132 Commits
Author SHA1 Message Date
ThomasCharester a1c2c5fd18 Музыка меня отменила 2025-12-03 20:15:34 +03:00
ThomasCharester 485d54f272 Поудалял важные компоненты 2025-12-03 20:07:36 +03:00
ThomasCharester 0d0787b887 Звуки поражения 2025-12-03 19:32:10 +03:00
ThomasCharester 5d856ae162 Получение урона теперь чуть более заметно (плейсхолдер) 2025-12-03 17:39:26 +03:00
ThomasCharester dd1399e015 Урон курьера 2025-12-03 14:13:45 +03:00
ThomasCharester 2b656412d5 Фикс звуков, только аккуратно
Звуки от 0.01 до 1 ставим, иначе +уши
2025-12-03 14:04:08 +03:00
ThomasCharester 36e6bc3bc2 Звуки шагов в моей голове 2025-12-02 21:50:33 +03:00
ThomasCharester 1e31e1e8b1 Фикс трактора 2025-12-02 19:53:02 +03:00
ThomasCharester 2897eb88bf Звуки шагов, ядерный таракан, монстр дед 2025-12-01 18:36:22 +03:00
ThomasCharester 134adda787 Недочин недопил но переполошил аудио 2025-12-01 14:52:19 +03:00
ThomasCharester 2f56a5758d Мобы на уровнях, анимации 2025-12-01 12:59:15 +03:00
ThomasCharester fb9510a6b2 Починка генерации + небольшой прикол дверей 2025-12-01 00:02:00 +03:00
ThomasCharester aa4a9e69dd Подогреваем коллизии 2025-11-29 00:41:07 +03:00
ThomasCharester 34d7fa3791 Блять 2025-11-28 15:13:03 +03:00
ThomasCharester 26804e08f7 Да, теперь нормально 2025-11-28 15:04:56 +03:00
ThomasCharester e96dcf3e0d Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 15:04:25 +03:00
ThomasCharester 94f0522f89 Да, теперь нормально 2025-11-28 14:51:38 +03:00
xrust1k eefcf6eabc Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 14:48:59 +03:00
xrust1k c85638fda0 Бля ебать рот этих дверей 2025-11-28 14:47:29 +03:00
ThomasCharester 1de117622e Фикс пива 2025-11-28 14:32:37 +03:00
ThomasCharester e2f8984e6f Merge remote-tracking branch 'origin/mobs-and-levels-dev' into Dev 2025-11-28 14:25:02 +03:00
ThomasCharester 32c6e0630a Солнышко 2025-11-28 14:20:51 +03:00
MrTorex 870a4743c6 дрочка лёжа на рельсах 2025-11-28 14:14:55 +03:00
MrTorex 2fc8e249f5 Merge branch 'mobs-and-levels-dev' into Dev 2025-11-28 13:56:35 +03:00
MrTorex 280eb3754c МЕНЯ ТРАХАЛИ ВСЕМ ДЕТДОМОМ 2025-11-28 13:56:02 +03:00
xrust1k 6eff3ef9a9 AAAAAAAAAAAAAAAAAAA 2025-11-28 13:51:32 +03:00
xrust1k 6b4792393a Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 13:33:00 +03:00
xrust1k a547c39db7 Комнаты 2025-11-28 13:26:52 +03:00
ThomasCharester 0cab2eda74 Добавлена механика Initial Room 2025-11-28 13:21:56 +03:00
xrust1k 5d075034b5 Я со старой версии запушил снова, ломаться не должно 2025-11-28 12:10:30 +03:00
xrust1k 7f7ba0d9c5 Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 11:52:49 +03:00
xrust1k ab0b41a318 Я боюсь 2025-11-28 11:52:15 +03:00
MrTorex a5ce8522ab мержим 2025-11-28 11:46:04 +03:00
MrTorex 97aea0fde1 Merge branch 'Dev' into movement-dev 2025-11-28 11:42:30 +03:00
MrTorex e9e8e091b2 письки 2025-11-28 11:42:08 +03:00
ThomasCharester 9e1c1177e0 Фикс геймплея? 2025-11-28 11:39:59 +03:00
ThomasCharester 07535982ba Dimka Bakery 2025-11-28 11:09:31 +03:00
MrTorex df0c2b3157 Merge branch 'Dev' into movement-dev 2025-11-28 10:49:11 +03:00
MrTorex d51527b7f3 это спермаггедон 2025-11-28 10:47:28 +03:00
xrust1k 13aca5a86f Merge branch 'Dev' of https://notscam.serveminecraft.net/Tetramino/CourierOld into Dev 2025-11-28 10:43:47 +03:00
xrust1k 9cc77d5c67 Уровни (Да ничего я не сделал) 2025-11-28 10:42:00 +03:00
ThomasCharester c1a0e94fe3 Merge branch 'Generator' into Dev 2025-11-28 10:28:10 +03:00
ThomasCharester acd9cc1a32 Ахуеть, я сделал генерацию уровней на основе идеи Димки 2025-11-28 10:27:49 +03:00
MrTorex d14f9c2a9f анус рвётся не по-детски 2025-11-28 09:45:49 +03:00
MrTorex 4b6909fe84 Допил наклонов (они такое себе)
Хуже, чем были раньше, но лучше, чем ничего. Плавность переходов имеется, и на том спасибо
2025-11-28 01:15:44 +03:00
MrTorex 766609489d Я ненавижу наклоны (не прорвёмся) 2025-11-28 00:51:20 +03:00
ThomasCharester b7e9a26462 Комнаты, вся хуйня 2025-11-27 23:39:57 +03:00
ThomasCharester 3782a0b568 Фикс отпуска звуков 2025-11-27 23:01:12 +03:00
ThomasCharester 000985ee9b Фикс отпуска звуков 2025-11-27 22:59:50 +03:00
ThomasCharester abde1d5ba9 Merge branch 'Dev' into Generator 2025-11-27 22:36:55 +03:00
ThomasCharester 52b18967a1 Руки игрока 2025-11-27 22:34:34 +03:00
MrTorex d10d2cdca6 прорвёмся (добавлен walljump) 2025-11-27 21:36:19 +03:00
ThomasCharester 79d03528f6 Настройки 2025-11-27 21:30:00 +03:00
MrTorex 01d3b0adec чел не липнет к воздуху 2025-11-27 21:10:23 +03:00
MrTorex b271042137 инишиал титан падать второй мувмент (но пока очень говно) 2025-11-27 20:37:16 +03:00
ThomasCharester 4a547f1348 Шаманим над меню 2025-11-27 13:06:41 +03:00
MrTorex 7130513471 Допил спавнера мобов
Работает как скрипт на emptyGameObject, через сериалайзы задаётся радиус спавна/деспавна и тип моба на спавн
2025-11-27 10:13:02 +03:00
MrTorex ee7cf3946f фикс траблов с мерджем 2025-11-27 09:24:56 +03:00
MrTorex 175567e4dd Merge branch 'Dev' into mobs-dev 2025-11-27 08:55:20 +03:00
MrTorex 97c60c0925 Подготовка к мерджу 2025-11-27 08:49:02 +03:00
MrTorex bd495a644f инишиал спавнер мобов, нуждаюсь в консультации 2025-11-26 18:23:27 +03:00
Pe4enega cea36c0cda Триггеры на вход в комнату 2025-11-25 20:04:36 +03:00
Pe4enega ff8ed96138 Merge branch 'Dev' into Generator 2025-11-24 18:00:18 +03:00
ThomasCharester 95cb51db79 Update OrderService.cs 2025-11-23 15:22:25 +03:00
ThomasCharester 2b9fd70c85 Update AudioService.cs 2025-11-23 15:17:56 +03:00
ThomasCharester cd384239ff Загрузчик не юзлес + больше интерфейса 2025-11-23 15:06:35 +03:00
ThomasCharester f3a83eb909 AudioSourceConfig 2025-11-23 01:39:08 +03:00
ThomasCharester 35f703a8d2 Озвучка при уроне, новая музыка 2025-11-23 01:17:45 +03:00
ThomasCharester e5f4f292c2 Интерфейс, конфиги камер 2025-11-23 00:51:58 +03:00
ThomasCharester efad72b4d9 Меню красивое 2025-11-22 01:24:33 +03:00
ThomasCharester 855108d88b Сцена геймплея, дебажные зоны 2025-11-21 20:41:43 +03:00
ThomasCharester 388773129d CoreGameplay 2025-11-21 20:27:11 +03:00
MrTorex e654a0daf4 Иду делать твиа :( 2025-11-20 10:23:33 +03:00
MrTorex cfe5b39cc9 Добавлены модельки/материалы деда, мобы переделаны под меши 2025-11-20 10:06:45 +03:00
MrTorex c14880457d Merge branch 'mobs-dev' into GraphicsModelsGrossGlossBeuaty 2025-11-20 08:43:00 +03:00
MrTorex 344470978d страдание 2025-11-20 08:41:37 +03:00
MrTorex dab970737a Добавлен конфиг для фога
Завтра будут спавнпоинты + модельки
2025-11-20 08:34:20 +03:00
MrTorex afdd523682 добавлены конфиги для дурнев 2025-11-19 20:11:24 +03:00
MrTorex 575e66425a грязюка 2025-11-19 17:56:53 +03:00
MrTorex c470f63409 я ебаный бездарь 2025-11-19 14:46:16 +03:00
ThomasCharester 5da64a7b3d Меню, дверь, цвет 2025-11-19 14:45:45 +03:00
ThomasCharester c4ab11488b Ещё модели 2025-11-19 12:53:09 +03:00
ThomasCharester cb968d782b Освещение, модели, текстуры 2025-11-18 20:07:45 +03:00
ThomasCharester 522f51be3f Текстуры модели и пр 2025-11-18 15:02:12 +03:00
Pe4enega 01505de4c3 Проверка расстановки 2025-11-18 14:45:43 +03:00
MrTorex 7024e1daf0 темп 2025-11-18 12:27:35 +03:00
MrTorex 020934e07f Инишиал мобы 2025-11-17 14:45:51 +03:00
Pe4enega 52edef92e3 Вроде ок, осталось проверить на практике нормально, когда комнаты будут готовы 2025-11-15 21:31:40 +03:00
ThomasCharester d3fbd4c5c3 Артём хуесос 2025-11-15 19:11:30 +03:00
ThomasCharester 5b09068b0c Merge branch 'SoundManager' into PlayerAnimator 2025-11-15 18:31:13 +03:00
ThomasCharester ddb76a5b93 Игрок теперь играется 2025-11-15 18:30:31 +03:00
Pe4enega c6b097a879 Промежуточный 2025-11-15 17:25:09 +03:00
ThomasCharester 0f708ff4cb Merge branch 'movement-dev' into PlayerAnimator 2025-11-15 17:14:16 +03:00
ThomasCharester 721d5ebf9c Небольшие изменения, реально незначительные 2025-11-15 14:02:16 +03:00
MrTorex 3bb99aaf1e Фикс приколов с камерой 2025-11-15 13:59:32 +03:00
MrTorex a2acea39dc temp 2025-11-15 13:33:44 +03:00
ThomasCharester 5c1fd1510d Merge branch 'SoundManager' into Dev 2025-11-15 01:15:01 +03:00
ThomasCharester e128ee59f9 Чистка мусора 2025-11-15 01:14:11 +03:00
ThomasCharester 5c81bde5db Приемлемое воспроизведение музыки 2025-11-15 01:12:33 +03:00
ThomasCharester 05449642d5 Merge branch 'SoundManager' into Dev 2025-11-14 23:10:31 +03:00
ThomasCharester 3020140360 Мусор - 2025-11-14 23:07:55 +03:00
ThomasCharester e67fea2051 В инфраструктуре начался сущий кошмар 2025-11-14 22:21:51 +03:00
MrTorex d1aad440f5 Осталось пофиксить толка бак с камерай 2025-11-14 15:02:33 +03:00
MrTorex 0e1c274677 Продолжение багфикса 2025-11-14 13:12:49 +03:00
ThomasCharester 346dc97fef Музыка есть 2025-11-13 23:13:41 +03:00
ThomasCharester 557c4c3dee Audio система в процессе 2025-11-13 12:31:43 +03:00
MrTorex dbabd847c1 bugfix no 1 2025-11-12 20:04:06 +03:00
Pe4enega a243ad53d6 Вставка лестниц(не доделана) 2025-11-12 14:26:16 +03:00
MrTorex 874280741c Допил наклонов полноценный 2025-11-11 19:48:37 +03:00
ThomasCharester b13cf8cfc0 Дебажный менеджер музыки 2025-11-11 17:39:04 +03:00
MrTorex 177464cc09 Я ЛЮБЛЮ ПУЛ 2025-11-11 15:00:49 +03:00
MrTorex f8448ba922 just for syncing changes 2025-11-10 22:16:36 +03:00
Pe4enega 85a07065d9 Комнаты ставятся, но криво 2025-11-10 21:08:54 +03:00
ThomasCharester 0f8a629e4b Перекинул энтерстейт 2025-11-08 18:06:12 +03:00
ThomasCharester 7bc15cc03d Перекинул энтерстейт 2025-11-03 16:45:41 +03:00
ThomasCharester d861e06caf Фикс утечки памяти. Первой наверное... 2025-11-03 12:54:45 +03:00
