
||||||
void PlaySFX(SFXSounds sfxId, Vector3 position);
|
|
||||||
void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
|
|
||||||
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 30521fadcce84848ae88363e915bceb4
|
|
||||||
timeCreated: 1762804728
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
namespace Code.Audio
|
|
||||||
{
|
|
||||||
public enum MusicType
|
|
||||||
{
|
|
||||||
Menu,
|
|
||||||
Peaceful,
|
|
||||||
Action
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 74ff08d5f1b741f69e37fc06fb07ae8d
|
|
||||||
timeCreated: 1763151897
|
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
using UnityEngine.Audio;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Audio/Mixer", fileName = "AudioMixerConfig")]
|
|
||||||
public class AudioMixerConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AudioMixer audioMixerAsset;
|
|
||||||
public AssetReference audioSourcePrefab;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 353cee8946ca43efbbcda905d7b32ae1
|
|
||||||
timeCreated: 1762624627
|
|
||||||
@@ -1,38 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(fileName = "CameraConfig", menuName = "Config/CameraConfig")]
|
|
||||||
public class CameraConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public float
|
|
||||||
// Расстояния от персонажа до камеры
|
|
||||||
defaultDistance = 6f, // Стандартное расстояние камеры от цели
|
|
||||||
minDistance = 3f, // Минимальное расстояние при зуме
|
|
||||||
maxDistance = 10f, // Максимальное расстояние при зуме
|
|
||||||
|
|
||||||
// Скорость зума камеры
|
|
||||||
distanceMovementSpeed = 5f, // Множитель скорости изменения дистанции при зуме
|
|
||||||
|
|
||||||
// Скорость поворота камеры
|
|
||||||
rotationSpeed = 0.3f, // Множитель скорости вращения камеры
|
|
||||||
|
|
||||||
// Скорость интерполяции текущее -> целевое вращение
|
|
||||||
rotationSharpness = 100f, // Коэффициент плавности вращения камеры (чем выше - тем резче)
|
|
||||||
|
|
||||||
// Резкость следования камеры за целью
|
|
||||||
followSharpness = 100f, // Коэффициент плавности следования за движущейся целью (чем выше - тем резче)
|
|
||||||
|
|
||||||
// Углы наклона камеры
|
|
||||||
minVerticalAngle = -70f, // Минимальный угол наклона камеры (вниз)
|
|
||||||
maxVerticalAngle = 70f, // Максимальный угол наклона камеры (вверх)
|
|
||||||
defaultVerticalAngle = 10f; // Стандартный угол наклона камеры
|
|
||||||
|
|
||||||
// Позиция следования по умолчанию
|
|
||||||
public Vector3 defaultFollowPosition = Vector3.zero;
|
|
||||||
|
|
||||||
// Префаб камеры
|
|
||||||
public Camera cameraPrefab;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 72fbf590e5fd4747acfdd32eb26bba3a
|
|
||||||
timeCreated: 1761637489
|
|
||||||
@@ -1,41 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(fileName = "CharacterConfig", menuName = "Config/CharacterConfig")]
|
|
||||||
public class CharacterConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
// Основное движение по земле
|
|
||||||
public float
|
|
||||||
maxStableMoveSpeed = 8f, // Максимальная скорость движения по устойчивой поверхности
|
|
||||||
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
|
|
||||||
orientationSharpness = 10f, // Резкость изменения вращения персонажа (чем выше - тем резче)
|
|
||||||
jumpSpeed = 10f; // Скорость прыжка
|
|
||||||
|
|
||||||
// Спринт
|
|
||||||
public float
|
|
||||||
sprintMoveSpeed = 12f, // Максимальная скорость спринта
|
|
||||||
sprintAngleThreshold = 90f; // Максимальный угол (в градусах) от направления вперёд, при котором разрешён спринт
|
|
||||||
|
