using Code.Infrastructure.Camera; using Code.Infrastructure.Configs; using Code.Infrastructure.Input; using Code.Infrastructure.Loadings; using Code.Infrastructure.SceneLoader; using Reflex.Core; using Reflex.Enums; using UnityEngine; using Resolution = Reflex.Enums.Resolution; namespace Code.Infrastructure.App { public class PapaInstaller : MonoBehaviour, IInstaller, ISceneConfigsLoadedHandle, IInputServiceInitializedHandle, ICameraInitializedHandle { public void InstallBindings(ContainerBuilder containerBuilder) { containerBuilder.RegisterType(typeof(EventBus.EventBus), Lifetime.Singleton, Resolution.Eager); containerBuilder.RegisterType(typeof(ConfigLocator), new[] { typeof(IConfigLocator) }, Lifetime.Singleton, Resolution.Eager); containerBuilder.RegisterType(typeof(SceneLoader.SceneLoader), Lifetime.Singleton, Resolution.Eager); containerBuilder.RegisterType(typeof(InputService),new[] { typeof(IInputService) }, Lifetime.Singleton, Resolution.Eager); containerBuilder.OnContainerBuilt += Bootstrap; containerBuilder.RegisterType(typeof(AppStateMachine), Lifetime.Singleton, Resolution.Lazy); containerBuilder.RegisterType(typeof(AppStateMachineContext), Lifetime.Singleton, Resolution.Lazy); containerBuilder.RegisterType(typeof(CameraFactory), Lifetime.Singleton, Resolution.Lazy); containerBuilder.RegisterType(typeof(CameraStateMachine), Lifetime.Singleton, Resolution.Lazy); containerBuilder.RegisterType(typeof(CameraStateMachineContext), Lifetime.Singleton, Resolution.Lazy); } private Loading _initialLoading; private Container _thatRightContainer; private void Bootstrap(Container container) { _thatRightContainer = container; container.Resolve().Subscribe(this); container.Resolve().CreateCameraStateMachine(container.Resolve()).Forget(); _initialLoading = new Loading(3, () => EssentialLoadEnded(container)); } private void EssentialLoadEnded(Container container) { container.Resolve().SwitchState(AppStates.Bootstrap).AllowStateTransition(AppStates.Gameplay); container.Resolve().Unsubscribe(this); } public void SceneConfigsLoaded() { _initialLoading.DoProgress(); } public void InputServiceInitialized() { _initialLoading.DoProgress(); } public void CameraInitialized(CameraStateMachineContext.CameraLoadedData data) { _thatRightContainer.Resolve().cameraLoadedData = data; _thatRightContainer.Resolve().SwitchState(CameraMode.None) .AllowStateTransition(CameraMode.FirstPerson); _initialLoading.DoProgress(); } } }