ThomasCharester f940cbffe0 Теперь Addressables и UniTask в InstantiateAsync и прочих процессах 2025-11-03 12:31:26 +03:00
ThomasCharester 6b1f24b72e Addressables in process 2025-11-02 23:29:29 +03:00
ThomasCharester 1ad87e7432 Unitask добавлен 2025-11-02 18:02:45 +03:00
ThomasCharester 09219d9091 Этот интерфейс... Добавил инструменты и заготовки 2025-11-02 17:31:45 +03:00
ThomasCharester 37f5d15410 Диспетчер в процессе 2025-11-01 11:34:34 +03:00
ThomasCharester 019da8cfd3 Экран смерти, смерть, бабки, Интерфейс, Шлюхи 2025-11-01 01:45:46 +03:00
ThomasCharester edf3821c0d Межинтерфейс 2025-11-01 00:54:24 +03:00
ThomasCharester 45fe19be24 Интерфейс в процессе 2025-10-31 23:19:16 +03:00
ThomasCharester bea109175b Допил интерфейса, здоровья, денег 2025-10-30 21:13:42 +03:00
MrTorex b214bb0f63 Инишиал механика наклона при залазании на стены
Нуждается в доработке (как минимум чтобы вращалось в правильную сторону), но вроде-как выглядит прикольно
2025-10-29 20:09:39 +03:00
ThomasCharester 0ac5ba1e1c Интерфейс прокачан 2025-10-29 20:06:37 +03:00
ThomasCharester ab9d444072 Система здоровья 2025-10-29 16:02:05 +03:00
ThomasCharester 2335908a90 Какие штуки 2025-10-29 16:01:46 +03:00
ThomasCharester ae76edb0d0 Сделан сервис UI и заготовки панелек 2025-10-29 16:01:18 +03:00
ThomasCharester 6f2b063700 Небольшой фикс инфраструктуры 2025-10-29 15:57:27 +03:00
MrTorex 0e188efe59 Инишиал механика наклона при залазании на стены
Нуждается в доработке (как минимум чтобы вращалось в правильную сторону), но вроде-как выглядит прикольно
2025-10-29 15:00:25 +03:00
1423 changed files with 1113388 additions and 1171 deletions

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using Code.App.StateMachine;
using Code.StateMachine;
namespace Code.App.AppStates
{
public class BootstrapState : BaseState<AppStateMachineContext>
{
public BootstrapState(AppStateMachineContext context) : base(context)
{
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0183e73a08c64332babded3df3d06b95
timeCreated: 1762122962
@@ -1,23 +1,85 @@
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Player;
using Code.Input;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Code.StateMachine; using Code.StateMachine;
using Code.UI;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using Reflex.Extensions;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
namespace Code.App.AppStates namespace Code.App.AppStates
{ {
public class GameOverState : BaseState<AppStateMachineContext> public class GameOverState : BaseState<AppStateMachineContext>
{ {
public GameOverState(AppStateMachineContext context) : base(context) public GameOverState(AppStateMachineContext context) : base(context)
{ } {
}
private IPlayerScore _playerScore;
private GameOverPanel _gameOverPanel;
public override void EnterState() public override void EnterState()
{ {
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
_playerScore = sceneContainer.Resolve<IPlayerScore>();
_scoreCounter = 0;
Context.InputService.EnableMap(ActionMappings.UI);
Context.InputService.DebugBindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Death);
Context.AudioService.ApplyStun(5000,0.5f);
GameOver().Forget();
base.EnterState(); base.EnterState();
} }
public override void Tick() private void TryToExit(InputAction.CallbackContext context)
{ }
public override void ExitState()
{ {
ToMainMenu();
}
private async UniTaskVoid GameOver()
{
await Context.UIService.AsyncSwitchPanelTo(UIPanel.GameOver);
_gameOverPanel = (GameOverPanel)Context.UIService.CurrentPanel;
_gameOverPanel.Show();
}
private void ToMainMenu()
{
Context.StateMachine.SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay);
}
private float _scoreCounter;
public override void Tick()
{
if (!_gameOverPanel) return;
_scoreCounter += Time.deltaTime * 100;
// UnityEngine.Debug.Log($"Score: {_scoreCounter}");
if((int)_scoreCounter >= _playerScore.Score)
{
_gameOverPanel.UpdateScoreText(_playerScore.Score);
}
else _gameOverPanel.UpdateScoreText((int)_scoreCounter);
}
public override void ExitState()
{
Context.InputService.DisableMap(ActionMappings.UI);
Context.InputService.DebugUnbindAction((int)ActionMappings.UI,(int)UIActions.Continue, TryToExit);
Context.AudioService.GladlyAskToStopMusic(MusicType.Death, callback: Context.AudioFactory.ReleaseDeathMusic);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
base.ExitState(); base.ExitState();
} }
} }
@@ -1,41 +1,280 @@
using Code.App.Loading;
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates;
using Code.Gameplay.Character.Core;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Input; using Code.Input;
using Code.Scenes; using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Code.StateMachine; using Code.StateMachine;
using Code.UI;
using Code.UI.Panels;
using Cysharp.Threading.Tasks;
using DG.Tweening;
using Reflex.Core;
using Reflex.Extensions;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;
namespace Code.App.AppStates namespace Code.App.AppStates
{ {
public class GameplayState : BaseState<AppStateMachineContext> public class GameplayState : BaseState<AppStateMachineContext>
{ {
private PlayerHealth _playerHealth;
private IPlayerScore _playerScore;
private IOrderService _orderService;
private CharacterProvider _playerCharacter;
public GameplayState(AppStateMachineContext context) : base(context) public GameplayState(AppStateMachineContext context) : base(context)
{ {
} }
public override void EnterState() public override void EnterState()
{ {
Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded); Context.UIService.LoadingScreen.Show();
Context.LoadingManager
.RegisterLoading(LoadingWork.LoadScene)
.RegisterLoading(LoadingWork.LoadUI)
.RegisterLoading(LoadingWork.LoadModelResource)
.RegisterLoading(LoadingWork.LoadAudio);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
Context.InputService.EnableMap(ActionMappings.Gameplay); Context.InputService.EnableMap(ActionMappings.Gameplay);
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson); Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
WaitForLoad().Forget();
}
private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
private async UniTaskVoid WaitForLoad()
{
await UniTask.WhenAll(
Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
Context.AudioFactory.WarmGameplayMusic(),
Context.AudioFactory.WarmDeathMusic(),
Context.AudioFactory.WarmSFX(),
Context.AudioFactory.WarmDispatcher(),
Context.AudioFactory.WarmEnemies(),
Context.AudioFactory.WarmCourier()
);
Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadUI)
.UnregisterLoading(LoadingWork.LoadAudio);
InputServiceInitialize();
MusicInitialize();
} }
private void SceneLoaded() private async void AfterSceneLoaded()
{ {
Context.LoadingManager
.RegisterLoading(LoadingWork.LoadModelResource);
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
Context.PlayerProvider = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerProvider>();
Context.PlayerFactory = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerFactory>();
base.EnterState(); await UniTask.WhenAll(
WaitForPlayerArmsToInitialize(),
WaitForPlayerCharacterLoad()
);
_playerHealth = Context.PlayerProvider.Health;
_playerHealth.OnDamage += PlayerDamageTaken;
_playerHealth.OnDeath += EndGame;
Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadModelResource);
} }
private void AfterPlayerLoaded()
{
Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
_playerScore = sceneContainer.Resolve<IPlayerScore>();
GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
_volume = sceneEnvironment.volume;
PlayerInitialize(sceneEnvironment);
CameraInitialize();
GameplayServicesInitialize(sceneContainer);
UIInitialize();
Context.LoadingManager.OnLoadingEnded -= AfterPlayerLoaded;
_tickEnabled = true;
}
private async UniTask WaitForPlayerArmsToInitialize() => _armsMesh = await Context.PlayerFactory.CreateArms(Context.CameraStateMachine.Camera.transform);
private void OrderGiven(float time)
{
_gameplayPanel.ShowTimer();
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Action);
}
private void OrderFailure()
{
_playerHealth.InstaKill();
}
private void OrderRecieved(float time)
{
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Recieve1,(int)DispatcherSounds.Recieve2));
}
private void OrderDelivered(int score, float time)
{
_gameplayPanel.HideTimer();
if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2));
_playerScore.UpdateScore(score);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
}
private void PlayerDamageTaken(int damage, PlayerHealth health)
{
Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
Context.AudioService.PlayCourier((CourierSounds)Random.Range((int)CourierSounds.Damage1,(int)CourierSounds.Damage2));
DamageEffectProcess().Forget();
}
// TODO В конфиг
private async UniTaskVoid DamageEffectProcess()
{
_damagePanel.Show();
Context.AudioService.ApplyStun(200, 0.5f);
DOTween.To(() => _volume.weight, x => _volume.weight = x, 1f, 0.5f);
await UniTask.WaitForSeconds(3f);
DOTween.To(() => _volume.weight, x => _volume.weight = x, 0f, 1f);
Context.AudioService.ApplyStun(5000, 1f);
_damagePanel.Hide();
}
// DEBUG
private void InstaKillDEBUG(InputAction.CallbackContext context)
{
_playerHealth.InstaKill();
}
private void TakeGamageDEBUG(InputAction.CallbackContext context)