|
||||||
// Слайд
|
|
||||||
public float
|
|
||||||
slideSpeed = 20f, // Скорость слайда
|
|
||||||
slideDuration = 0.8f, // Длительность слайда в секундах
|
|
||||||
slideCooldown = 1.5f; // Время перезарядки слайда в секундах
|
|
||||||
|
|
||||||
// Залазание на стены
|
|
||||||
public float
|
|
||||||
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
|
|
||||||
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
|
|
||||||
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
|
|
||||||
|
|
||||||
// Наклон при залазании на стены
|
|
||||||
public float
|
|
||||||
maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
|
|
||||||
wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
|
|
||||||
wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
|
|
||||||
|
|
||||||
// Гравитация
|
|
||||||
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 10cfaf8e57f64eddb8c2eda147e4739a
|
|
||||||
timeCreated: 1761723608
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Audio/CharacterSoundList", fileName = "CharacterSoundListConfig")]
|
|
||||||
public class CharacterSoundListConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AssetReference[] character;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 83304a98bbdc4e7c9c7c643653ae1368
|
|
||||||
timeCreated: 1762625438
|
|
||||||
@@ -1,12 +0,0 @@
|
|||||||
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Audio/DispatcherSoundList", fileName = "DispatcherSoundListConfig")]
|
|
||||||
public class DispatcherSoundListConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AssetReference[] dispatcher;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8a6f6ffb8f5242899791719801791945
|
|
||||||
timeCreated: 1762625431
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Audio/EnemiesSoundList", fileName = "EnemiesSoundListConfig")]
|
|
||||||
public class EnemiesSoundListConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AssetReference[] enemies;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: e73ac7f7e3cd4db8ada95f63d73c2d1d
|
|
||||||
timeCreated: 1762625425
|
|
||||||
@@ -5,6 +5,7 @@ namespace Code.Configs
|
|||||||
[CreateAssetMenu(menuName = "Config/Player", fileName = "PlayerConfig")]
|
[CreateAssetMenu(menuName = "Config/Player", fileName = "PlayerConfig")]
|
||||||
public class PlayerConfig : ScriptableObject
|
public class PlayerConfig : ScriptableObject
|
||||||
{
|
{
|
||||||
|
public Player playerPrefab;
|
||||||
public int maxHealth;
|
public int maxHealth;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Audio/SFXList", fileName = "SFXListConfig")]
|
|
||||||
public class SFXListConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AssetReference[] SFX;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: be49de18297645009c1e2092f382a670
|
|
||||||
timeCreated: 1762625417
|
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
|
|
||||||
namespace Code.Configs
|
|
||||||
{
|
|
||||||
[CreateAssetMenu(menuName = "Config/Audio/SoundtrackList", fileName = "SoundtrackListConfig")]
|
|
||||||
public class SoundtrackListConfig : ScriptableObject
|
|
||||||
{
|
|
||||||
public AssetReference[] peacefulSoundtrack;
|
|
||||||
public AssetReference[] actionSoundtrack;
|
|
||||||
public AssetReference[] menuSoundtrack;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 6d4b28e4552d456d99550b6d91467345
|
|
||||||
timeCreated: 1762624980
|
|
||||||
@@ -1,12 +1,13 @@
|
|||||||
|
using Code.UI;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AddressableAssets;
|
using UnityEngine.Serialization;
|
||||||
|
|
||||||
namespace Code.Configs
