mirror of
https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-02 22:31:10 +00:00
feat: add base attack systems
This commit is contained in:
@@ -1,4 +1,5 @@
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.Systems;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Movement;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.Systems;
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@@ -46,7 +47,13 @@ namespace _Project.Develop.Runtime.Entities
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.AddIsMoving()
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.AddInDeathProcess()
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.AddDeathProcessInitialTime(new ReactiveVariable<float>(2))
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.AddDeathProcessCurrentTime();
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.AddDeathProcessCurrentTime()
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.AddAttackProcessInitialTime(new ReactiveVariable<float>(3))
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.AddAttackProcessCurrentTime()
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.AddInAttackProcess()
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.AddStartAttackRequest()
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.AddStartAttackEvent()
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.AddEndAttackEvent();
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ICompositeCondition canMove = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false));
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@@ -63,12 +70,18 @@ namespace _Project.Develop.Runtime.Entities
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ICompositeCondition canApplyDamage = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false));
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ICompositeCondition canStartAttack = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false))
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.Add(new FuncCondition(() => entity.InAttackProcess.Value == false))
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.Add(new FuncCondition(() => entity.IsMoving.Value == false));
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entity
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.AddCanMove(canMove)
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.AddCanRotate(canRotate)
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.AddCanApplyDamage(canApplyDamage)
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.AddMustDie(mustDie)
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.AddCanStartAttack(canStartAttack)
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.AddMustSelfRelease(mustSelfRelease);
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entity
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@@ -76,9 +89,16 @@ namespace _Project.Develop.Runtime.Entities
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.AddSystem(new RotateDirectionByMoveInputSystem(_playerInput))
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.AddSystem(new RigidbodyMovementSystem())
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.AddSystem(new RigidbodyRotationSystem())
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.AddSystem(new StartAttackSystem())
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.AddSystem(new ProcessAttackTimerSystem())
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.AddSystem(new EndAttackSystem())
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.AddSystem(new ApplyDamageSystem())
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.AddSystem(new DeathSwitcherSystem())
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.AddSystem(new DeathProcessTimerSystem())
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.AddSystem(new DisableCollidersOnDeathSystem())
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.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
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@@ -136,14 +156,18 @@ namespace _Project.Develop.Runtime.Entities
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.AddMustSelfRelease(mustSelfRelease);
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entity
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.AddSystem(new BodyContactsDetectingSystem())
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.AddSystem(new BodyContactsEntitiesFilterSystem(_collidersRegistryService))
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.AddSystem(new DealDamageOnContactSystem())
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.AddSystem(new ApplyDamageSystem())
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.AddSystem(new RigidbodyMovementSystem())
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.AddSystem(new RigidbodyRotationSystem())
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.AddSystem(new BodyContactsDetectingSystem())
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.AddSystem(new BodyContactsEntitiesFilterSystem(_collidersRegistryService))
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.AddSystem(new DealDamageOnContactSystem())
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.AddSystem(new ApplyDamageSystem())
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.AddSystem(new DeathSwitcherSystem())
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.AddSystem(new DeathProcessTimerSystem())
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.AddSystem(new DisableCollidersOnDeathSystem())
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.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
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@@ -719,5 +719,216 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.BodyContactDamage() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.StartAttackRequest StartAttackRequestC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.StartAttackRequest>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent StartAttackRequest => StartAttackRequestC.Value;
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public bool TryGetStartAttackRequest(out _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.StartAttackRequest component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddStartAttackRequest()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.StartAttackRequest() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddStartAttackRequest(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.StartAttackRequest() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.StartAttackEvent StartAttackEventC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.StartAttackEvent>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent StartAttackEvent => StartAttackEventC.Value;