{
_playerHealth.GetDamage(1);
}
// DEBUG
private bool _tickEnabled;
public override void Tick() public override void Tick()
{ {
if (!_tickEnabled) return;
_orderService.DecreaseTimer(Time.deltaTime);
} }
private void EndGame()
{
Context.StateMachine.SwitchState(AppState.GameOver)
.AllowStateTransition(AppState.MainMenu);
}
public override void ExitState() public override void ExitState()
{ {
_playerHealth = null;
_playerScore = null;
_tickEnabled = false;
Context.PlayerFactory.ReleasePlayer(_playerCharacter);
_playerCharacter = null;
Context.PlayerFactory.ReleaseArms(_armsMesh);
_armsMesh = null;
_orderService = null;
Context.AudioService.OnDispatcherStarted -= _gameplayPanel.SummonDispatcher;
Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
Context.InputService.DisableMap(ActionMappings.Gameplay); Context.InputService.DisableMap(ActionMappings.Gameplay);
Context.AudioService.GladlyAskToStopMusic(MusicType.Action, time: 0f, callback: Context.AudioFactory.ReleaseActionMusic);
Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, time: 0f, callback: Context.AudioFactory.ReleasePeacefulMusic);
Context.AudioFactory.ReleaseCourier();
Context.AudioFactory.ReleaseDispatcher();
Context.AudioFactory.ReleaseEnemies();
Context.AudioFactory.ReleaseSFX();
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, TakeGamageDEBUG);
base.ExitState(); base.ExitState();
} }
private void InputServiceInitialize()
{
Context.InputService.EnableMap(ActionMappings.Gameplay);
}
private void CameraInitialize()
{
Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
}
private GameplayPanel _gameplayPanel;
private ArmsMeshProvider _armsMesh;
private DamagePanel _damagePanel;
private void UIInitialize()
{
_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
_damagePanel = _gameplayPanel.DamagePanel;
}
private void MusicInitialize()
{
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
}
private void PlayerInitialize(GameplaySceneEnvironment sceneEnvironment)
{
_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
_playerCharacter.PlayerAnimator.SetAnimator(_armsMesh.ArmsAnimator);
}
private void GameplayServicesInitialize(Container sceneContainer)
{
_orderService = sceneContainer.Resolve<IOrderService>();
_orderService.OnOrderGiven += OrderGiven;
_orderService.OnOrderRecieved += OrderRecieved;
_orderService.OnOrderDelivered += OrderDelivered;
_orderService.OnOrderFailure += OrderFailure;
}
private Volume _volume;
private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
{
var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
return sceneEnvironment;
}
} }
} }
@@ -1,37 +1,128 @@
using Code.App.Loading;
using Code.App.StateMachine; using Code.App.StateMachine;
using Code.Audio;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Gameplay.Camera.CameraStates;
using Code.Gameplay.Door;
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.Panels;
using Cysharp.Threading.Tasks;
using Reflex.Extensions;
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.SceneLoaderService.LoadScene((int)SceneIds.MainMenu, SceneLoaded); Context.LoadingManager
Context.InputService.EnableMap(ActionMappings.MainMenu); .RegisterLoading(LoadingWork.LoadScene)
.RegisterLoading(LoadingWork.LoadUI)
.RegisterLoading(LoadingWork.LoadAudio);
Context.CameraStateMachine.SwitchState(CameraMode.Static); // Context.UIService.LoadingScreen.Show();
Context.CameraStateMachine.SwitchState(CameraMode.MainMenu);
Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.MainMenu);
Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
WaitForLoad();
#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
} }
private void SceneLoaded() private async UniTaskVoid WaitForLoad()
{ {
await UniTask.WhenAll(
Context.UIService.AsyncSwitchPanelTo(UIPanel.MainMenu),
Context.AudioFactory.WarmMenuMusic(),
Context.AudioFactory.WarmAudioTestClips()
);
Context.LoadingManager
.UnregisterLoading(LoadingWork.LoadUI)
.UnregisterLoading(LoadingWork.LoadAudio);
base.EnterState(); InitializeAudio();
InitializeInput();
} }
private void AfterSceneLoaded()
{
var mainMenuEnvironment = (MainMenuEnvironment)SceneManager.GetActiveScene()
.GetSceneContainer().Resolve<CurrentSceneEnvironment>();
InitializeUI(mainMenuEnvironment);
InitializeCamera(mainMenuEnvironment);
Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
}
private void InitializeCamera(MainMenuEnvironment mainMenuEnvironment)
{
((Gameplay.Camera.CameraStates.MainMenuState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(mainMenuEnvironment
.cameraPosition);
}
private void InitializeInput()
{
Context.InputService.EnableMap(ActionMappings.MainMenu);
}
private void InitializeAudio()
{
Context.AudioService.TransitToSnapshot(AudioSnapshotState.Menu);
Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Menu);
}
private void InitializeUI(MainMenuEnvironment mainMenuEnvironment)
{
var menuPanel = (MainMenuPanel)Context.UIService.CurrentPanel;
menuPanel.Initialize(mainMenuEnvironment.uiVariables,
mainMenuEnvironment.startButton,
mainMenuEnvironment.settingButton,
mainMenuEnvironment.exitButton);
menuPanel.startButton.button.onClick.AddListener(StartGame);
menuPanel.exitButton.button.onClick.AddListener(ExitGame);
mainMenuEnvironment.menuButtonsCanvas.worldCamera = Context.CameraStateMachine.Camera;
mainMenuEnvironment.settingsCanvas.worldCamera = Context.CameraStateMachine.Camera;
}
public override void Tick() public override void Tick()
{ } {
}
private void StartGame()
{
Context.StateMachine.SwitchState(AppState.Gameplay)
.AllowStateTransition(AppState.GameOver);
}
private void ExitGame()
{
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);
Context.AudioFactory.ReleaseAudioTestClips();
base.ExitState(); base.ExitState();
} }
} }
@@ -15,7 +15,7 @@ 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); Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
@@ -1,9 +1,20 @@
using System.Collections.Generic;
using Code.App.Loading;
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.Camera;
using Code.Gameplay.Enemies;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Generator;
using Code.Input; using Code.Input;
using Code.Scenes; using Code.Scenes;
using Code.StaticData; using Code.StaticData;
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;
@@ -13,17 +24,24 @@ 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);
InstallInfrastructureUnit(containerBuilder, staticDataService); InstallInfrastructureUnit(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(LoadingManager), typeof(ILoadingManager));
containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService)); containerBuilder.AddSingleton(typeof(InputService), typeof(IInputService));
InitializeCamera(containerBuilder, staticDataService); InitializeCamera(containerBuilder, staticDataService);
containerBuilder.AddSingleton(typeof(UIFactory), typeof(IUIFactory));
containerBuilder.AddSingleton(typeof(UIService), typeof(IUIService));
containerBuilder.AddSingleton(typeof(AudioFactory), typeof(IAudioFactory));
containerBuilder.AddSingleton(typeof(AudioService), typeof(IAudioService));
containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService)); containerBuilder.AddSingleton(typeof(SceneLoaderService), typeof(ISceneLoaderService));
containerBuilder.OnContainerBuilt += Bootstrap; containerBuilder.OnContainerBuilt += Bootstrap;
@@ -31,11 +49,8 @@ namespace Code.App
private void InitializeCamera(ContainerBuilder containerBuilder, IStaticDataService staticDataService) private void InitializeCamera(ContainerBuilder containerBuilder, IStaticDataService staticDataService)
{ {
// CameraService cameraService = Instantiate(staticDataService.CameraConfig.cameraPrefab); Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab);
// containerBuilder.AddSingleton(cameraService);
// DontDestroyOnLoad(cameraService);
Camera camera = Instantiate(staticDataService.CameraConfig.cameraPrefab);
DontDestroyOnLoad(camera); DontDestroyOnLoad(camera);
containerBuilder.AddSingleton(camera); containerBuilder.AddSingleton(camera);
} }
@@ -46,38 +61,87 @@ namespace Code.App
DontDestroyOnLoad(infrastructureUnit); DontDestroyOnLoad(infrastructureUnit);
containerBuilder.AddSingleton(infrastructureUnit); containerBuilder.AddSingleton(infrastructureUnit);
containerBuilder.AddSingleton(infrastructureUnit.GetComponent<ICoroutineRunner>(), containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CoroutineRunner>(),
typeof(ICoroutineRunner)); typeof(ICoroutineRunner));
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>()); containerBuilder.AddSingleton(infrastructureUnit.AddComponent<AppStateMachine>());
containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>()); containerBuilder.AddSingleton(infrastructureUnit.AddComponent<CameraStateMachine>());
} }
// TODO Часть в сцены
private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService) private void InstallStaticData(ContainerBuilder containerBuilder, out IStaticDataService staticDataService)
{ {
staticDataService = new StaticDataService(); staticDataService = new StaticDataService();
staticDataService.Load(); staticDataService.Load();
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.CameraConfig, typeof(CameraConfig)); containerBuilder.AddSingleton(staticDataService.CameraConfig, typeof(CameraConfig));
