1.0.0
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This commit is contained in:
commit
1a597db572
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Media/Тестовое задание Cifkor 17.02.2025.pdf
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Media/Тестовое задание Cifkor 17.02.2025.pdf
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README.md
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<p align="center">✨Dvurechensky✨</p>
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# Тестовое задание компании 🌟 ЦИФКОР 🌟
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<p align="center">
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<p align="center">
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<a href="https://sites.google.com/view/dvurechensky" target="_blank"><img alt="Static Badge" src="https://img.shields.io/badge/Dvurechensky-Nikolay-blue"></a>
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<img src="https://shields.dvurechensky.pro/badge/unity-%23000000.svg?style=for-the-badge&logo=unity&logoColor=white">
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<img src="https://shields.dvurechensky.pro/badge/c%23-%23239120.svg?style=for-the-badge&logo=csharp&logoColor=white">
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</p>
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</p>
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## 📕 ВНИМАНИЕ 📕
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- В задаче я не увидел каков должен быть BUILD, под какие системы собрать сборки, поэтому счёл не собирать SDK и не класть их в репозиторий
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## Технологии 👤
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- 📋 UniTask
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- 📋 Addressables
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- 📋 Zenject
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- ✂️ UniRx - так и не удалось его использовать, я фанат ECS и поэтому мне не удалось придумать где бы я мог это применить в этом не ECS проекте (ибо он запрещён в задании), но рад буду рекомендациям!
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### Пояснения 📗
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- Есть `отдельный ObjectPool` который призван централизованно отдавать объекты таблицам.Использование Addressables для кэширования объектов также вписывается в эту логику.
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- Использую контроллеры для управления состоянием и логикой взаимодействия между компонентами, что вполне соответствует паттерну `MVC`
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- `MVP` в моём контексте тоже возможно: контроллеры (как модели) взаимодействуют с представлениями, обновляя их в зависимости от данных. Разделение ответственности между логикой и интерфейсом также соблюдается.
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- **`Zenject (Factory/Pool)`** - Активно использую Zenject для инъекции зависимостей. Инъекции позволяют отделить логику создания объектов от их использования, что идеально подходит для использования паттернов типа Factory.
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- 📘 В дополнении я сделал кеширование иконок погоды после первой загрузки их с сервера
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## Информация от компании 🌁
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[Текст тестового задания](<Media/Тестовое задание Cifkor 17.02.2025.pdf>)
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## Информация от меня 🌊
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💨 Я своё понимание этого задания постарался описать в этом изображении❕
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💨 Видео
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<video controls src="Media/previewVideo.mp4" title="Title"></video>
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## 👀 Сборка 👀
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- После удаления папки `Library` перед релизом сбрасывается выбор платформы под которую создавался проект.
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<p align="center">✨Dvurechensky✨</p>
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8
Test_Dvurechensky/Assets/AddressableAssetsData/AssetGroupTemplates/Packed Assets.asset.meta
Normal file
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8
Test_Dvurechensky/Assets/AddressableAssetsData/AssetGroups/Default Local Group.asset.meta
Normal file
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17
Test_Dvurechensky/Assets/AddressableAssetsData/AssetGroups/Schemas/Built In Data_PlayerDataGroupSchema.asset
Normal file
17
Test_Dvurechensky/Assets/AddressableAssetsData/AssetGroups/Schemas/Built In Data_PlayerDataGroupSchema.asset
Normal file
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8
Test_Dvurechensky/Assets/AddressableAssetsData/AssetGroups/Schemas/Built In Data_PlayerDataGroupSchema.asset.meta
Normal file
8
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Normal file
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45
Test_Dvurechensky/Assets/AddressableAssetsData/AssetGroups/Schemas/Default Local Group_BundledAssetGroupSchema.asset
Normal file
45
Test_Dvurechensky/Assets/AddressableAssetsData/AssetGroups/Schemas/Default Local Group_BundledAssetGroupSchema.asset
Normal file
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8
Test_Dvurechensky/Assets/AddressableAssetsData/AssetGroups/Schemas/Default Local Group_BundledAssetGroupSchema.asset.meta
Normal file
8
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Normal file
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16
Test_Dvurechensky/Assets/AddressableAssetsData/AssetGroups/Schemas/Default Local Group_ContentUpdateGroupSchema.asset
Normal file
16
Test_Dvurechensky/Assets/AddressableAssetsData/AssetGroups/Schemas/Default Local Group_ContentUpdateGroupSchema.asset
Normal file
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8
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Normal file
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Normal file
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20
Test_Dvurechensky/Assets/AddressableAssetsData/DataBuilders/BuildScriptFastMode.asset
Normal file
20
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Normal file
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8
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Normal file
8
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Normal file
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20
Test_Dvurechensky/Assets/AddressableAssetsData/DataBuilders/BuildScriptPackedMode.asset
Normal file
20
Test_Dvurechensky/Assets/AddressableAssetsData/DataBuilders/BuildScriptPackedMode.asset
Normal file
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8
Test_Dvurechensky/Assets/AddressableAssetsData/DataBuilders/BuildScriptPackedMode.asset.meta
Normal file
8
Test_Dvurechensky/Assets/AddressableAssetsData/DataBuilders/BuildScriptPackedMode.asset.meta
Normal file
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20
Test_Dvurechensky/Assets/AddressableAssetsData/DataBuilders/BuildScriptPackedPlayMode.asset
Normal file
20
Test_Dvurechensky/Assets/AddressableAssetsData/DataBuilders/BuildScriptPackedPlayMode.asset
Normal file
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m_ClassName: UnityEngine.ResourceManagement.ResourceProviders.SceneProvider
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8
Test_Dvurechensky/Assets/AddressableAssetsData/DataBuilders/BuildScriptPackedPlayMode.asset.meta
Normal file
8
Test_Dvurechensky/Assets/AddressableAssetsData/DataBuilders/BuildScriptPackedPlayMode.asset.meta
Normal file
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