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public bool TryGetStartAttackEvent(out _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.StartAttackEvent component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddStartAttackEvent()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.StartAttackEvent() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddStartAttackEvent(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.StartAttackEvent() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.CanStartAttack CanStartAttackC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.CanStartAttack>();
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public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanStartAttack => CanStartAttackC.Value;
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public bool TryGetCanStartAttack(out _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.CanStartAttack component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddCanStartAttack(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.CanStartAttack() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.EndAttackEvent EndAttackEventC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.EndAttackEvent>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent EndAttackEvent => EndAttackEventC.Value;
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public bool TryGetEndAttackEvent(out _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.EndAttackEvent component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddEndAttackEvent()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.EndAttackEvent() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddEndAttackEvent(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.EndAttackEvent() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackProcessInitialTime AttackProcessInitialTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackProcessInitialTime>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> AttackProcessInitialTime => AttackProcessInitialTimeC.Value;
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public bool TryGetAttackProcessInitialTime(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackProcessInitialTime component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddAttackProcessInitialTime()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackProcessInitialTime() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddAttackProcessInitialTime(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackProcessInitialTime() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackProcessCurrentTime AttackProcessCurrentTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackProcessCurrentTime>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> AttackProcessCurrentTime => AttackProcessCurrentTimeC.Value;
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public bool TryGetAttackProcessCurrentTime(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackProcessCurrentTime component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddAttackProcessCurrentTime()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackProcessCurrentTime() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddAttackProcessCurrentTime(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackProcessCurrentTime() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayTime AttackDelayTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayTime>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> AttackDelayTime => AttackDelayTimeC.Value;
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public bool TryGetAttackDelayTime(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayTime component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddAttackDelayTime()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayTime() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddAttackDelayTime(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayTime() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayEndEvent AttackDelayEndEventC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayEndEvent>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent AttackDelayEndEvent => AttackDelayEndEventC.Value;
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public bool TryGetAttackDelayEndEvent(out _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayEndEvent component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddAttackDelayEndEvent()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayEndEvent() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddAttackDelayEndEvent(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayEndEvent() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess InAttackProcessC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> InAttackProcess => InAttackProcessC.Value;
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public bool TryGetInAttackProcess(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddInAttackProcess()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddInAttackProcess(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess() {Value = value});
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: b89412a37593416d972b8a40fe4ad61d
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timeCreated: 1771680505
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@@ -0,0 +1,22 @@
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utilities.Conditions;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack
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{
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public class StartAttackRequest : IEntityComponent { public ReactiveEvent Value; }
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public class StartAttackEvent : IEntityComponent { public ReactiveEvent Value; }
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public class CanStartAttack : IEntityComponent { public ICompositeCondition Value; }
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public class EndAttackEvent : IEntityComponent { public ReactiveEvent Value; }
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public class AttackProcessInitialTime : IEntityComponent { public ReactiveVariable<float> Value; }
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public class AttackProcessCurrentTime : IEntityComponent { public ReactiveVariable<float> Value; }
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public class AttackDelayTime : IEntityComponent { public ReactiveVariable<float> Value; }