containerBuilder.AddSingleton(staticDataService.CameraSettingsConfigs, typeof(Dictionary<CameraMode,CameraSettingsConfig>));
containerBuilder.AddSingleton(staticDataService.PlayerConfig, typeof(PlayerConfig));
containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig)); containerBuilder.AddSingleton(staticDataService.CharacterConfig, typeof(CharacterConfig));
containerBuilder.AddSingleton(staticDataService.UIConfig, typeof(UIConfig));
containerBuilder.AddSingleton(staticDataService.DrunkenGrandpaConfig, typeof(DrunkenGrandpaConfig));
containerBuilder.AddSingleton(staticDataService.CockroachConfig, typeof(CockroachConfig));
containerBuilder.AddSingleton(staticDataService.FogConfig, typeof(FogConfig));
containerBuilder.AddSingleton(staticDataService.AudioMixerConfig, typeof(AudioMixerConfig));
containerBuilder.AddSingleton(staticDataService.SoundtrackListConfig, typeof(SoundtrackListConfig));
containerBuilder.AddSingleton(staticDataService.AudioTestClipsConfig, typeof(AudioTestClipsConfig));
containerBuilder.AddSingleton(staticDataService.SFXListConfig, typeof(SFXListConfig));
containerBuilder.AddSingleton(staticDataService.CourierSoundListConfig, typeof(CourierSoundListConfig));
containerBuilder.AddSingleton(staticDataService.DispatcherSoundListConfig, typeof(DispatcherSoundListConfig));
containerBuilder.AddSingleton(staticDataService.EnemiesSoundListConfig, typeof(EnemiesSoundListConfig));
containerBuilder.AddSingleton(staticDataService.AudioSourceSettingsConfigs, typeof(Dictionary<AudioSourceType, AudioSourceSettingsConfig>));
containerBuilder.AddSingleton(staticDataService.DefaultAudioSettingsConfig, typeof(DefaultAudioSettingsConfig));
containerBuilder.AddSingleton(staticDataService.OrderServiceConfig, typeof(OrderServiceConfig));
containerBuilder.AddSingleton(staticDataService.OrderBoxConfig, typeof(OrderBoxConfig));
containerBuilder.AddSingleton(staticDataService.GeneratorConfig, typeof(GeneratorConfig));
} }
private AppStateMachine _appStateMachine;
private void Bootstrap(Container container) private void Bootstrap(Container container)
{ {
AppStateMachine appStateMachine = container.Resolve<AppStateMachine>(); _appStateMachine = container.Resolve<AppStateMachine>();
appStateMachine.Initialize(); _appStateMachine.Initialize();
AttributeInjector.Inject(_appStateMachine.StateMachineContext, container);
AttributeInjector.Inject(appStateMachine.StateMachineContext, container);
CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>(); CameraStateMachine cameraStateMachine = container.Resolve<CameraStateMachine>();
AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container); AttributeInjector.Inject(cameraStateMachine.StateMachineContext, container);
cameraStateMachine.Initialize(); cameraStateMachine.Initialize();
BootstrapFinish(container).Forget();
}
private async UniTaskVoid BootstrapFinish(Container container)
{
var loadingScreen = GameObject.FindWithTag(Tags.LoadingScreen).GetComponent<LoadingScreen>();
DontDestroyOnLoad(loadingScreen.gameObject);
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
loadingManager.OnLoadingStarted += loadingScreen.Show;
loadingManager.OnLoadingEnded += loadingScreen.Hide;
loadingManager.RegisterLoading(LoadingWork.Bootstrap);
// TODO: поменяно для теста await UniTask.WhenAll(
appStateMachine container.Resolve<IUIService>().Initialize(loadingScreen),
.SwitchState(AppState.MovementDev); container.Resolve<IAudioService>().Initialize()
);
loadingManager.UnregisterLoading(LoadingWork.Bootstrap);
_appStateMachine
.SwitchState(AppState.MainMenu)
.AllowStateTransition(AppState.Gameplay);
} }
} }
} }
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 08b54658296d4279b85a2bfc3cf10e62
timeCreated: 1763842256
@@ -0,0 +1,16 @@
using System.Collections.ObjectModel;
using Cysharp.Threading.Tasks;
namespace Code.App.Loading
{
public interface ILoadingManager
{
delegate void OnLoadingDelegate();
event OnLoadingDelegate OnLoadingStarted;
event OnLoadingDelegate OnLoadingEnded;
ReadOnlyCollection<LoadingWork> LoadingThings { get; }
LoadingManager RegisterLoading(LoadingWork loadingThingName);
LoadingManager UnregisterLoading(LoadingWork loadingThingName);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bfb3837590d04da3b04ca8b0f0aca437
timeCreated: 1763842985
@@ -0,0 +1,47 @@
using System.Collections.Generic;
using System.Collections.ObjectModel;
using Cysharp.Threading.Tasks;
namespace Code.App.Loading
{
public class LoadingManager : ILoadingManager
{
public event ILoadingManager.OnLoadingDelegate OnLoadingStarted;
public event ILoadingManager.OnLoadingDelegate OnLoadingEnded;
private List<LoadingWork> _loadingThings = new();
public ReadOnlyCollection<LoadingWork> LoadingThings => _loadingThings.AsReadOnly();
public LoadingManager RegisterLoading(LoadingWork loadingThingName)
{
if(_loadingThings.Count == 0) OnLoadingStarted?.Invoke();
_loadingThings.Add(loadingThingName);
return this;
}
public LoadingManager UnregisterLoading(LoadingWork loadingThingName)
{
_loadingThings.Remove(loadingThingName);
if(_loadingThings.Count == 0) OnLoadingEnded?.Invoke();
return this;
}
}
// public static class LoadingManagerExtensions
// {
// public static LoadingManager AddLoading(this LoadingManager manager, LoadingWork loadingThingName)
// {
// manager.RegisterLoading(loadingThingName);
// return manager;
// }
// public static LoadingManager RemoveLoading(this LoadingManager manager, LoadingWork loadingThingName)
// {
// manager.UnregisterLoading(loadingThingName);
// return manager;
// }
// }
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 185988ac74a24a39864238cd7f5cb626
timeCreated: 1763842268
@@ -0,0 +1,12 @@
namespace Code.App.Loading
{
public enum LoadingWork
{
Bootstrap,
LoadUI,
LoadAudio,
LoadScene,
LoadModelResource,
WaitingForTime
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 318d1b29b41d4b96bc09334acbf36506
timeCreated: 1763843934
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c7a271c6319540abb78d561f392e1396
timeCreated: 1761743570
@@ -0,0 +1,56 @@
using Code.App.Loading;
using Code.Gameplay.Enemies;
using Code.Gameplay.Orders.Order;
using Code.Gameplay.Player;
using Code.Generator;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Cysharp.Threading.Tasks;
using Reflex.Core;
using UnityEngine;
using IPlayerScore = Code.Gameplay.Player.IPlayerScore;
namespace Code.App.SceneInstallers
{
public class GameplaySceneInstaller : MonoBehaviour, IInstaller
{
[SerializeField] private GameplaySceneEnvironment _gameplaySceneEnvironment;
public void InstallBindings(ContainerBuilder containerBuilder)
{
containerBuilder.AddScoped(typeof(GameplaySceneEnvironment), typeof(CurrentSceneEnvironment));
containerBuilder.AddScoped(typeof(PlayerScore), typeof(IPlayerScore));
containerBuilder.AddScoped(typeof(OrderService), typeof(IOrderService));
containerBuilder.AddScoped(typeof(RoomGeneratorFactory), typeof(IRoomGeneratorFactory));
containerBuilder.AddScoped(typeof(PlayerProvider), typeof(IPlayerProvider));
containerBuilder.AddScoped(typeof(PlayerFactory), typeof(IPlayerFactory));
containerBuilder.AddScoped(typeof(EnemyFactory), typeof(IEnemyFactory));
containerBuilder.AddScoped(typeof(RoomGenerator));
containerBuilder.OnContainerBuilt += Initialize;
}
private void Initialize(Container container)
{
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
GameplaySceneEnvironment env = (GameplaySceneEnvironment)container.Resolve<CurrentSceneEnvironment>();
env.TransitVariables(_gameplaySceneEnvironment);
loadingManager
.UnregisterLoading(LoadingWork.LoadScene);
LoadRooms(container,loadingManager).Forget();
}
private async UniTaskVoid LoadRooms(Container container, ILoadingManager loadingManager)
{
await container.Resolve<IRoomGeneratorFactory>().PreloadRooms(container.Resolve<IOrderService>());
container.Resolve<RoomGenerator>().Initialize();
loadingManager.UnregisterLoading(LoadingWork.LoadModelResource);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 88584fd4361b46f6a7326440cd95ce69
timeCreated: 1763144580
@@ -0,0 +1,32 @@
using Code.App.Loading;
using Code.Scenes;
using Code.Scenes.SceneEnvironments;
using Reflex.Core;
using UnityEngine;
namespace Code.App.SceneInstallers
{
public class MainMenuSceneInstaller : MonoBehaviour, IInstaller
{
[SerializeField] private MainMenuEnvironment _mainMenuEnvironment;
public void InstallBindings(ContainerBuilder containerBuilder)
{
containerBuilder.AddScoped(typeof(MainMenuEnvironment), typeof(CurrentSceneEnvironment));
containerBuilder.OnContainerBuilt += Initialize;
}
private void Initialize(Container container)
{
MainMenuEnvironment env = (MainMenuEnvironment)container.Resolve<CurrentSceneEnvironment>();
env.TransitVariables(_mainMenuEnvironment);
ILoadingManager loadingManager = container.Resolve<ILoadingManager>();
loadingManager
.UnregisterLoading(LoadingWork.LoadScene);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 04145a046c584b66818ca25745652e66
timeCreated: 1761743587
@@ -7,6 +7,7 @@ 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));
@@ -16,6 +17,8 @@ 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);
@@ -1,15 +1,28 @@
using Code.App.Loading;
using Code.Audio;
using Code.Gameplay.Camera; using Code.Gameplay.Camera;
using Code.Gameplay.Enemies;
using Code.Gameplay.Player;
