Second commit

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ThomasCharester committed 2026-09-20 15:26:03 +03:00
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#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
[InitializeOnLoad]
public class StartFromBootstrap
{
static StartFromBootstrap()
{
var scenePath = "Assets/Infrastructure/Bootstrap.unity";
var sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
if (sceneAsset != null)
EditorSceneManager.playModeStartScene = sceneAsset;
else
Debug.LogError("Could not find scene at " + scenePath);
}
}
#endif
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fileFormatVersion: 2
guid: 5c1b8ca63d9a4ba19fb70cb4ec7b7609
timeCreated: 1785874078
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fileFormatVersion: 2
guid: c030bebb626a43c7acf7f3a48acc09eb
timeCreated: 1785847329
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using System;
using Code.Game.Gameplay.Player.Factory;
using Code.Infrastructure.SceneLoader;
using Cysharp.Threading.Tasks;
using R3;
using Reflex.Core;
using UnityEngine;
namespace Code.Game.TestingLevel
{
[Serializable]
public struct TestingLevelData
{
public Transform playerSpawnPoint;
}
public class TestingLevelSceneInstaller: MonoBehaviour, IInstaller, IDisposable
{
private IDisposable _onContainerBuildDisposable;
[SerializeField] private TestingLevelData testingLevelData;
public void InstallBindings(ContainerBuilder containerBuilder)
{
containerBuilder.RegisterValue(testingLevelData);
_onContainerBuildDisposable = Observable
.FromEvent<Container>(
h => containerBuilder.OnContainerBuilt += h,
h => containerBuilder.OnContainerBuilt -= h)
.Subscribe(x => OnContainerBuilt(x).Forget());
}
private ISceneContainerManager _sceneContainerManager;
private async UniTaskVoid OnContainerBuilt(Container container)
{
await UniTask.Yield();
container.Resolve<IPlayerFactory>().InjectPlayer(container);
_onContainerBuildDisposable.Dispose();
_sceneContainerManager = container.Resolve<ISceneContainerManager>();
_sceneContainerManager.ScenesContainers.Add(SceneId.Testing, container);
}
public void Dispose()
{
_sceneContainerManager.ScenesContainers.Remove(SceneId.Testing);
}
}
}
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fileFormatVersion: 2
guid: db514476e4864e78b2ab1734a44b450c
timeCreated: 1785847631
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using System;
using System.Collections.Generic;
using System.Linq;
using Code.D.Cleaning.CleanTools;
using Code.D.Cleaning.UI;
using Code.D.Player;
using Code.Game.Gameplay.Player;
using Code.Game.Gameplay.Player.Factory;
using Code.Infrastructure.App;
using Code.Infrastructure.Camera;
using Code.Infrastructure.Generators;
using Code.Infrastructure.Input;
using Code.Infrastructure.SceneLoader;
using Code.Infrastructure.UI;
using Code.Infrastructure.Utils;
using Cysharp.Threading.Tasks;
using KinematicCharacterController;
using ObservableCollections;
using R3;
using Reflex.Core;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Code.Game.TestingLevel
{
[State(typeof(AppStates), typeof(AppStateMachineContext))]
public partial class TestingState
{
public TestingState(AppStateMachineContext context) : base(context)
{
}
public override AppStates MyState => AppStates.Testing;
public override async UniTask EnterState()
{
Cursor.lockState = CursorLockMode.Locked;
Context.InputService.EnableMap(ActionMappings.Cleaning);
Context.AudioService.SetAudioListener(Context.Camera.Camera.GetComponent<AudioListener>());
await Context.Camera.SwitchState(CameraMode.Cleaner);
var waitForContainer =
Context.SceneContainerManager.ScenesContainers
.ObserveDictionaryAdd()
