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https://github.com/Bragin-Stepan/project-entity.git
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init: add project
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using Assets._Project.Develop.Runtime.Infrastructure.DI;
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using Assets._Project.Develop.Runtime.Utilities.ConfigsManagement;
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using Assets._Project.Develop.Runtime.Utilities.CoroutinesManagement;
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using Assets._Project.Develop.Runtime.Utilities.LoadingScreen;
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using Assets._Project.Develop.Runtime.Utilities.SceneManagement;
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using System.Collections;
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using _Project.Develop.Runtime.Utilities.DataManagement;
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using Assets._Project.Develop.Runtime.Gameplay.Infrastructure;
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using Assets._Project.Develop.Runtime.Utilities.DataManagement.DataProviders;
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using UnityEngine;
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namespace Assets._Project.Develop.Runtime.Infrastructure.EntryPoint
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{
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public class GameEntryPoint : MonoBehaviour
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{
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private void Awake()
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{
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SetupAppSettings();
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DIContainer projectContainer = new();
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ProjectContextRegistrations.Process(projectContainer);
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projectContainer.Initialize();
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projectContainer.Resolve<ICoroutinesPerformer>().StartPerform(Initialize(projectContainer));
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}
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private void SetupAppSettings()
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{
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QualitySettings.vSyncCount = 0;
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Application.targetFrameRate = 60;
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}
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private IEnumerator Initialize(DIContainer container)
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{
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ILoadingScreen loadingScreen = container.Resolve<ILoadingScreen>();
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SceneSwitcherService sceneSwitcherService = container.Resolve<SceneSwitcherService>();
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PlayerDataProvider playerDataProvider = container.Resolve<PlayerDataProvider>();
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loadingScreen.Show();
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yield return container.Resolve<ConfigsProviderService>().LoadAsync();
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yield return DataUtils.LoadProviderAsync(playerDataProvider);
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// yield return DataUtils.LoadProviderAsync(SettingsDataProvider);
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yield return new WaitForSeconds(0.5f);
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loadingScreen.Hide();
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yield return sceneSwitcherService.ProcessSwitchTo(Scenes.Gameplay, new GameplayInputArgs(1));
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// yield return sceneSwitcherService.ProcessSwitchTo(Scenes.MainMenu);
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: c0684ffe977bb3f47ad179694b59b26a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,112 @@
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using System;
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using System.Collections.Generic;
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using _Project.Develop.Runtime.Logic.Meta.Features.Wallet;
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using _Project.Develop.Runtime.UI;
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using _Project.Develop.Runtime.UI.Core;
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using _Project.Develop.Runtime.Utilities.InputManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using Assets._Project.Develop.Runtime.Infrastructure.DI;
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using Assets._Project.Develop.Runtime.Meta.Features.Wallet;
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using Assets._Project.Develop.Runtime.Utilities.AssetsManagement;
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using Assets._Project.Develop.Runtime.Utilities.ConfigsManagement;
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using Assets._Project.Develop.Runtime.Utilities.CoroutinesManagement;
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using Assets._Project.Develop.Runtime.Utilities.DataManagement;
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using Assets._Project.Develop.Runtime.Utilities.DataManagement.DataProviders;
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using Assets._Project.Develop.Runtime.Utilities.LoadingScreen;
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using Assets._Project.Develop.Runtime.Utilities.SceneManagement;
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using Object = UnityEngine.Object;
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namespace Assets._Project.Develop.Runtime.Infrastructure.EntryPoint
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{
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public class ProjectContextRegistrations
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{
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public static void Process(DIContainer container)
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{
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container.RegisterAsSingle<ICoroutinesPerformer>(CreateCoroutinesPerformer);
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container.RegisterAsSingle(CreateConfigsProviderService);
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container.RegisterAsSingle(CreateResourcesAssetsLoader);
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container.RegisterAsSingle(CreateSceneLoaderService);
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container.RegisterAsSingle(CreateSceneSwitcherService);
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container.RegisterAsSingle<IPlayerInputService>(CreateDesktopPlayerInputService);
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container.RegisterAsSingle(CreateSaveLoadFactory);
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container.RegisterAsSingle<ISaveLoadService>(CreateSaveLoadService);
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container.RegisterAsSingle(CreatePlayerDataProvider);
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container.RegisterAsSingle(CreateWalletService).NonLazy();
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container.RegisterAsSingle(CreateProjectPresentersFactory);
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container.RegisterAsSingle(CreateViewsFactory);
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container.RegisterAsSingle<ILoadingScreen>(CreateLoadingScreen);
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}
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private static ConfigsProviderService CreateConfigsProviderService(DIContainer c)
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{
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ResourcesAssetsLoader resourcesAssetsLoader = c.Resolve<ResourcesAssetsLoader>();
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ResourcesConfigsLoader resourcesConfigsLoader = new(resourcesAssetsLoader);
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return new ConfigsProviderService(resourcesConfigsLoader);
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}
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private static SceneSwitcherService CreateSceneSwitcherService(DIContainer c)
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=> new(
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c.Resolve<SceneLoaderService>(),
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c.Resolve<ILoadingScreen>(),
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c);
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private static SceneLoaderService CreateSceneLoaderService(DIContainer c)
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=> new();
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private static ResourcesAssetsLoader CreateResourcesAssetsLoader(DIContainer c)
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=> new();
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private static DesktopPlayerInputService CreateDesktopPlayerInputService(DIContainer c)
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=> new();
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private static SaveLoadFactory CreateSaveLoadFactory(DIContainer c)
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=> new();
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private static PlayerDataProvider CreatePlayerDataProvider(DIContainer c)
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=> new(c.Resolve<ISaveLoadService>(), c.Resolve<ConfigsProviderService>());
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private static ProjectPresentersFactory CreateProjectPresentersFactory(DIContainer c)
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=> new(c);
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private static ViewsFactory CreateViewsFactory(DIContainer c)
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=> new(c.Resolve<ResourcesAssetsLoader>());
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private static SaveLoadService CreateSaveLoadService(DIContainer c)
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=> c.Resolve<SaveLoadFactory>().CreateDefaultSaveLoad();
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private static CoroutinesPerformer CreateCoroutinesPerformer(DIContainer c)
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{
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ResourcesAssetsLoader resourcesAssetsLoader = c.Resolve<ResourcesAssetsLoader>();
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CoroutinesPerformer coroutinesPerformerPrefab = resourcesAssetsLoader
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.Load<CoroutinesPerformer>(PathToResources.Util.Coroutine);
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return Object.Instantiate(coroutinesPerformerPrefab);
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}
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private static StandardLoadingScreen CreateLoadingScreen(DIContainer c)
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{
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ResourcesAssetsLoader resourcesAssetsLoader = c.Resolve<ResourcesAssetsLoader>();
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StandardLoadingScreen standardLoadingScreenPrefab = resourcesAssetsLoader
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.Load<StandardLoadingScreen>(PathToResources.UI.LoadingScreen.Standard);
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return Object.Instantiate(standardLoadingScreenPrefab);
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}
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private static WalletService CreateWalletService(DIContainer c)
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{
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Dictionary<CurrencyTypes, ReactiveVariable<int>> currencies = new();
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foreach (CurrencyTypes currencyType in Enum.GetValues(typeof(CurrencyTypes)))
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currencies[currencyType] = new ReactiveVariable<int>();
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return new WalletService(currencies, c.Resolve<PlayerDataProvider>());
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: b9d1afe3e0d64ea49851f529d43b4c01
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
|
||||
assetBundleVariant:
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||||
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