using Code.Generator;
using Code.Input; using Code.Input;
using Code.Scenes; using Code.Scenes;
using Code.UI;
using Reflex.Attributes; using Reflex.Attributes;
namespace Code.App.StateMachine namespace Code.App.StateMachine
{ {
public class AppStateMachineContext public class AppStateMachineContext
{ {
[Inject] public ISceneLoaderService SceneLoaderService; [Inject] public ILoadingManager LoadingManager { get; private set; }
[Inject] public IInputService InputService; [Inject] public ISceneLoaderService SceneLoaderService { get; private set; }
[Inject] public AppStateMachine StateMachine; [Inject] public IInputService InputService { get; private set; }
[Inject] public CameraStateMachine CameraStateMachine; [Inject] public AppStateMachine StateMachine { get; private set; }
[Inject] public CameraStateMachine CameraStateMachine { get; private set; }
[Inject] public IUIService UIService { get; private set; }
[Inject] public IAudioFactory AudioFactory { get; private set; }
[Inject] public IAudioService AudioService { get; private set; }
/*[Inject]*/public IPlayerFactory PlayerFactory { get; set; }
/*[Inject]*/public IPlayerProvider PlayerProvider { get; set; }
// [Inject] public IEnemyFactory EnemyFactory { get; private set; }
} }
} }
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a1937581573e47844bb593bd62310b89
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,39 @@
namespace Code.Audio
{
public enum SFXSounds
{
Crowbar,
Shot357
}
public enum UISounds
{
Crowbar
}
public enum EnemiesSounds
{
GrandpaAttack,
RoachAttack,
RoachStep,
GrandpaStep
}
public enum DispatcherSounds
{
Recieve1,
Recieve2,
TakeDamage1,
TakeDamage2,
TakeDamage3,
TakeDamage4,
Late1,
Late2,
Late3,
Late4,
Late5
}
public enum CourierSounds
{
Step,
Damage1,
Damage2
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 907b506ceac843ebb509a8e5298af540
timeCreated: 1762888870
@@ -0,0 +1,224 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Code.Configs;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Audio;
using UnityEngine.ResourceManagement.AsyncOperations;
using Object = UnityEngine.Object;
namespace Code.Audio
{
public class AudioFactory : IAudioFactory
{
public AudioMixer AudioMixer { get; private set; }
private AssetReference _audioSourcePrefab;
private AssetReference[] _audioTestClipsReferences;
private AssetReference[] _peacefulSoundtrack;
private AssetReference[] _actionSoundtrack;
private AssetReference[] _deathSoundtrack;
private AssetReference[] _menuSoundtrack;
private AssetReference[] _SFX;
private AssetReference[] _enemies;
private AssetReference[] _dispatcher;
private AssetReference[] _courier;
private AsyncOperationHandle<IList<AudioClip>> _audioTestClipsHandle;
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _deathMusicHandle;
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;
private AsyncOperationHandle<IList<AudioClip>> _courierHandle;
public Dictionary<AudioType, AudioClip> AudioTestClips { get; private set; } = new();
public Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; private set; } = new();
public List<AudioClip> SFXAudios { get; private set; } = new();
public List<AudioClip> EnemiesAudios { get; private set; } = new();
public List<AudioClip> CourierAudios { get; private set; } = new();
public List<AudioClip> DispatcherAudios { get; private set; } = new();
public AudioFactory(AudioMixerConfig audioMixerConfig,
SoundtrackListConfig soundtrackListConfig,
SFXListConfig sfxListConfig,
EnemiesSoundListConfig enemiesSoundListConfig,
DispatcherSoundListConfig dispatcherSoundListConfig,
AudioTestClipsConfig audioTestClipsConfig,
CourierSoundListConfig courierSoundListConfig
)
{
AudioMixer = audioMixerConfig.audioMixerAsset;
_audioSourcePrefab = audioMixerConfig.audioSourcePrefab;
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
_actionSoundtrack = soundtrackListConfig.actionSoundtrack;
_deathSoundtrack = soundtrackListConfig.deathSoundtrack;
_menuSoundtrack = soundtrackListConfig.menuSoundtrack;
_SFX = sfxListConfig.SFX;
_enemies = enemiesSoundListConfig.enemies;
_dispatcher = dispatcherSoundListConfig.dispatcher;
_courier = courierSoundListConfig.courierSounds;
_audioTestClipsReferences = audioTestClipsConfig.audioTestClips;
MusicDictionary.Add(MusicType.Menu, new ());
MusicDictionary.Add(MusicType.Death, new ());
MusicDictionary.Add(MusicType.Action, new ());
MusicDictionary.Add(MusicType.Peaceful, new ());
}
public async UniTask LoadAudioSourcePrefab(Action<GameObject> callback) =>
callback?.Invoke(await Addressables.LoadAssetAsync<GameObject>(_audioSourcePrefab));
public async UniTask WarmGameplayMusic( )
{
_actionMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_actionSoundtrack, OnActionTrackLoaded, Addressables.MergeMode.Union);
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded, Addressables.MergeMode.Union);
await UniTask.WhenAll(_actionMusicHandle.ToUniTask(), _peacefulMusicHandle.ToUniTask());
}
public void ReleaseActionMusic()
{
MusicDictionary[MusicType.Action].Clear();
_actionMusicHandle.Release();
}
public void ReleasePeacefulMusic()
{
MusicDictionary[MusicType.Peaceful].Clear();
_peacefulMusicHandle.Release();
}
public async UniTask WarmAudioTestClips( )
{
// _audioTestClipCounter = 0;
_audioTestClipsHandle = Addressables.LoadAssetsAsync<AudioClip>(_audioTestClipsReferences, OnAudioTestClipLoaded, Addressables.MergeMode.Union);
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
var clips = (await _audioTestClipsHandle.ToUniTask()).ToList();
for (int i = 0; i < clips.Count; i++)
AudioTestClips[(AudioType)i] = clips[i];
}
public void ReleaseAudioTestClips()
{
AudioTestClips.Clear();
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
_audioTestClipsHandle.Release();
}
public async UniTask WarmMenuMusic( )
{
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded, Addressables.MergeMode.Union);
// foreach (var assetReference in _menuSoundtrack) MenuMusic.Add(await assetReference.LoadAssetAsync<AudioClip>());
await _menuMusicHandle.ToUniTask();
}
public void ReleaseMenuMusic()
{
MusicDictionary[MusicType.Menu].Clear();
// foreach (var assetReference in _menuSoundtrack) assetReference.ReleaseAsset();
_menuMusicHandle.Release();
}
public async UniTask WarmDeathMusic()
{
_deathMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_deathSoundtrack, OnDeathTrackLoaded, Addressables.MergeMode.Union);
await _deathMusicHandle.ToUniTask();
}
public void ReleaseDeathMusic()
{
MusicDictionary[MusicType.Death].Clear();
_deathMusicHandle.Release();
}
public async UniTask WarmSFX( )
{
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded, Addressables.MergeMode.Union);
await _SFXHandle.ToUniTask();
}
public void ReleaseSFX()
{
SFXAudios.Clear();
_SFXHandle.Release();
}
public async UniTask WarmEnemies( )
{
_enemiesHandle = Addressables.LoadAssetsAsync<AudioClip>(_enemies, OnEnemiesLoaded, Addressables.MergeMode.Union);
await _enemiesHandle.ToUniTask();
}
public void ReleaseEnemies()
{
EnemiesAudios.Clear();
_enemiesHandle.Release();
}
public async UniTask WarmCourier()
{
_courierHandle = Addressables.LoadAssetsAsync<AudioClip>(_courier, OnCourierLoaded, Addressables.MergeMode.Union);
await _courierHandle.ToUniTask();
}
public void ReleaseCourier()
{
CourierAudios.Clear();
_courierHandle.Release();
}
public async UniTask WarmDispatcher( )
{
_dispatcherHandle = Addressables.LoadAssetsAsync<AudioClip>(_dispatcher, OnDispatcherLoaded, Addressables.MergeMode.Union);
await _dispatcherHandle.ToUniTask();
}
public void ReleaseDispatcher()
{
DispatcherAudios.Clear();
_dispatcherHandle.Release();
}
private void OnMenuTrackLoaded(AudioClip audioClip)
{
MusicDictionary[MusicType.Menu].Add(audioClip);
}
private void OnDeathTrackLoaded(AudioClip audioClip)
{
MusicDictionary[MusicType.Death].Add(audioClip);
}
// private int _audioTestClipCounter;
private void OnAudioTestClipLoaded(AudioClip audioClip)
{
// AudioTestClips[(AudioType)_audioTestClipCounter] = audioClip;_audioTestClipCounter++;
}
private void OnActionTrackLoaded(AudioClip audioClip)
{
MusicDictionary[MusicType.Action].Add(audioClip);
}
private void OnPeacefulTrackLoaded(AudioClip audioClip)
{
MusicDictionary[MusicType.Peaceful].Add(audioClip);
}
private void OnSFXLoaded(AudioClip audioClip)
{
SFXAudios.Add(audioClip);
}
private void OnEnemiesLoaded(AudioClip audioClip)
{
EnemiesAudios.Add(audioClip);
}
private void OnDispatcherLoaded(AudioClip audioClip)
{
DispatcherAudios.Add(audioClip);
}
private void OnCourierLoaded(AudioClip audioClip)
{
CourierAudios.Add(audioClip);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5a4b48740d194d4dafa1732f96d71687
timeCreated: 1762626915
@@ -0,0 +1,260 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Code.Configs;
using Code.Constants;
using Cysharp.Threading.Tasks;
using DG.Tweening;
using Reflex.Attributes;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Audio;
using Random = UnityEngine.Random;
namespace Code.Audio
{
public class AudioService : IAudioService
{
private IAudioFactory _audioFactory;
private AudioMixer _mixer;
private AudioSource _actionMusicSource;
private AudioSource _peacefulMusicSource;
private Dictionary<AudioType, AudioMixerGroup> _audioMixerGroups = new();
private readonly AudioSourcePool _audioSourcePool;
// Юнити не может - говнокод поможет.