|
namespace Code.Configs
|
||||||
{
|
{
|
||||||
[CreateAssetMenu(menuName = "Config/UI", fileName = "UIConfig")]
|
[CreateAssetMenu(menuName = "Config/UI", fileName = "UIConfig")]
|
||||||
public class UIConfig : ScriptableObject
|
public class UIConfig : ScriptableObject
|
||||||
{
|
{
|
||||||
public AssetReference[] uiPanelsAssetReferences;
|
[FormerlySerializedAs("uiElements")] public UIElement[] uiElementsPrefabs;
|
||||||
public AssetReference canvasAssetReference;
|
[FormerlySerializedAs("canvas")] public Canvas canvasPrefab;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -6,26 +6,4 @@ namespace Code.Constants
|
|||||||
public const string ConfigMultiple = "Configs/{0}";
|
public const string ConfigMultiple = "Configs/{0}";
|
||||||
|
|
||||||
}
|
}
|
||||||
public static class Tags
|
|
||||||
{
|
|
||||||
public const string LoadingScreen = "LoadingScreen";
|
|
||||||
}
|
|
||||||
public static class AudioGroups
|
|
||||||
{
|
|
||||||
public const string MasterGroup = "Master";
|
|
||||||
public const string SFXGroup = "SFX";
|
|
||||||
public const string CreaturesGroup = "Creatures";
|
|
||||||
public const string MusicGroup = "Music";
|
|
||||||
public const string PeacefulMusicGroup = "Peaceful";
|
|
||||||
public const string ActionMusicGroup = "Action";
|
|
||||||
public const string DispatcherMusicGroup = "Dispatcher";
|
|
||||||
public const string CourierMusicGroup = "Courier";
|
|
||||||
public const string EnemiesMusicGroup = "Enemies";
|
|
||||||
|
|
||||||
public const string PeacefulSnapshot = "Peaceful";
|
|
||||||
public const string ActionSnapshot = "Action";
|
|
||||||
public const string NoneSnapshot = "None";
|
|
||||||
public const string MenuSnapshot = "Menu";
|
|
||||||
public const string MenuMusicGroup = "Menu";
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 0fae52abe6b44ad5bdd6e67876fe940a
|
|
||||||
timeCreated: 1761671702
|
|
||||||
@@ -1,19 +0,0 @@
|
|||||||
namespace Code.Gameplay.Camera
|
|
||||||
{
|
|
||||||
/*
|
|
||||||
* Перечисление режимов работы камеры
|
|
||||||
* MainMenu - статичная камера, смотрит на заданную позицию (то что надо в главном меню)
|
|
||||||
* Static - статичная камера без следования за целью
|
|
||||||
* FirstPerson - камера от первого лица (встроена в модель персонажа)
|
|
||||||
* ThirdPerson - камера от третьего лица (следует за персонажем на расстоянии)
|
|
||||||
* Cinematic - кинематографическая камера для скриптовых сцен
|
|
||||||
*/
|
|
||||||
public enum CameraMode
|
|
||||||
{
|
|
||||||
Bogdan,
|
|
||||||
Static,
|
|
||||||
FirstPerson,
|
|
||||||
ThirdPerson,
|
|
||||||
Cinematic
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 5a49105845a7435b9179e402fa7b8e30
|
|
||||||
timeCreated: 1761570884
|
|
||||||
@@ -1,25 +0,0 @@
|
|||||||
using Code.Configs;
|
|
||||||
using Code.Gameplay.Camera.CameraStates;
|
|
||||||
using Code.StateMachine;
|
|
||||||
|
|
||||||
namespace Code.Gameplay.Camera
|
|
||||||
{
|
|
||||||
public class CameraStateMachine : AbstractStateMachine<CameraMode, CameraStateMachineContext>
|
|
||||||
{
|
|
||||||
// Текущий режим работы камеры
|
|
||||||
public override void Initialize()
|
|
||||||
{
|
|
||||||
States.Add(CameraMode.Static, new StaticState(StateMachineContext));
|
|
||||||
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
|
|
||||||
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
|
|
||||||
|
|
||||||
CurrentBaseState = States[CameraMode.Static];
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
protected override bool CheckTransitionAllowed(CameraMode nextState) => true;
|
|
||||||
