273 lines
11 KiB
C#
273 lines
11 KiB
C#
using Code.App.Loading;
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using Code.App.StateMachine;
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using Code.Audio;
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using Code.Gameplay.Camera;
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using Code.Gameplay.Camera.CameraStates;
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using Code.Gameplay.Character.Core;
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using Code.Gameplay.Orders.Order;
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using Code.Gameplay.Player;
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using Code.Input;
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using Code.Scenes;
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using Code.Scenes.SceneEnvironments;
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using Code.StateMachine;
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using Code.UI;
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using Code.UI.Panels;
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using Cysharp.Threading.Tasks;
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using Reflex.Core;
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using Reflex.Extensions;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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namespace Code.App.AppStates
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{
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public class GameplayState : BaseState<AppStateMachineContext>
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{
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private PlayerHealth _playerHealth;
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private IPlayerScore _playerScore;
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private IOrderService _orderService;
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private CharacterProvider _playerCharacter;
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public GameplayState(AppStateMachineContext context) : base(context)
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{
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}
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public override void EnterState()
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{
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Context.UIService.LoadingScreen.Show();
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Context.LoadingManager
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.RegisterLoading(LoadingWork.LoadScene)
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.RegisterLoading(LoadingWork.LoadUI)
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.RegisterLoading(LoadingWork.LoadModelResource)
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.RegisterLoading(LoadingWork.LoadAudio);
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//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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//_playerHealth.OnDamage += PlayerDamageTaken;
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//_playerHealth.OnDeath += EndGame;
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.None);
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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// Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
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Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
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#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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WaitForLoad();
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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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private async UniTask WaitForPlayerCharacterLoad() => _playerCharacter = await Context.PlayerFactory.CreatePlayer();
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private async UniTaskVoid WaitForLoad()
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{
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await UniTask.WhenAll(
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Context.UIService.AsyncSwitchPanelTo(UIPanel.Gameplay),
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Context.AudioFactory.WarmGameplayMusic(),
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Context.AudioFactory.WarmSFX(),
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Context.AudioFactory.WarmDispatcher(),
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Context.AudioFactory.WarmEnemies(),
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Context.AudioFactory.WarmCourier()
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);
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Context.LoadingManager
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.UnregisterLoading(LoadingWork.LoadUI)
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.UnregisterLoading(LoadingWork.LoadAudio);
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InputServiceInitialize();
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MusicInitialize();
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}
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private async void AfterSceneLoaded()
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{
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Context.LoadingManager
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.RegisterLoading(LoadingWork.LoadModelResource);
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Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
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Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
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Context.PlayerProvider = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerProvider>();
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Context.PlayerFactory = SceneManager.GetActiveScene().GetSceneContainer().Resolve<IPlayerFactory>();
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await UniTask.WhenAll(
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WaitForPlayerArmsToInitialize(),
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WaitForPlayerCharacterLoad()
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);
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_playerHealth = Context.PlayerProvider.Health;
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_playerHealth.OnDamage += PlayerDamageTaken;
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_playerHealth.OnDeath += EndGame;
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Context.LoadingManager
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.UnregisterLoading(LoadingWork.LoadModelResource);
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}
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private void AfterPlayerLoaded()
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{
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Container sceneContainer = SceneManager.GetActiveScene().GetSceneContainer();
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_playerScore = sceneContainer.Resolve<IPlayerScore>();
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GameplaySceneEnvironment sceneEnvironment = SceneEnvironmentVariables(sceneContainer);
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PlayerInitialize(sceneEnvironment);
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CameraInitialize();
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GameplayServicesInitialize(sceneContainer);
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UIInitialize();
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Context.LoadingManager.OnLoadingEnded -= AfterPlayerLoaded;
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_tickEnabled = true;
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}
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private async UniTask WaitForPlayerArmsToInitialize() => _armsMesh = await Context.PlayerFactory.CreateArms(Context.CameraStateMachine.Camera.transform);
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private void OrderGiven(float time)
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{
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_gameplayPanel.ShowTimer();
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Action);
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}
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private void OrderFailure()
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{
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_playerHealth.InstaKill();
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}
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private void OrderRecieved(float time)
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{