private Dictionary<AudioSnapshotState, Dictionary<AudioType, float>> _snapshotsVolumes = new();
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
public AudioService(IAudioFactory audioFactory,
Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings,
DefaultAudioSettingsConfig defaultAudioSettingsConfig)
{
_audioFactory = audioFactory;
_audioSourcePool = new(settings);
_settings = settings;
_snapshotsVolumes.Add(AudioSnapshotState.None,defaultAudioSettingsConfig.noneVolume);
_snapshotsVolumes.Add(AudioSnapshotState.Menu,defaultAudioSettingsConfig.menuVolume);
_snapshotsVolumes.Add(AudioSnapshotState.Action,defaultAudioSettingsConfig.actionVolume);
_snapshotsVolumes.Add(AudioSnapshotState.Peaceful,defaultAudioSettingsConfig.peacefulVolume);
}
public float GetSetting(AudioType type)
{
_mixer.GetFloat(_audioMixerGroups[type].name, out float value);
value = Mathf.Pow(10f, value / 20);
return value;
}
public void ChangeSetting(AudioType type, float value)
{
float volume = Mathf.Log10(value) * 20;
switch (type)
{
case AudioType.DeathMusic:
case AudioType.Master:
_snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break;
case AudioType.ActionMusic:
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break;
case AudioType.PeacefulMusic:
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break;
case AudioType.MenuMusic:
_snapshotsVolumes[AudioSnapshotState.Menu][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break;
case AudioType.SFX:
case AudioType.Dispatcher:
case AudioType.Courier:
case AudioType.Enemies:
_snapshotsVolumes[AudioSnapshotState.Action][type] = value;
_snapshotsVolumes[AudioSnapshotState.Peaceful][type] = value;
_mixer.SetFloat(_audioMixerGroups[type].name, volume);
break;
}
}
public async UniTask Initialize()
{
_mixer = _audioFactory.AudioMixer;
_musicAudioGroups.Add(MusicType.Menu, _mixer.FindMatchingGroups(AudioGroups.MenuMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Death, _mixer.FindMatchingGroups(AudioGroups.DeathMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Action, _mixer.FindMatchingGroups(AudioGroups.ActionMusicGroup)[0]);
_musicAudioGroups.Add(MusicType.Peaceful, _mixer.FindMatchingGroups(AudioGroups.PeacefulMusicGroup)[0]);
_cancellationTokenSources.Add(MusicType.Menu, new());
_cancellationTokenSources.Add(MusicType.Death, new());
_cancellationTokenSources.Add(MusicType.Action, new());
_cancellationTokenSources.Add(MusicType.Peaceful, new());
_musicAudioSources.Add(MusicType.Menu, null);
_musicAudioSources.Add(MusicType.Death, null);
_musicAudioSources.Add(MusicType.Action, null);
_musicAudioSources.Add(MusicType.Peaceful, null);
_audioMixerGroups.Add(AudioType.Master, _mixer.FindMatchingGroups(AudioGroups.MasterGroup)[0]);
_audioMixerGroups.Add(AudioType.SFX, _mixer.FindMatchingGroups(AudioGroups.SFXGroup)[0]);
_audioMixerGroups.Add(AudioType.Dispatcher, _mixer.FindMatchingGroups(AudioGroups.DispatcherMusicGroup)[0]);
_audioMixerGroups.Add(AudioType.Courier, _mixer.FindMatchingGroups(AudioGroups.CourierGroup)[0]);
_audioMixerGroups.Add(AudioType.Enemies, _mixer.FindMatchingGroups(AudioGroups.EnemiesGroup)[0]);
_audioMixerGroups.Add(AudioType.MenuMusic, _musicAudioGroups[MusicType.Menu]);
_audioMixerGroups.Add(AudioType.DeathMusic, _musicAudioGroups[MusicType.Death]);
_audioMixerGroups.Add(AudioType.ActionMusic, _musicAudioGroups[MusicType.Action]);
_audioMixerGroups.Add(AudioType.PeacefulMusic, _musicAudioGroups[MusicType.Peaceful]);
await _audioFactory.LoadAudioSourcePrefab(_audioSourcePool.Initialize);
}
private Dictionary<MusicType, CancellationTokenSource> _cancellationTokenSources = new();
private Dictionary<MusicType, AudioSource> _musicAudioSources = new();
private Dictionary<MusicType, AudioMixerGroup> _musicAudioGroups = new();
public async UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType)
{
if (!_musicAudioSources[musicType])
{
_musicAudioSources[musicType] = _audioSourcePool.GetSource();
_musicAudioSources[musicType].spatialBlend = _settings[AudioSourceType.NoBlend].spatialBlend;
_musicAudioSources[musicType].outputAudioMixerGroup = _musicAudioGroups[musicType];
}
_musicAudioSources[musicType].resource =
_audioFactory.MusicDictionary[musicType][
Random.Range(0, _audioFactory.MusicDictionary[musicType].Count)];
_musicAudioSources[musicType].Play();
await UniTask.NextFrame();
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(_musicAudioSources[musicType],
_ => !_musicAudioSources[musicType].isPlaying,
cancellationToken: _cancellationTokenSources[musicType].Token).SuppressCancellationThrow();
Debug.LogError("Music skipping");
if (isCanceled)
{
_cancellationTokenSources[musicType].Dispose();
_cancellationTokenSources[musicType] = new();
_audioSourcePool.ReleaseSource(_musicAudioSources[musicType]);
_musicAudioSources[musicType] = null;
return;
}
PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(musicType).Forget();
}
public async UniTaskVoid GladlyAskToStopMusic(MusicType musicType,
AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null)
{
//TransitToSnapshot(audioSnapshotState, time);
await UniTask.WaitForSeconds(time);
_cancellationTokenSources[musicType].Cancel();
callback?.Invoke();
}
public void StopMusic()
{
_peacefulMusicSource.Stop();
_actionMusicSource.Stop();
_cancellationTokenSources[MusicType.Peaceful].Cancel();
_cancellationTokenSources[MusicType.Action].Cancel();
}
public void GladlyAskToStopMusic(Action callback = null)
{
// TransitToSnapshot(AudioSnapshotState.None);
_peacefulMusicSource.Stop();
_actionMusicSource.Stop();
callback?.Invoke();
}
public void TransitToSnapshot(AudioSnapshotState state, float time = 1)
{
foreach (var key in _audioMixerGroups.Keys)
_mixer.DOSetFloat(_audioMixerGroups[key].name, Mathf.Log10(_snapshotsVolumes[state][key]) * 20, time);
}
public void PlaySFX(SFXSounds sfxId, Vector3 position)
{
_audioSourcePool
.PlayOneShot(_audioFactory.SFXAudios[(int)sfxId], position, _audioMixerGroups[AudioType.SFX]).Forget();
}
public void ApplyStun(float value, float time)
{
_mixer.DOSetFloat("Stun", value, time);
}
public void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position)
{
_audioSourcePool.PlayOneShot(_audioFactory.EnemiesAudios[(int)enemySoundId], position,
_audioMixerGroups[AudioType.Enemies]).Forget();
}
public AudioSource GetSourceOfGroup(AudioType group)
{
AudioSource source = _audioSourcePool.GetSource();
source.outputAudioMixerGroup = _audioMixerGroups[group];
return source;
}
public void ReleaseSourceOfGroup(AudioSource source) => _audioSourcePool.ReleaseSource(source);
// Чинить долго и дорого пусть Артёмов будет много, ведь он наш друг
public event IAudioService.OnAudioPlayingDelegate OnDispatcherStarted;
public event IAudioService.OnAudioPlayingDelegate OnDispatcherEnded;
public void PlayDispatcher(DispatcherSounds dispatcherSoundId)
{
OnDispatcherStarted?.Invoke();
_audioSourcePool.PlayOneShot(_audioFactory.DispatcherAudios[(int)dispatcherSoundId],
_audioMixerGroups[AudioType.Dispatcher],
AudioSourceType.NoBlend, () => OnDispatcherEnded?.Invoke()).Forget();
}
public void PlayCourier(CourierSounds courierSounds)
{
_audioSourcePool.PlayOneShot(_audioFactory.CourierAudios[(int)courierSounds],
_audioMixerGroups[AudioType.Courier],
AudioSourceType.NoBlend).Forget();
}
private CancellationTokenSource _testClipCancellationTokenSource = new();
private void ResetCurrentTestAudioSource() => _currentTestClipAudioType = AudioType.Master;
private AudioType _currentTestClipAudioType;
// TODO Засунуть в словарь
public void PlayTestClip(AudioType audioType)
{
if (_currentTestClipAudioType == audioType) return;
_testClipCancellationTokenSource.Cancel();
_testClipCancellationTokenSource = new();
_currentTestClipAudioType = audioType;
_audioSourcePool.PlayOneShot(_audioFactory.AudioTestClips[audioType],
_audioMixerGroups[audioType], _testClipCancellationTokenSource,
AudioSourceType.NoBlend, ResetCurrentTestAudioSource).Forget();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bf44cb051308463494bd930f2a3d31e4
timeCreated: 1762625073
@@ -0,0 +1,10 @@
namespace Code.Audio
{
public enum AudioSnapshotState
{
None,
Peaceful,
Action,
Menu
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 29adaf8e912649d9b91c09735e36840a
timeCreated: 1762808301
@@ -0,0 +1,121 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Code.Configs;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.Pool;
using Object = UnityEngine.Object;
namespace Code.Audio
{
public class AudioSourcePool
{
// The pool holds plain GameObjects (you can swap this for any component type).
