init: add project

This commit is contained in:
Bragin Stepan
2026-02-18 23:02:28 +05:00
commit 4f01e66894
620 changed files with 52253 additions and 0 deletions

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using System;
using System.Collections.Generic;
namespace Assets._Project.Develop.Runtime.Infrastructure.DI
{
public class DIContainer
{
private readonly Dictionary<Type, Registration> _container = new();
private readonly List<Type> _requests = new();
private readonly DIContainer _parent;
public DIContainer() { }
public DIContainer(DIContainer parent) => _parent = parent;
public IRegistrationOptions RegisterAsSingle<T>(Func<DIContainer, T> creator)
{
if (IsAlreadyRegister<T>())
throw new InvalidOperationException($"{typeof(T)} already register");
Registration registration = new Registration(container => creator.Invoke(container));
_container.Add(typeof(T), registration);
return registration;
}
public bool IsAlreadyRegister<T>()
{
if (_container.ContainsKey(typeof(T)))
return true;
if (_parent != null)
return _parent.IsAlreadyRegister<T>();
return false;
}
public T Resolve<T>()
{
if (_requests.Contains(typeof(T)))
throw new InvalidOperationException($"Cycle resolve for {typeof(T)}");
_requests.Add(typeof(T));
try
{
if (_container.TryGetValue(typeof(T), out Registration registration))
return (T)registration.CreateInstanceFrom(this);
if (_parent != null)
return _parent.Resolve<T>();
}
finally
{
_requests.Remove(typeof(T));
}
throw new InvalidOperationException($"Registration for {typeof(T)} not exists");
}
public void Initialize()
{
foreach (Registration registration in _container.Values)
{
if (registration.IsNonLazy)
registration.CreateInstanceFrom(this);
registration.OnInitialize();
}
}
public void Dispose()
{
foreach (Registration registration in _container.Values)
registration.OnDispose();
}
}
}

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namespace Assets._Project.Develop.Runtime.Infrastructure.DI
{
public interface IInitializable
{
void Initialize();
}
}

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guid: d11727eaee46452e981b458b50cf78ff
timeCreated: 1770823156

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namespace Assets._Project.Develop.Runtime.Infrastructure.DI
{
public interface IRegistrationOptions
{
void NonLazy();
}
}

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using System;
namespace Assets._Project.Develop.Runtime.Infrastructure.DI
{
public class Registration : IRegistrationOptions
{
private Func<DIContainer, object> _creator;
private object _cachedInstance;
public bool IsNonLazy { get; private set; }
public Registration(Func<DIContainer, object> creator) => _creator = creator;
public object CreateInstanceFrom(DIContainer container)
{
if (_cachedInstance != null)
return _cachedInstance;
if (_creator == null)
throw new InvalidOperationException("Not has instance or creator");
_cachedInstance = _creator.Invoke(container);
return _cachedInstance;
}
public void OnInitialize()
{
if (_cachedInstance != null)
if (_cachedInstance is IInitializable initializable)
initializable.Initialize();
}
public void OnDispose()
{
if (_cachedInstance != null)
if (_cachedInstance is IDisposable disposable)
disposable.Dispose();
}
public void NonLazy() => IsNonLazy = true;
}
}

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using Assets._Project.Develop.Runtime.Infrastructure.DI;
using Assets._Project.Develop.Runtime.Utilities.ConfigsManagement;
using Assets._Project.Develop.Runtime.Utilities.CoroutinesManagement;
using Assets._Project.Develop.Runtime.Utilities.LoadingScreen;
using Assets._Project.Develop.Runtime.Utilities.SceneManagement;
using System.Collections;
using _Project.Develop.Runtime.Utilities.DataManagement;
using Assets._Project.Develop.Runtime.Gameplay.Infrastructure;
using Assets._Project.Develop.Runtime.Utilities.DataManagement.DataProviders;
using UnityEngine;
namespace Assets._Project.Develop.Runtime.Infrastructure.EntryPoint
{
public class GameEntryPoint : MonoBehaviour
{
private void Awake()
{
SetupAppSettings();
DIContainer projectContainer = new();
ProjectContextRegistrations.Process(projectContainer);
projectContainer.Initialize();
projectContainer.Resolve<ICoroutinesPerformer>().StartPerform(Initialize(projectContainer));
}
private void SetupAppSettings()
{
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = 60;
}
private IEnumerator Initialize(DIContainer container)
{
ILoadingScreen loadingScreen = container.Resolve<ILoadingScreen>();
SceneSwitcherService sceneSwitcherService = container.Resolve<SceneSwitcherService>();
PlayerDataProvider playerDataProvider = container.Resolve<PlayerDataProvider>();
loadingScreen.Show();
yield return container.Resolve<ConfigsProviderService>().LoadAsync();
yield return DataUtils.LoadProviderAsync(playerDataProvider);
// yield return DataUtils.LoadProviderAsync(SettingsDataProvider);
yield return new WaitForSeconds(0.5f);
loadingScreen.Hide();
yield return sceneSwitcherService.ProcessSwitchTo(Scenes.Gameplay, new GameplayInputArgs(1));
// yield return sceneSwitcherService.ProcessSwitchTo(Scenes.MainMenu);
}
}
}