|
|
||||||
protected override void ResetAllowedTransitions()
|
|
||||||
{ }
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: b220b02510c34ea08257cc951d949fd7
|
|
||||||
timeCreated: 1761671720
|
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
using Code.Configs;
|
|
||||||
using Code.Input;
|
|
||||||
using Reflex.Attributes;
|
|
||||||
|
|
||||||
namespace Code.Gameplay.Camera
|
|
||||||
{
|
|
||||||
public class CameraStateMachineContext
|
|
||||||
{
|
|
||||||
[Inject] public UnityEngine.Camera Camera;
|
|
||||||
[Inject] public CameraConfig Config;
|
|
||||||
[Inject] public IInputService InputService;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 4f18a74bdb8947bebec56115659e5af3
|
|
||||||
timeCreated: 1761671752
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: d7399e433dff42a185f62d79b546b059
|
|
||||||
timeCreated: 1761671908
|
|
||||||
@@ -1,152 +0,0 @@
|
|||||||
using Code.Configs;
|
|
||||||
using Code.Input;
|
|
||||||
using Code.StateMachine;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Gameplay.Camera.CameraStates
|
|
||||||
{
|
|
||||||
public abstract class BaseCameraState : BaseState<CameraStateMachineContext>
|
|
||||||
{
|
|
||||||
// DI сервиса ввода
|
|
||||||
private readonly IInputService _inputService;
|
|
||||||
|
|
||||||
// Конфиг камеры
|
|
||||||
private readonly CameraConfig _config;
|
|
||||||
|
|
||||||
// Используемая камера
|
|
||||||
protected UnityEngine.Camera Camera { get; private set; }
|
|
||||||
|
|
||||||
// Трансформ объекта, за которым следует камера
|
|
||||||
protected Transform FollowTransform;
|
|
||||||
|
|
||||||
// Позиция следования: текущая сглаженная позиция и горизонтальное направление камеры
|
|
||||||
protected Vector3 CurrentFollowPosition;
|
|
||||||
|
|
||||||
// Fallback-позиция для режимов без цели
|
|
||||||
private Vector3 _defaultFollowPosition;
|
|
||||||
|
|
||||||
// Целевой вертикальный угол камеры (наклон вверх/вниз)
|
|
||||||
private float _targetVerticalAngle;
|
|
||||||
|
|
||||||
// Текущая и целевая дистанция камеры от цели
|
|
||||||
protected float CurrentDistance, TargetDistance;
|
|
||||||
|
|
||||||
// Исходные значения дистанции для восстановления
|
|
||||||
protected float OriginalDefaultDistance, OriginalMinDistance, OriginalMaxDistance;
|
|
||||||
|
|
||||||
// Горизонтальное направление камеры (проекция forward на плоскость)
|
|
||||||
private Vector3 PlanarDirection { get; set; }
|
|
||||||
|
|
||||||
// Параметры загружаются из CameraConfig
|
|
||||||
protected float
|
|
||||||
DefaultDistance,
|
|
||||||
MinDistance,
|
|
||||||
MaxDistance,
|
|
||||||
DistanceMovementSpeed,
|
|
||||||
RotationSpeed,
|
|
||||||
RotationSharpness,
|
|
||||||
FollowSharpness,
|
|
||||||
MinVerticalAngle,
|
|
||||||
MaxVerticalAngle,
|
|
||||||
DefaultVerticalAngle;
|
|
||||||
|
|
||||||
// Свойства для доступа к важным данным камеры извне
|
|
||||||
public Vector3 GetPlanarDirection() => PlanarDirection; // Горизонтальное направление камеры
|
|
||||||
public Quaternion GetCameraRotation() => Camera.transform.rotation; // Текущее вращение камеры
|
|
||||||
|
|
||||||
// Конструктор базового состояния
|
|
||||||
protected BaseCameraState(CameraStateMachineContext context) : base(context)
|
|
||||||
{
|
|
||||||
_inputService = context.InputService;
|
|
||||||
_config = context.Config;
|
|
||||||
LoadConfig();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Загрузка конфига для камеры
|
|
||||||
private void LoadConfig()
|
|
||||||
{
|
|
||||||
// Загрузка значений из конфигов
|
|
||||||
DefaultDistance = _config.defaultDistance;