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public class AttackDelayEndEvent : IEntityComponent { public ReactiveEvent Value; }
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public class InAttackProcess : IEntityComponent { public ReactiveVariable<bool> Value; }
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}
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@@ -0,0 +1,3 @@
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||||
fileFormatVersion: 2
|
||||
guid: 09e2d7dedb34455a8ca464d3a25e6f38
|
||||
timeCreated: 1771680515
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: db3e7a5aa2634428a39cefa672bbb597
|
||||
timeCreated: 1771680531
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5e5cd43b995e43eaaf01eb772ce4e53f
|
||||
timeCreated: 1771681280
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||||
@@ -0,0 +1,44 @@
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using System;
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems
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{
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public class EndAttackSystem : IInitializableSystem, IDisposableSystem
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{
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private ReactiveEvent _endAttackEvent;
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private ReactiveVariable<bool> _inAttackProcess;
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private ReactiveVariable<float> _attackProcessInitialTime;
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private ReactiveVariable<float> _attackProcessCurrentTime;
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private IDisposable _timerDisposable;
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public void OnInit(Entity entity)
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{
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_endAttackEvent = entity.EndAttackEvent;
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_inAttackProcess = entity.InAttackProcess;
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_attackProcessInitialTime = entity.AttackProcessInitialTime;
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_attackProcessCurrentTime = entity.AttackProcessCurrentTime;
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_timerDisposable = _attackProcessCurrentTime.Subscribe(OnTimerChanged);
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}
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private void OnTimerChanged(float arg1, float currentTime)
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{
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if (TimeIsDone(currentTime))
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{
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_inAttackProcess.Value = false;
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_endAttackEvent.Invoke();
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}
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}
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public void OnDispose()
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{
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_timerDisposable.Dispose();
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}
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private bool TimeIsDone(float currentTime) => currentTime >= _attackProcessInitialTime.Value;
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}
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}
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||||
@@ -0,0 +1,3 @@
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||||
fileFormatVersion: 2
|
||||
guid: 14247d25256641f4bdebce95c190de83
|
||||
timeCreated: 1771681439
|
||||
@@ -0,0 +1,43 @@
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using System;
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
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||||
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||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems
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{
|
||||
public class ProcessAttackTimerSystem: IInitializableSystem, IDisposableSystem, IUpdatableSystem
|
||||
{
|
||||
private ReactiveVariable<float> _currentTime;
|
||||
private ReactiveVariable<bool> _inAttackProcess;
|
||||
private ReactiveEvent _startAttackEvent;
|
||||
|
||||
private IDisposable _startAttackEventDisposable;
|
||||
|
||||
public void OnInit(Entity entity)
|
||||
{
|
||||
_currentTime = entity.AttackProcessCurrentTime;
|
||||
_inAttackProcess = entity.InAttackProcess;
|
||||
_startAttackEvent = entity.StartAttackEvent;
|
||||
|
||||
_startAttackEventDisposable = _startAttackEvent.Subscribe(OnStartAttackProcess);
|
||||
}
|
||||
|
||||
private void OnStartAttackProcess()
|
||||
{
|
||||
_currentTime.Value = 0;
|
||||
}
|
||||
|
||||
public void OnUpdate(float deltaTime)
|
||||
{
|
||||
if (_inAttackProcess.Value == false)
|
||||
return;
|
||||
|
||||
_currentTime.Value += deltaTime;
|
||||
}
|
||||
|
||||
public void OnDispose()
|
||||
{
|
||||
_startAttackEventDisposable.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7b3331518167469c8bedadab4206184f
|
||||
timeCreated: 1771681046
|
||||
@@ -0,0 +1,43 @@
|
||||
using System;
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
|
||||
using UnityEngine;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems
|
||||
{
|
||||
public class StartAttackSystem : IInitializableSystem, IDisposableSystem
|
||||
{
|
||||
private ReactiveEvent _startAttackRequest;
|
||||
private ReactiveEvent _startAttackEvent;
|
||||
private ReactiveVariable<bool> _inAttackProcess;
|
||||
private ICompositeCondition _canStartAttack;
|
||||
|
||||
private IDisposable _attackRequestDisposable;
|
||||
|
||||
public void OnInit(Entity entity)
|
||||
{
|
||||
_startAttackRequest = entity.StartAttackRequest;
|
||||
_startAttackEvent = entity.StartAttackEvent;
|
||||
_inAttackProcess = entity.InAttackProcess;
|
||||
_canStartAttack = entity.CanStartAttack;
|
||||
|
||||
_attackRequestDisposable = _startAttackRequest.Subscribe(OnAttackRequest);
|
||||
}
|
||||
|
||||
private void OnAttackRequest()
|
||||
{
|
||||
if (_canStartAttack.Evaluate())
|
||||
{
|
||||
_inAttackProcess.Value = true;
|
||||
_startAttackEvent.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnDispose()
|
||||
{
|
||||
_attackRequestDisposable.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a699afa5a7c24f0c8d16cc6639068255
|
||||
timeCreated: 1771680808
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30ae0ba2feaa4da3b5463d2cb8d5bfbe
|
||||
timeCreated: 1771681294
|
||||
Reference in New Issue
Block a user