UI Started
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Code.Infrastructure.Configs;
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using Code.Infrastructure.EventBus;
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using Cysharp.Threading.Tasks;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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namespace Code.Infrastructure.UI
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{
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public interface IUIFactory
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{
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UniTaskVoid LoadPanel(UIPanelType panelType);
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void ReleasePanel(UIPanel panel);
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}
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public class UIFactory : IDisposable, IUIFactory
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{
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private Dictionary<UIPanelType, UIPanelSettingsConfig> _configs;
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private string _configsLabel;
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private EventBus.EventBus _eventBus;
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private AsyncOperationHandle<IList<UIPanelSettingsConfig>> _configsHandle;
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public UIFactory(IConfigLocator configLocator, EventBus.EventBus eventBus)
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{
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_eventBus = eventBus;
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_configsLabel = configLocator.TryGetManyConfigAssetReferences<UIPanelSettingsConfig>();
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LoadConfigs().Forget();
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}
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public async UniTaskVoid LoadPanel(UIPanelType panelType)
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{
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var panel = (await Addressables.InstantiateAsync(_configs[panelType]).ToUniTask()).GetComponent<UIPanel>();
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_eventBus.RaiseEvent<IUIPanelLoadedHandle>(ui => ui.UIPanelLoaded(panel, panelType));
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}
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public void ReleasePanel(UIPanel panel)
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{
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Addressables.ReleaseInstance(panel.gameObject);
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}
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private async UniTaskVoid LoadConfigs()
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{
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_configsHandle = Addressables.LoadAssetsAsync<UIPanelSettingsConfig>(_configsLabel);
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await _configsHandle.ToUniTask();
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_configs = _configsHandle.Result.ToDictionary(c => c.UIPanelType);
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_eventBus.RaiseEvent<IUIInitializedHandle>(ui => ui.UIInitialized());
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}
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public void Dispose()
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{
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Addressables.Release(_configsHandle);
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}
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}
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public interface IUIInitializedHandle : IGlobalSubscriber
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{
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void UIInitialized();
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}
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public interface IUIPanelLoadedHandle : IGlobalSubscriber
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{
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void UIPanelLoaded(UIPanel panel, UIPanelType panelType);
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}
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}
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