|
|
||||||
MinDistance = _config.minDistance;
|
|
||||||
MaxDistance = _config.maxDistance;
|
|
||||||
DistanceMovementSpeed = _config.distanceMovementSpeed;
|
|
||||||
RotationSpeed = _config.rotationSpeed;
|
|
||||||
RotationSharpness = _config.rotationSharpness;
|
|
||||||
FollowSharpness = _config.followSharpness;
|
|
||||||
MinVerticalAngle = _config.minVerticalAngle;
|
|
||||||
MaxVerticalAngle = _config.maxVerticalAngle;
|
|
||||||
DefaultVerticalAngle = _config.defaultVerticalAngle;
|
|
||||||
_defaultFollowPosition = _config.defaultFollowPosition;
|
|
||||||
|
|
||||||
// Обеспечиваем корректные значения дистанции и угла
|
|
||||||
DefaultDistance = Mathf.Clamp(DefaultDistance, MinDistance, MaxDistance);
|
|
||||||
DefaultVerticalAngle = Mathf.Clamp(DefaultVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
|
|
||||||
|
|
||||||
// Сохраняем оригинальные значения для восстановления
|
|
||||||
OriginalDefaultDistance = DefaultDistance;
|
|
||||||
OriginalMinDistance = MinDistance;
|
|
||||||
OriginalMaxDistance = MaxDistance;
|
|
||||||
|
|
||||||
CurrentDistance = DefaultDistance;
|
|
||||||
TargetDistance = CurrentDistance;
|
|
||||||
_targetVerticalAngle = DefaultVerticalAngle;
|
|
||||||
PlanarDirection = Vector3.forward; // Начальное направление - вперед по оси Z
|
|
||||||
CurrentFollowPosition = _defaultFollowPosition;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Переход в состояние
|
|
||||||
public override void EnterState()
|
|
||||||
{
|
|
||||||
Camera = Context.Camera;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void LateTick()
|
|
||||||
{
|
|
||||||
// Обновляем камеру только если есть цель для следования
|
|
||||||
if (FollowTransform)
|
|
||||||
{
|
|
||||||
UpdateWithInput(Time.deltaTime, _inputService.ZoomInput, _inputService.LookInput);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Абстрактные методы для специфики режима
|
|
||||||
protected abstract void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation);
|
|
||||||
|
|
||||||
// Обработка вращения камеры на основе пользовательского ввода
|
|
||||||
// Теперь виртуальный, чтобы статический режим мог работать как хочет
|
|
||||||
protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
|
|
||||||
{
|
|
||||||
// Вращение вокруг вертикальной оси (горизонтальный поворот)
|
|
||||||
var rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed));
|
|
||||||
PlanarDirection = rotationFromInput * PlanarDirection;
|
|
||||||
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
|
|
||||||
|
|
||||||
// Вращение вокруг горизонтальной оси (вертикальный наклон)
|
|
||||||
_targetVerticalAngle -= rotationInput.y * RotationSpeed;
|
|
||||||
_targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, MinVerticalAngle, MaxVerticalAngle);
|
|
||||||
var verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0);
|
|
||||||
|
|
||||||
// Интерполяция к целевому вращению для плавности
|
|
||||||
targetRotation = Quaternion.Slerp(Camera.transform.rotation, planarRotation * verticalRotation, deltaTime * RotationSharpness);
|
|
||||||
|
|
||||||
// Применение финального вращения
|
|
||||||
Camera.transform.rotation = targetRotation;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Основной метод обновления камеры, вызываемый извне каждый кадр
|
|
||||||
private void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput)
|
|
||||||
{
|
|
||||||
// Обработка ввода и позиционирования
|
|
||||||
HandleRotationInput(deltaTime, rotationInput, out var targetRotation);
|
|
||||||
