Подробные изменения: - Добавлена система призовых уровней и выдачи призов с QR-контуром Telegram, шаблоном сообщения и генерацией QR без внешних библиотек. - Доработаны сервисные настройки: действия кнопок, модальные окна, ввод с джойстика/клавиатуры, статистика, настройки призов и маршрутизация QR. - Переработаны gameplay HUD и overlay-панели на UI Toolkit со спрайтовыми плашками, DEV BUILD-статистикой, экраном продолжения и экраном результата приза. - Исправлены сценарии смерти, GameOver, продолжения игры, начисления очков за высоту и перехода в главное меню. - Перенесены UI-шаблоны из Resources в Assets/UI, подключена Addressables-загрузка шаблонов настроек и standalone-стили для MainMenuModals. - Добавлены EditMode/PlayMode тесты для призов, QR, arcade input, UI-модалок, scene flow, HUD и gameplay-сессии. - Обновлены сцены, настройки Addressables, service settings database, документация и дорожная карта. Проверки: - Targeted EditMode QR/UI/settings: 23/23 passed - Targeted UI templates/EditMode: 17/17 passed - MainMenuUxmlTests: 3/3 passed - Full EditMode: 129/129 passed - PlayMode: 6/6 passed - Runtime Addressables template load check: loaded=5 - Unity Console после финального refresh: 0 errors
146 lines
5.7 KiB
C#
146 lines
5.7 KiB
C#
using System;
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using System.Collections.Generic;
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using DanroJump.SceneFlow;
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using DanroJump.Settings;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Zenject;
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namespace DanroJump.Tests.EditMode
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{
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public sealed class ServiceSettingsSceneInjectorTests
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{
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private readonly List<GameObject> createdObjects = new();
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[TearDown]
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public void TearDown()
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{
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foreach (var createdObject in createdObjects)
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{
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if (createdObject != null)
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{
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UnityEngine.Object.DestroyImmediate(createdObject);
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}
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}
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createdObjects.Clear();
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}
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[Test]
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public void Initialize_InjectsActionsAlreadyPresentInLoadedScene()
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{
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var gameObject = CreateGameObject("Service Settings Actions");
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var actions = gameObject.AddComponent<ServiceSettingsActions>();
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var sceneFlow = new RecordingSceneFlowService();
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var container = new DiContainer();
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container.Bind<IServiceSettingsService>().FromInstance(new NoopServiceSettingsService()).AsSingle();
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container.Bind<ISceneFlowService>().FromInstance(sceneFlow).AsSingle();
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var injector = new ServiceSettingsSceneInjector(container, true);
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injector.Initialize();
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actions.LoadScene("Game");
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actions.LoadMainMenu();
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injector.Dispose();
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Assert.That(sceneFlow.LoadedScene, Is.EqualTo("Game"));
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Assert.That(sceneFlow.OpenMainMenuCount, Is.EqualTo(1));
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}
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[Test]
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public void Initialize_DoesNothingWhenSceneActionInjectionIsDisabled()
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{
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var gameObject = CreateGameObject("Disabled Service Settings Actions");
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var actions = gameObject.AddComponent<ServiceSettingsActions>();
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var sceneFlow = new RecordingSceneFlowService();
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var container = new DiContainer();
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container.Bind<IServiceSettingsService>().FromInstance(new NoopServiceSettingsService()).AsSingle();
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container.Bind<ISceneFlowService>().FromInstance(sceneFlow).AsSingle();
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var injector = new ServiceSettingsSceneInjector(container, false);
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injector.Initialize();
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LogAssert.Expect(LogType.Warning, "ServiceSettingsActions requires ISceneFlowService from DI.");
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actions.LoadMainMenu();
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injector.Dispose();
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Assert.That(sceneFlow.OpenMainMenuCount, Is.EqualTo(0));
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}
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private GameObject CreateGameObject(string name)
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{
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var gameObject = new GameObject(name);
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createdObjects.Add(gameObject);
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return gameObject;
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}
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private sealed class RecordingSceneFlowService : ISceneFlowService
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{
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public string LoadedScene { get; private set; }
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public int OpenMainMenuCount { get; private set; }
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public void LoadScene(string sceneName)
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{
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LoadedScene = sceneName;
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}
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public void OpenMainMenu()
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{
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OpenMainMenuCount++;
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}
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public void StartGameplay(string sceneName)
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{
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LoadedScene = sceneName;
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}
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public void OpenSettingsScene(string sceneName)
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{
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LoadedScene = sceneName;
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}
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public void ReturnToMainMenuAfterGameOver(TimeSpan delay)
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{
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OpenMainMenu();
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}
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public void CancelGameOverReturn()
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{
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}
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public bool SceneExists(string sceneName)
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{
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return !string.IsNullOrWhiteSpace(sceneName);
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}
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}
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private sealed class NoopServiceSettingsService : IServiceSettingsService
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{
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public ServiceSettingsDatabase Database => null;
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public event Action SettingsLoaded;
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public event Action SettingsSaved;
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public event Action<string, ServiceSettingValue> SettingChanged;
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public void Load() => SettingsLoaded?.Invoke();
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public void Save() => SettingsSaved?.Invoke();
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public void ReloadExternalChanges() { }
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public void ApplyAll() { }
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public void ResetAllToDefaults() { }
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public void ResetGroupToDefaults(string groupName) { }
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public bool Set(string key, ServiceSettingValue value) { SettingChanged?.Invoke(key, value); return true; }
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public bool SetExternal(string key, ServiceSettingValue value) => Set(key, value);
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public bool SetBool(string key, bool value) => Set(key, ServiceSettingValue.Bool(value));
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public bool SetInt(string key, int value) => Set(key, ServiceSettingValue.Int(value));
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public bool SetFloat(string key, float value) => Set(key, ServiceSettingValue.Float(value));
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public bool SetString(string key, string value) => Set(key, ServiceSettingValue.String(value));
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public bool SetOptionIndex(string key, int optionIndex) => Set(key, ServiceSettingValue.Option(optionIndex));
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public bool TryGetDefinition(string key, out ServiceSettingDefinition definition) { definition = null; return false; }
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public IReadOnlyDictionary<string, ServiceSettingValue> Snapshot() => new Dictionary<string, ServiceSettingValue>();
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public ServiceSettingValue Get(string key) => default;
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public bool GetBool(string key) => false;
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public int GetInt(string key) => 0;
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public float GetFloat(string key) => 0f;
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public string GetString(string key) => string.Empty;
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public int GetOptionIndex(string key) => 0;
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}
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}
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}
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