Files
project-entity/Assets/_Project/Develop/Runtime/Infrastructure/EntryPoint/ProjectContextRegistrations.cs
Bragin Stepan 1174be2d43 update
2026-02-19 23:19:33 +05:00

116 lines
5.3 KiB
C#

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.Utils.InputManagement;
using _Project.Develop.Runtime.Utils.InputManagement.Inputs;
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(CreateInputFactory);
container.RegisterAsSingle<IPlayerInput>(CreatePlayerInput);
container.RegisterAsSingle<IUIInput>(CreateUIInput);
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 InputFactory CreateInputFactory(DIContainer c) => new();
private static PlayerInput CreatePlayerInput(DIContainer c) => c.Resolve<InputFactory>().CreatePlayerInput();
private static UIInput CreateUIInput(DIContainer c) => c.Resolve<InputFactory>().CreateUIInput();
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>());
}
}
}