private IObjectPool<AudioSource> _pool;
private GameObject _sourcePrefab;
private Dictionary<AudioSourceType, AudioSourceSettingsConfig> _settings;
public AudioSourcePool(Dictionary<AudioSourceType, AudioSourceSettingsConfig> settings) => _settings = settings;
public void Initialize(GameObject sourcePrefab)
{
_sourcePrefab = sourcePrefab;
// Create a pool with the four core callbacks.
_pool = new ObjectPool<AudioSource>(
createFunc: CreateItem,
// actionOnGet: OnGet,
actionOnRelease: OnRelease,
actionOnDestroy: OnDestroyItem,
collectionCheck: true, // helps catch double-release mistakes
defaultCapacity: 10,
maxSize: 20
);
}
// Creates a new pooled GameObject the first time (and whenever the pool needs more).
private AudioSource CreateItem()
{
AudioSource audioSource = Object.Instantiate(_sourcePrefab).GetComponent<AudioSource>();
audioSource.name = "PooledAudioSource";
Object.DontDestroyOnLoad(audioSource);
return audioSource;
}
// Called when an item is taken from the pool.
private void OnGet(AudioSource source)
{
//source.gameObject.SetActive(true);
}
// Called when an item is returned to the pool.
private void OnRelease(AudioSource source)
{
source.Stop();
//source.gameObject.SetActive(false);
}
// Called when the pool decides to destroy an item (e.g., above max size).
private void OnDestroyItem(AudioSource source)
{
Object.Destroy(source.gameObject);
}
public async UniTaskVoid PlayOneShot(AudioClip clip, Vector3 position, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = _settings[audioSourceType].spatialBlend;
source.transform.position = position;
source.outputAudioMixerGroup = audioMixerGroup;
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
onComplete?.Invoke();
_pool.Release(source);
}
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = _settings[audioSourceType].spatialBlend;
source.outputAudioMixerGroup = audioMixerGroup;
await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
onComplete?.Invoke();
_pool.Release(source);
}
public async UniTaskVoid PlayOneShot(AudioSource audioSource, AudioClip clip, AudioMixerGroup audioMixerGroup, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
audioSource.PlayOneShot(clip);
audioSource.spatialBlend = _settings[audioSourceType].spatialBlend;
audioSource.outputAudioMixerGroup = audioMixerGroup;
// TODO Потом сделать. Можно с cancellation, но сейчас лень. Ну правда
await UniTask.WaitUntilValueChanged(audioSource, x => x.isPlaying);
if (!audioSource) return;
_pool.Release(audioSource);
onComplete?.Invoke();
}
public async UniTaskVoid PlayOneShot(AudioClip clip, AudioMixerGroup audioMixerGroup, CancellationTokenSource cancellationToken, AudioSourceType audioSourceType = AudioSourceType.NoBlend, Action onComplete = null)
{
AudioSource source = _pool.Get();
source.PlayOneShot(clip);
source.spatialBlend = _settings[audioSourceType].spatialBlend;
source.outputAudioMixerGroup = audioMixerGroup;
var (isCanceled, _) = await UniTask.WaitUntilValueChanged(source, x => x.isPlaying, cancellationToken: cancellationToken.Token).SuppressCancellationThrow();
_pool.Release(source);
if(!isCanceled) onComplete?.Invoke();
else cancellationToken.Dispose();
}
public AudioSource GetSource() => _pool.Get();
public void ReleaseSource(AudioSource source) => _pool.Release(source);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 370b6a43a74744ff9d90a99991b104f7
timeCreated: 1762852042
@@ -0,0 +1,8 @@
namespace Code.Audio
{
public enum AudioSourceType
{
Full3D,
NoBlend
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 260bbb19b55049928b9ab4d55b32fc3f
timeCreated: 1763849966
@@ -0,0 +1,37 @@
using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.Audio;
namespace Code.Audio
{
public interface IAudioFactory
{
AudioMixer AudioMixer { get; }
Dictionary<AudioType, AudioClip> AudioTestClips { get; }
Dictionary<MusicType, List<AudioClip>> MusicDictionary { get; }
List<AudioClip> SFXAudios { get; }
List<AudioClip> EnemiesAudios { get; }
List<AudioClip> DispatcherAudios { get; }
List<AudioClip> CourierAudios { get; }
UniTask LoadAudioSourcePrefab(Action<GameObject> callback);
UniTask WarmGameplayMusic( );
void ReleaseActionMusic();
void ReleasePeacefulMusic();
UniTask WarmAudioTestClips( );
void ReleaseAudioTestClips();
UniTask WarmMenuMusic( );
void ReleaseMenuMusic();
UniTask WarmSFX( );
void ReleaseSFX();
UniTask WarmEnemies( );
void ReleaseEnemies();
UniTask WarmDispatcher( );
void ReleaseDispatcher();
UniTask WarmCourier();
void ReleaseCourier();
UniTask WarmDeathMusic( );
void ReleaseDeathMusic();
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ea837e1ca08a4846b7f4ce2df771bf65
timeCreated: 1762804793
@@ -0,0 +1,31 @@
using System;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Code.Audio
{
public interface IAudioService
{
UniTask Initialize();
UniTaskVoid PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType musicType);
UniTaskVoid GladlyAskToStopMusic(MusicType musicType, AudioSnapshotState audioSnapshotState = AudioSnapshotState.None, float time = 1f, Action callback = null);
void StopMusic();
void GladlyAskToStopMusic(Action callback = null);
void TransitToSnapshot(AudioSnapshotState state, float time = 1f);
void PlaySFX(SFXSounds sfxId, Vector3 position);
void PlayEnemy(EnemiesSounds enemySoundId, Vector3 position);
delegate void OnAudioPlayingDelegate();
event OnAudioPlayingDelegate OnDispatcherStarted;
event OnAudioPlayingDelegate OnDispatcherEnded;
void PlayDispatcher(DispatcherSounds dispatcherSoundId);
void ChangeSetting(AudioType type, float value);
float GetSetting(AudioType type);
void PlayTestClip(AudioType audioType);
AudioSource GetSourceOfGroup(AudioType group);
void ReleaseSourceOfGroup(AudioSource source);
void PlayCourier(CourierSounds range);
void ApplyStun(float value, float time);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 30521fadcce84848ae88363e915bceb4
timeCreated: 1762804728
@@ -0,0 +1,22 @@
namespace Code.Audio
{
public enum MusicType
{
Menu,
Peaceful,
Action,
Death
}
public enum AudioType
{
Master,
MenuMusic,
Dispatcher,
SFX,
Courier,
Enemies,
ActionMusic,
PeacefulMusic,
DeathMusic
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 74ff08d5f1b741f69e37fc06fb07ae8d
timeCreated: 1763151897
@@ -2,7 +2,7 @@ using UnityEngine;
namespace Code.Configs namespace Code.Configs
{ {
[CreateAssetMenu(menuName = "Config/AppConfig", fileName = "AppConfig")] [CreateAssetMenu(menuName = "Config/App", fileName = "AppConfig")]
public class AppConfig : ScriptableObject public class AppConfig : ScriptableObject
{ {
public GameObject infrastructureUnitPrefab; public GameObject infrastructureUnitPrefab;
@@ -0,0 +1,13 @@
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;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 353cee8946ca43efbbcda905d7b32ae1
timeCreated: 1762624627
@@ -0,0 +1,14 @@
using Code.Audio;
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "AudioSourceSettingsConfig", menuName = "Audio/AudioSourceSettingsConfig")]
public class AudioSourceSettingsConfig : ScriptableObject
{
// Дополнять по мере необходимости
public float spatialBlend;
public AudioSourceType sourceType;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e6406ab390b74d5ca336d7d4d0e1a732
timeCreated: 1763850008
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/AudioTestClips", fileName = "AudioTestClipsConfig")]
public class AudioTestClipsConfig : ScriptableObject
{
public AssetReference[] audioTestClips;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f2f1c08a20a54a708336caf8ca6499e1
timeCreated: 1764263243
@@ -1,4 +1,5 @@
using UnityEngine; using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs namespace Code.Configs
{ {
@@ -0,0 +1,14 @@
using Code.Gameplay.Camera;
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "CameraSettingsConfig", menuName = "Config/CameraSettingsConfig")]
public class CameraSettingsConfig : ScriptableObject
{
// Дополнять по мере необходимости
public float fov;
public CameraMode cameraMode;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6610b94e9823401c94533e1756a97195
timeCreated: 1763846744
@@ -22,12 +22,12 @@ namespace Code.Configs
slideSpeed = 20f, // Скорость слайда slideSpeed = 20f, // Скорость слайда
slideDuration = 0.8f, // Длительность слайда в секундах slideDuration = 0.8f, // Длительность слайда в секундах
slideCooldown = 1.5f; // Время перезарядки слайда в секундах slideCooldown = 1.5f; // Время перезарядки слайда в секундах
// Залазание на стены // Наклон при залазании на стены
public float public float
wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену leanAngle = 25f,
minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену leanThreshold = 0.3f,
wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной" leanSmoothSpeed = 10f;
// Гравитация // Гравитация
public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
@@ -0,0 +1,29 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/Cockroach", fileName = "CockroachConfig")]
public class CockroachConfig : ScriptableObject
{
public AssetReference cockroachPrefab;
public int damage = 2;
public float attackCooldown = 1.5f;
public float detectionRange = 20f;
public float attackRange = 1.3f;
public float speed = 6f;
public bool isStunnable;
public float stunDuration;
public bool usesIdleMovement = true;
public float idleWanderRadius = 3f;
public float idleMoveDurationMin = 0.3f;
public float idleMoveDurationMax = 1f;
public float idlePauseDurationMin = 0.1f;
public float idlePauseDurationMax = 0.8f;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7bc162d3127949aa950d0738beee99a4
timeCreated: 1763571220
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/CourierSoundListConfig", fileName = "CourierSoundListConfig")]