HandlePosition(deltaTime, zoomInput, targetRotation);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Установка цели для следования камеры
|
|
||||||
public void SetFollowTransform(Transform t)
|
|
||||||
{
|
|
||||||
FollowTransform = t;
|
|
||||||
CurrentFollowPosition = t ? t.position : _defaultFollowPosition;
|
|
||||||
if (t) PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 92ff312b40a647b392af24877e699bd5
|
|
||||||
timeCreated: 1761685916
|
|
||||||
@@ -1,43 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Gameplay.Camera.CameraStates
|
|
||||||
{
|
|
||||||
/*
|
|
||||||
* Состояние камеры от первого лица
|
|
||||||
* Камера размещается непосредственно на позиции цели (например, на уровне глаз персонажа)
|
|
||||||
* Дистанция до цели принудительно устанавливается в 0
|
|
||||||
* Вращение управляется мышью, позиция следует за целью без отступа
|
|
||||||
*/
|
|
||||||
public class FirstPersonState : BaseCameraState, ICameraState
|
|
||||||
{
|
|
||||||
public FirstPersonState(CameraStateMachineContext context) : base(context) { }
|
|
||||||
|
|
||||||
public override void EnterState()
|
|
||||||
{
|
|
||||||
// В FirstPerson режиме дистанция всегда равна 0
|
|
||||||
MinDistance = 0f;
|
|
||||||
MaxDistance = 0f;
|
|
||||||
DefaultDistance = 0f;
|
|
||||||
TargetDistance = 0f;
|
|
||||||
CurrentDistance = 0f;
|
|
||||||
|
|
||||||
base.EnterState();
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
|
||||||
{
|
|
||||||
// Плавное следование за целью с использованием экспоненциального сглаживания
|
|
||||||
CurrentFollowPosition = Vector3.Lerp(CurrentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-FollowSharpness * deltaTime));
|
|
||||||
|
|
||||||
// В FirstPerson режиме камера находится прямо на позиции цели
|
|
||||||
var targetPosition = CurrentFollowPosition;
|
|
||||||
|
|
||||||
// Установка финальной позиции камеры
|
|
||||||
Camera.transform.position = targetPosition;
|
|
||||||
}
|
|
||||||
public CameraMode GetCameraMode()
|
|
||||||
{
|
|
||||||
return CameraMode.FirstPerson;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8bd4b9c56b1e435d8699160bc950994c
|
|
||||||
timeCreated: 1761672032
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
namespace Code.Gameplay.Camera.CameraStates
|
|
||||||
{
|
|
||||||
public interface ICameraState
|
|
||||||
{
|
|
||||||
CameraMode GetCameraMode();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 4f25670e547242e8a91e19894cf6889c
|
|
||||||
timeCreated: 1761687204
|
|
||||||
@@ -1,30 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Code.Gameplay.Camera.CameraStates
|
|
||||||
{
|
|
||||||
public class StaticState : BaseCameraState, ICameraState
|
|
||||||
{
|
|
||||||
public Transform LookTarget;
|
|
||||||
public StaticState(CameraStateMachineContext context) : base(context) { }
|
|
||||||
|
|
||||||
public override void EnterState()
|
|
||||||
{
|
|
||||||
Debug.Log("Static State Enter");
|
|
||||||
base.EnterState();
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
|
|
||||||
{
|
|
||||||
Camera.transform.position = FollowTransform.position;
|
|
||||||
}
|
|
||||||
|
|
||||||
public CameraMode GetCameraMode() => CameraMode.Static;
|
|
||||||
|
|
||||||
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
|
|
||||||
out Quaternion targetRotation)
|
|
||||||
{
|
|
||||||
if(LookTarget) Camera.transform.LookAt(LookTarget);
|
|
||||||
targetRotation = Camera.transform.rotation;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Loaded 100 of 397 files, more files were not shown because too many files have changed in this diff.
Show more
Reference in new issue
Block a user