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using System;
using System.Collections.Generic;
using _Project.Develop.Runtime.Logic.Meta.Features.Wallet;
using _Project.Develop.Runtime.UI;
using _Project.Develop.Runtime.UI.Core;
using _Project.Develop.Runtime.Utilities.InputManagement;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using Assets._Project.Develop.Runtime.Infrastructure.DI;
using Assets._Project.Develop.Runtime.Meta.Features.Wallet;
using Assets._Project.Develop.Runtime.Utilities.AssetsManagement;
using Assets._Project.Develop.Runtime.Utilities.ConfigsManagement;
using Assets._Project.Develop.Runtime.Utilities.CoroutinesManagement;
using Assets._Project.Develop.Runtime.Utilities.DataManagement;
using Assets._Project.Develop.Runtime.Utilities.DataManagement.DataProviders;
using Assets._Project.Develop.Runtime.Utilities.LoadingScreen;
using Assets._Project.Develop.Runtime.Utilities.SceneManagement;
using Object = UnityEngine.Object;
namespace Assets._Project.Develop.Runtime.Infrastructure.EntryPoint
{
public class ProjectContextRegistrations
{
public static void Process(DIContainer container)
{
container.RegisterAsSingle<ICoroutinesPerformer>(CreateCoroutinesPerformer);
container.RegisterAsSingle(CreateConfigsProviderService);
container.RegisterAsSingle(CreateResourcesAssetsLoader);
container.RegisterAsSingle(CreateSceneLoaderService);
container.RegisterAsSingle(CreateSceneSwitcherService);
container.RegisterAsSingle<IPlayerInputService>(CreateDesktopPlayerInputService);
container.RegisterAsSingle(CreateSaveLoadFactory);
container.RegisterAsSingle<ISaveLoadService>(CreateSaveLoadService);
container.RegisterAsSingle(CreatePlayerDataProvider);
container.RegisterAsSingle(CreateWalletService).NonLazy();
container.RegisterAsSingle(CreateProjectPresentersFactory);
container.RegisterAsSingle(CreateViewsFactory);
container.RegisterAsSingle<ILoadingScreen>(CreateLoadingScreen);
}
private static ConfigsProviderService CreateConfigsProviderService(DIContainer c)
{
ResourcesAssetsLoader resourcesAssetsLoader = c.Resolve<ResourcesAssetsLoader>();
ResourcesConfigsLoader resourcesConfigsLoader = new(resourcesAssetsLoader);
return new ConfigsProviderService(resourcesConfigsLoader);
}
private static SceneSwitcherService CreateSceneSwitcherService(DIContainer c)
=> new(
c.Resolve<SceneLoaderService>(),
c.Resolve<ILoadingScreen>(),
c);
private static SceneLoaderService CreateSceneLoaderService(DIContainer c)
=> new();
private static ResourcesAssetsLoader CreateResourcesAssetsLoader(DIContainer c)
=> new();
private static DesktopPlayerInputService CreateDesktopPlayerInputService(DIContainer c)
=> new();
private static SaveLoadFactory CreateSaveLoadFactory(DIContainer c)
=> new();
private static PlayerDataProvider CreatePlayerDataProvider(DIContainer c)
=> new(c.Resolve<ISaveLoadService>(), c.Resolve<ConfigsProviderService>());
private static ProjectPresentersFactory CreateProjectPresentersFactory(DIContainer c)
=> new(c);
private static ViewsFactory CreateViewsFactory(DIContainer c)
=> new(c.Resolve<ResourcesAssetsLoader>());
private static SaveLoadService CreateSaveLoadService(DIContainer c)
=> c.Resolve<SaveLoadFactory>().CreateDefaultSaveLoad();
private static CoroutinesPerformer CreateCoroutinesPerformer(DIContainer c)
{
ResourcesAssetsLoader resourcesAssetsLoader = c.Resolve<ResourcesAssetsLoader>();
CoroutinesPerformer coroutinesPerformerPrefab = resourcesAssetsLoader
.Load<CoroutinesPerformer>(PathToResources.Util.Coroutine);
return Object.Instantiate(coroutinesPerformerPrefab);
}
private static StandardLoadingScreen CreateLoadingScreen(DIContainer c)
{
ResourcesAssetsLoader resourcesAssetsLoader = c.Resolve<ResourcesAssetsLoader>();
StandardLoadingScreen standardLoadingScreenPrefab = resourcesAssetsLoader
.Load<StandardLoadingScreen>(PathToResources.UI.LoadingScreen.Standard);
return Object.Instantiate(standardLoadingScreenPrefab);
}
private static WalletService CreateWalletService(DIContainer c)
{
Dictionary<CurrencyTypes, ReactiveVariable<int>> currencies = new();
foreach (CurrencyTypes currencyType in Enum.GetValues(typeof(CurrencyTypes)))
currencies[currencyType] = new ReactiveVariable<int>();
return new WalletService(currencies, c.Resolve<PlayerDataProvider>());
}
}
}

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using Assets._Project.Develop.Runtime.Infrastructure.DI;
using Assets._Project.Develop.Runtime.Utilities.SceneManagement;
using System.Collections;
using UnityEngine;
namespace Assets._Project.Develop.Runtime.Infrastructure
{
public abstract class SceneBootstrap : MonoBehaviour
{
public abstract void ProcessRegistrations(DIContainer container, IInputSceneArgs sceneArgs = null);
public abstract IEnumerator Initialize();
public abstract void Run();
}
}

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