Files
Hasebe/Assets/Code/Debug/TestingLevel/TestingState.cs
T
2026-10-30 02:58:51 +03:00

145 lines
5.5 KiB
C#

using System.Linq;
using Code.Game.Cleaning.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 Code.OfficeGame.BattleMode.Actions;
using Code.OfficeGame.BattleMode.Actions.Attacks;
using Code.OfficeGame.BattleMode.Actions.Player;
using Code.OfficeGame.BattleMode.Marker;
using Code.OfficeGame.BattleMode.UI;
using Code.OfficeGame.Player;
using Cysharp.Threading.Tasks;
using KinematicCharacterController;
using ObservableCollections;
using R3;
using Reflex.Core;
using Reflex.Injectors;
using UnityEngine;
using UnityEngine.InputSystem;
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;
#if UNITY_EDITOR
Context.InputService.EnableMap(ActionMappings.Debug);
Context.InputService.BindActionPerformed((int)ActionMappings.Debug, (int)DebugActions.ToggleBattleMode,
ToggleBattleMode);
#endif
Context.InputService.EnableMap(ActionMappings.OpenMovement);
Context.InputService.EnableMap(ActionMappings.UI); //
await Context.Camera.SwitchState(CameraMode.OpenMovement);
if (Context.StateMachine.CurrentState == AppStates.BattleState) return;
Context.AudioService.SetAudioListener(Context.Camera.Camera.GetComponent<AudioListener>());
var waitForContainer =
Context.SceneContainerManager.ScenesContainers
.ObserveDictionaryAdd()
.Where(x => x.Key == SceneId.Testing)
.Take(1)
.WaitAsync()
.AsUniTask();
var factoryConfig = new SingleConfig<PlayerFactorySettings>();
await factoryConfig.LoadConfig();
var factory = new PlayerFactory(factoryConfig);
var player = await factory.CreatePlayer();
var playerKinematicCharacterMotor = player.GetComponent<KinematicCharacterMotor>();
var playerMovementController = player.GetComponent<MovementController>();
var playerControlsProvider = player.GetComponent<PlayerControlsProvider>();
var playerAnimatorProvider = player.GetComponent<EntityAnimator>();
var playerProperties = player.GetComponent<EntityProperties>();
playerMovementController.Freeze = true;
void InstallExtra(Scene scene, ContainerBuilder builder)
{
builder.RegisterValue(factoryConfig);
builder.RegisterValue(factory, new[] { typeof(IPlayerFactory) });
builder.RegisterValue(playerKinematicCharacterMotor);
builder.RegisterValue(playerMovementController);
builder.RegisterValue(playerControlsProvider);
builder.RegisterValue(playerAnimatorProvider);
builder.RegisterValue(playerProperties);
}
await UniTask.WhenAll(
Context.SceneLoader
.LoadSceneAsync(
SceneId.Testing,
LoadSceneMode.Single,
true,
InstallExtra),
//////
Context.SceneLoader
.LoadSceneAsync(
SceneId.FirstTestingSegment,
LoadSceneMode.Additive,
false),
Context.SceneLoader
.LoadSceneAsync(
SceneId.SecondTestingSegment,
LoadSceneMode.Additive,
false),
//////
waitForContainer
);
var container = Context.SceneContainerManager.ScenesContainers[SceneId.Testing];
container.Resolve<KinematicCharacterMotor>()
.SetPositionAndRotation(
container.Resolve<TestingLevelData>().playerSpawnPoint.position,
container.Resolve<TestingLevelData>().playerSpawnPoint.rotation);
playerMovementController.Freeze = false;
}
private void ToggleBattleMode(InputAction.CallbackContext obj)
{
Context.StateMachine.SwitchState(AppStates.BattleState).Forget();
}
public override async UniTask ExitState()
{
#if UNITY_EDITOR
Context.InputService.DisableMap(ActionMappings.Debug);
Context.InputService.UnbindActionPerformed((int)ActionMappings.Debug, (int)DebugActions.ToggleBattleMode,
ToggleBattleMode);
#endif
Context.InputService.DisableMap(ActionMappings.OpenMovement);
if (Context.StateMachine.NextState == AppStates.BattleState) return;
await Context.SceneLoader.UnloadSceneAsync(SceneId.Testing);
await Context.SceneLoader.UnloadSceneAsync(SceneId.FirstTestingSegment);
await Context.SceneLoader.UnloadSceneAsync(SceneId.SecondTestingSegment);
}
}
}