public class CourierSoundListConfig : ScriptableObject
{
public AssetReference[] courierSounds;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 83304a98bbdc4e7c9c7c643653ae1368
timeCreated: 1762625438
@@ -0,0 +1,27 @@
using System.Collections.Generic;
using AYellowpaper.SerializedCollections;
using UnityEngine;
using AudioType = Code.Audio.AudioType;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "DefaultAudioSettingsConfig", menuName = "Audio/DefaultAudioSettings")]
public class DefaultAudioSettingsConfig : ScriptableObject
{
[Header("Menu")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> menuVolume = new();
[Header("Action")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> actionVolume = new();
[Header("Peaceful")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> peacefulVolume = new();
[Header("None")]
[SerializedDictionary("AudioType", "Volume")]
public SerializedDictionary<Audio.AudioType, float> noneVolume = new();
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 36d35c52933d4d4ba836f75b05c4810f
timeCreated: 1764754933
@@ -0,0 +1,12 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/DispatcherSoundList", fileName = "DispatcherSoundListConfig")]
public class DispatcherSoundListConfig : ScriptableObject
{
public AssetReference[] dispatcher;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8a6f6ffb8f5242899791719801791945
timeCreated: 1762625431
@@ -0,0 +1,29 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/DrunkenGrandpa", fileName = "DrunkenGrandpaConfig")]
public class DrunkenGrandpaConfig : ScriptableObject
{
public AssetReference drunkenGrandpaPrefab;
public int damage = 2;
public float attackCooldown = 5f;
public float detectionRange = 10f;
public float attackRange = 1.5f;
public float speed = 3f;
public bool isStunnable = true;
public float stunDuration = 3f;
public bool usesIdleMovement = true;
public float idleWanderRadius = 5f;
public float idleMoveDurationMin = 1f;
public float idleMoveDurationMax = 5f;
public float idlePauseDurationMin = 3f;
public float idlePauseDurationMax = 5f;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4d157e8891074b90957a7434cff0ae71
timeCreated: 1763569096
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/EnemiesSoundList", fileName = "EnemiesSoundListConfig")]
public class EnemiesSoundListConfig : ScriptableObject
{
public AssetReference[] enemies;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e73ac7f7e3cd4db8ada95f63d73c2d1d
timeCreated: 1762625425
@@ -0,0 +1,29 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Enemies/Fog", fileName = "FogConfig")]
public class FogConfig : ScriptableObject
{
public AssetReference fogPrefab;
public int damage = int.MaxValue;
public float attackCooldown;
public float detectionRange;
public float attackRange = 5f;
public float speed = 1.5f;
public bool isStunnable;
public float stunDuration;
public bool usesIdleMovement;
public float idleWanderRadius;
public float idleMoveDurationMin;
public float idleMoveDurationMax;
public float idlePauseDurationMin;
public float idlePauseDurationMax;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: aa4dd2a5cce24902a2918488b5751f2f
timeCreated: 1763581410
@@ -0,0 +1,10 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/MusicPlayer", fileName = "MusicPlayerConfig")]
public class MusicPlayerConfig : ScriptableObject
{
public float threshold = 0.5f;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8708e3c129d241b08563f1a170bd3a44
timeCreated: 1764585060
@@ -0,0 +1,12 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Gameplay/OrderBox", fileName = "OrderBoxConfig")]
public class OrderBoxConfig : ScriptableObject
{
public float activationTime;
public AnimationCurve floatingCurve;
public float curveLength;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6af4f53d425a41c78ef889fd7e5c3197
timeCreated: 1763735968
@@ -0,0 +1,11 @@
using UnityEngine;
namespace Code.Configs
{
[CreateAssetMenu(fileName = "OrderServiceConfig", menuName = "Config/Gameplay/OrderServiceConfig")]
public class OrderServiceConfig : ScriptableObject
{
public Vector2 timeBounds;
public float koefRooms, koefOvertime;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ee2550c3e4874575ac3aecadfcc42475
timeCreated: 1763559999
@@ -0,0 +1,14 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Player", fileName = "PlayerConfig")]
public class PlayerConfig : ScriptableObject
{
public int maxHealth;
public AssetReference characterPrefab;
public AssetReference armsMeshPrefab;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 425c2ad28dbe4552acd1564f64372558
timeCreated: 1761591274
@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/Audio/SFXList", fileName = "SFXListConfig")]
public class SFXListConfig : ScriptableObject
{
public AssetReference[] SFX;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: be49de18297645009c1e2092f382a670
timeCreated: 1762625417
@@ -0,0 +1,14 @@
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[] deathSoundtrack;
public AssetReference[] menuSoundtrack;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6d4b28e4552d456d99550b6d91467345
timeCreated: 1762624980
@@ -0,0 +1,12 @@
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Code.Configs
{
[CreateAssetMenu(menuName = "Config/UI", fileName = "UIConfig")]
public class UIConfig : ScriptableObject
{
public AssetReference[] uiPanelsAssetReferences;
public AssetReference canvasAssetReference;
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: feaa36c74e094e0aa24b3983957a6e4e
timeCreated: 1761591380
@@ -6,4 +6,27 @@ 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 CourierGroup = "Courier";
public const string EnemiesGroup = "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";
public const string DeathMusicGroup = "Death";
}
} }
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bb5ad0cc3a72448a93ee2adb560c35ad
timeCreated: 1764345160
@@ -0,0 +1,12 @@
using UnityEngine;
namespace Code.DebugAndTest
{
public class TriggerTest : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
Debug.Log(gameObject.name + " found " + other.name);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6bb3c649d82049079d00b843a76aced8
timeCreated: 1764345168
+6 -1
View File
@@ -1,3 +1,8 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: e4901b413afd4d7da914edf2a1e51f8f guid: e4901b413afd4d7da914edf2a1e51f8f
timeCreated: 1760627936 folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -10,8 +10,9 @@ namespace Code.Gameplay.Camera
*/ */
public enum CameraMode public enum CameraMode
{ {
Bogdan, None,
Static, Static,
MainMenu,
FirstPerson, FirstPerson,
ThirdPerson, ThirdPerson,
Cinematic Cinematic
@@ -9,11 +9,16 @@ namespace Code.Gameplay.Camera
// Текущий режим работы камеры // Текущий режим работы камеры
public override void Initialize() public override void Initialize()
{ {
States.Add(CameraMode.None, new NoneState(StateMachineContext));
States.Add(CameraMode.Static, new StaticState(StateMachineContext)); States.Add(CameraMode.Static, new StaticState(StateMachineContext));
States.Add(CameraMode.MainMenu, new MainMenuState(StateMachineContext));
States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext)); States.Add(CameraMode.FirstPerson, new FirstPersonState(StateMachineContext));
States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext)); States.Add(CameraMode.ThirdPerson, new ThirdPersonState(StateMachineContext));
CurrentBaseState = States[CameraMode.None];
} }
public UnityEngine.Camera Camera => StateMachineContext.Camera;
protected override bool CheckTransitionAllowed(CameraMode nextState) => true; protected override bool CheckTransitionAllowed(CameraMode nextState) => true;
@@ -1,3 +1,4 @@
using System.Collections.Generic;
using Code.Configs; using Code.Configs;
using Code.Input; using Code.Input;
using Reflex.Attributes; using Reflex.Attributes;
@@ -9,5 +10,6 @@ namespace Code.Gameplay.Camera
[Inject] public UnityEngine.Camera Camera; [Inject] public UnityEngine.Camera Camera;
[Inject] public CameraConfig Config; [Inject] public CameraConfig Config;
[Inject] public IInputService InputService; [Inject] public IInputService InputService;
[Inject] public Dictionary<CameraMode,CameraSettingsConfig> CameraSettingsConfigs;
} }
} }
@@ -117,7 +117,7 @@ namespace Code.Gameplay.Camera.CameraStates
protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation) protected virtual void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
{ {
// Вращение вокруг вертикальной оси (горизонтальный поворот) // Вращение вокруг вертикальной оси (горизонтальный поворот)
var rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed)); var rotationFromInput = Quaternion.Euler(Vector3.up * (rotationInput.x * RotationSpeed));
PlanarDirection = rotationFromInput * PlanarDirection; PlanarDirection = rotationFromInput * PlanarDirection;
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up); var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
@@ -14,14 +14,18 @@ namespace Code.Gameplay.Camera.CameraStates
public override void EnterState() public override void EnterState()
{ {
base.EnterState();
// В FirstPerson режиме дистанция всегда равна 0 // В FirstPerson режиме дистанция всегда равна 0
MinDistance = 0f; MinDistance = 0f;
MaxDistance = 0f; MaxDistance = 0f;
DefaultDistance = 0f; DefaultDistance = 0f;
TargetDistance = 0f; TargetDistance = 0f;
CurrentDistance = 0f; CurrentDistance = 0f;
Camera.fieldOfView = Context.CameraSettingsConfigs[CameraMode.FirstPerson].fov;
base.EnterState(); Cursor.lockState = CursorLockMode.Locked;
} }
protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation) protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
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