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Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Recieve1,(int)DispatcherSounds.Recieve2));
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}
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private void OrderDelivered(int score, float time)
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{
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_gameplayPanel.HideTimer();
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if(time < 0f) Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.Late1,(int)DispatcherSounds.Late2));
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_playerScore.UpdateScore(score);
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
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}
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private void PlayerDamageTaken(int damage, PlayerHealth health)
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{
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Context.AudioService.PlayDispatcher((DispatcherSounds)Random.Range((int)DispatcherSounds.TakeDamage1,(int)DispatcherSounds.TakeDamage4));
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}
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// DEBUG
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private void InstaKillDEBUG(InputAction.CallbackContext context)
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{
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_playerHealth.InstaKill();
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}
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private void RoomPassedDEBUG(InputAction.CallbackContext context)
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{
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_orderService.RoomPassed();
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}
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private OrderDispenser _debugTube;
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private void Tube(InputAction.CallbackContext context)
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{
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_debugTube.ThrowOrder();
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}
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// DEBUG
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private bool _tickEnabled;
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public override void Tick()
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{
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if (!_tickEnabled) return;
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_orderService.DecreaseTimer(Time.deltaTime);
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}
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private void EndGame()
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{
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Context.StateMachine.SwitchState(AppState.GameOver)
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.AllowStateTransition(AppState.MainMenu);
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}
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public override void ExitState()
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{
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_playerHealth = null;
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_playerScore = null;
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_tickEnabled = false;
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Context.PlayerFactory.ReleasePlayer(_playerCharacter);
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_playerCharacter = null;
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Context.PlayerFactory.ReleaseArms(_armsMesh);
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_armsMesh = null;
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_orderService = null;
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Context.AudioService.OnDispatcherStarted -= _gameplayPanel.SummonDispatcher;
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Context.AudioService.OnDispatcherEnded -= _gameplayPanel.CloseDispatcher;
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Context.InputService.DisableMap(ActionMappings.Gameplay);
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Context.AudioService.GladlyAskToStopMusic(MusicType.Action, callback: Context.AudioFactory.ReleaseActionMusic);
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Context.AudioService.GladlyAskToStopMusic(MusicType.Peaceful, callback: Context.AudioFactory.ReleasePeacefulMusic);
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Context.AudioFactory.ReleaseCourier();
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Context.AudioFactory.ReleaseDispatcher();
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Context.AudioFactory.ReleaseEnemies();
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Context.AudioFactory.ReleaseSFX();
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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base.ExitState();
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}
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private void InputServiceInitialize()
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{
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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}
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private void CameraInitialize()
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{
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Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson);
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((BaseCameraState)Context.CameraStateMachine.CurrentBaseState).SetFollowTransform(_playerCharacter.GetFollowTransform());
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}
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private GameplayPanel _gameplayPanel;
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private ArmsMeshProvider _armsMesh;
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private void UIInitialize()
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{
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_gameplayPanel = (GameplayPanel)Context.UIService.CurrentPanel;
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_gameplayPanel.Initialize(_playerScore, _playerHealth, _orderService);
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Context.AudioService.OnDispatcherStarted += _gameplayPanel.SummonDispatcher;
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Context.AudioService.OnDispatcherEnded += _gameplayPanel.CloseDispatcher;
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}
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private void MusicInitialize()
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{
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Peaceful);
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Context.AudioService.PlayRandomMusicUntilHumanityWillBeDestroyedForTheySins(MusicType.Action);
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Context.AudioService.TransitToSnapshot(AudioSnapshotState.Peaceful);
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}
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private void PlayerInitialize(GameplaySceneEnvironment sceneEnvironment)
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{
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_playerCharacter.Teleport(sceneEnvironment.playerSpawnPoint.position, sceneEnvironment.playerSpawnPoint.rotation);
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_playerCharacter.PlayerAnimator.SetAnimator(_armsMesh.ArmsAnimator);
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}
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private void GameplayServicesInitialize(Container sceneContainer)
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{
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_orderService = sceneContainer.Resolve<IOrderService>();
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_orderService.OnOrderGiven += OrderGiven;
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_orderService.OnOrderRecieved += OrderRecieved;
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_orderService.OnOrderDelivered += OrderDelivered;
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_orderService.OnOrderFailure += OrderFailure;
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}
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private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
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{
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var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
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return sceneEnvironment;
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}
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}
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} |