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add: base plugins and code
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.idea/.idea.Save_System/.idea/.gitignore

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.idea/.idea.Save_System/.idea/indexLayout.xml

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.idea/.idea.Save_System/.idea/inspectionProfiles/Project_Default.xml

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.idea/.idea.Save_System/.idea/vcs.xml

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Assets/Code/Game.asmdef

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{
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"name": "Game",
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"rootNamespace": "",
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"references": [
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"Zenject"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}

Assets/Code/Game.asmdef.meta

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using Code.Infrastructure.Factory;
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using Code.Infrastructure.Services.PersistenceProgress;
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using Code.Infrastructure.Services.SaveLoad;
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using Code.Infrastructure.Services.StaticData;
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using Services.PersistenceProgress;
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using UnityEngine.SceneManagement;
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using Zenject;
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namespace Code.Infrastructure
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{
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public class BootstrapInstaller : MonoInstaller, IInitializable
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{
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private const string SceneName = "Game";
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public override void InstallBindings()
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{
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Container.BindInterfacesTo<BootstrapInstaller>().FromInstance(this).AsSingle();
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BindFactory();
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BindSaveLoad();
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BindProgressData();
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BindStaticData();
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}
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private void BindFactory()
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{
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Container.BindInterfacesTo<UIFactory>().AsSingle();
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}
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private void BindSaveLoad() =>
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Container.Bind<ISaveLoadService>().To<SaveLoadService>().AsSingle();
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private void BindProgressData() =>
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Container.Bind<IPersistenceProgressService>().To<PersistenceProgressService>().AsSingle();
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private void BindStaticData()
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{
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Container.Bind<IStaticDataService>().To<StaticDataService>().AsSingle();
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}
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public void Initialize()
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{
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Container.Resolve<IStaticDataService>().LoadData();
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SceneManager.LoadScene(SceneName);
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}
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}
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}

Assets/Scripts/Save PlayerPrefs/DictionarySaveKey.cs.meta renamed to Assets/Code/Infrastructure/BootstrapInstaller.cs.meta

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