.Where(x => x.Key == SceneId.Testing)
.Take(1)
.WaitAsync()
.AsUniTask();
var cleaningPanel = (CleaningPanel) await Context.UIFactory.LoadPanel(UIPanelType.Cleaning,true);
var factoryConfig = new SingleConfig<PlayerFactorySettings>();
var cleanToolsConfigs = new MultipleConfig<CleanToolConfig>();
await UniTask.WhenAll(
factoryConfig.LoadConfig(),
cleanToolsConfigs.LoadConfigs()
);
var factory = new PlayerFactory(factoryConfig);
var player = await factory.CreatePlayer();
var playerKinematicCharacterMotor = player.GetComponent<KinematicCharacterMotor>();
var playerMovementController = player.GetComponent<PlayerMovementController>();
var playerEquipment = player.GetComponent<PlayerEquipment>();
CleanToolConfig[] toolsConfigs = cleanToolsConfigs.Configs.ToArray();
List<CleanTool> cleanTools = new();
// TODO Сделать сервис снабжения игрока
foreach (var toolConfig in toolsConfigs)
{
switch (toolConfig.ToolType)
{
case CleanToolType.Tryapka:
cleanTools.Add(new Tryapka(toolConfig.DurabilityUsageStep, toolConfig.CleanRadius, toolConfig.BrushTexture));
break;
}
}
void InstallExtra(Scene scene, ContainerBuilder builder)
{
builder.RegisterValue(factoryConfig);
builder.RegisterValue(factory, new []{typeof(IPlayerFactory)});
builder.RegisterValue(playerKinematicCharacterMotor);
builder.RegisterValue(playerMovementController);
builder.RegisterValue(playerEquipment);
builder.RegisterValue(cleanTools);
builder.RegisterValue(cleaningPanel);
}
await UniTask.WhenAll(
Context.SceneLoader
.LoadSceneAsync(
SceneId.Testing,
LoadSceneMode.Single,
true,
InstallExtra),
waitForContainer
);
var container = Context.SceneContainerManager.ScenesContainers[SceneId.Testing];
container.Resolve<KinematicCharacterMotor>()
.SetPositionAndRotation(
container.Resolve<TestingLevelData>().playerSpawnPoint.position,
container.Resolve<TestingLevelData>().playerSpawnPoint.rotation);
((CleanerCameraState)Context.Camera.CurrentBaseState)
.SetPlayer(container.Resolve<PlayerMovementController>());
}
public override async UniTask ExitState()
{
Context.InputService.DisableMap(ActionMappings.Cleaning);
await Context.SceneLoader.UnloadSceneAsync(SceneId.Testing);
}
}
}
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fileFormatVersion: 2
guid: 7c6095424c534587b8b6ed7c758375e5
timeCreated: 1785847339
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Shader "Custom/UVRegionHighlighter"
{
Properties
{
_HighlightMin ("Highlight Min (U, V)", Vector) = (0.2, 0.2, 0, 0)
_HighlightMax ("Highlight Max (U, V)", Vector) = (0.5, 0.5, 0, 0)
_GridCount ("Grid Count", Float) = 10.0
_HighlightColor ("Highlight Color", Color) = (1, 0, 0, 1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD1;
};
struct v2f
{
float2 uv : TEXCOORD1;
float4 vertex : SV_POSITION;
};
float4 _HighlightMin;
float4 _HighlightMax;
float _GridCount;
fixed4 _HighlightColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 uv = i.uv;
// Сетка (линии разметки)
float2 grid = frac(uv * _GridCount);
float lineMask = step(0.92, grid.x) + step(0.92, grid.y);
lineMask = saturate(lineMask);
// Проверка: находится ли пиксель в выбранных UV-координатах
bool inRegion = (uv.x >= _HighlightMin.x && uv.x <= _HighlightMax.x &&
uv.y >= _HighlightMin.y && uv.y <= _HighlightMax.y);
// Базовый цвет UV + черная сетка
fixed4 baseColor = lerp(fixed4(uv.x, uv.y, 0.0, 1.0), fixed4(0, 0, 0, 1), lineMask);
// Если пиксель внутри выделенного участка UV — подсвечиваем его
if (inRegion)
{
return lerp(_HighlightColor, fixed4(1, 1, 1, 1), lineMask * 0.5);
}
return baseColor;
}
ENDCG
}
}
}
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fileFormatVersion: 2
guid: fa803291ec594773ad1056019437aa30
timeCreated: 1786007069