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https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-05 07:41:10 +00:00
update
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@@ -78,6 +78,188 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new Assets._Project.Develop.Runtime.Gameplay.Common.NavMeshAgentComponent() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.CurrentHealth CurrentHealthC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.CurrentHealth>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> CurrentHealth => CurrentHealthC.Value;
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public bool TryGetCurrentHealth(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.Lifetime.CurrentHealth 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 AddCurrentHealth()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.CurrentHealth() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddCurrentHealth(_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.Lifetime.CurrentHealth() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.MaxHealth MaxHealthC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.MaxHealth>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> MaxHealth => MaxHealthC.Value;
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public bool TryGetMaxHealth(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.Lifetime.MaxHealth 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 AddMaxHealth()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.MaxHealth() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddMaxHealth(_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.Lifetime.MaxHealth() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.IsDead IsDeadC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.IsDead>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> IsDead => IsDeadC.Value;
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public bool TryGetIsDead(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.Lifetime.IsDead 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 AddIsDead()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.IsDead() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddIsDead(_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.Lifetime.IsDead() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.MustDie MustDieC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.MustDie>();
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public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition MustDie => MustDieC.Value;
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public bool TryGetMustDie(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.Lifetime.MustDie 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 AddMustDie(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.MustDie() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.MustSelfRelease MustSelfReleaseC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.MustSelfRelease>();
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public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition MustSelfRelease => MustSelfReleaseC.Value;
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public bool TryGetMustSelfRelease(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.Lifetime.MustSelfRelease 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 AddMustSelfRelease(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.MustSelfRelease() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DeathProcessInitialTime DeathProcessInitialTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DeathProcessInitialTime>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> DeathProcessInitialTime => DeathProcessInitialTimeC.Value;
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public bool TryGetDeathProcessInitialTime(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.Lifetime.DeathProcessInitialTime 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 AddDeathProcessInitialTime()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DeathProcessInitialTime() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddDeathProcessInitialTime(_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.Lifetime.DeathProcessInitialTime() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DeathProcessCurrentTime DeathProcessCurrentTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DeathProcessCurrentTime>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> DeathProcessCurrentTime => DeathProcessCurrentTimeC.Value;
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public bool TryGetDeathProcessCurrentTime(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.Lifetime.DeathProcessCurrentTime 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 AddDeathProcessCurrentTime()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DeathProcessCurrentTime() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddDeathProcessCurrentTime(_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.Lifetime.DeathProcessCurrentTime() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.InDeathProcess InDeathProcessC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.InDeathProcess>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> InDeathProcess => InDeathProcessC.Value;
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public bool TryGetInDeathProcess(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.Lifetime.InDeathProcess 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 AddInDeathProcess()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.InDeathProcess() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddInDeathProcess(_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.Lifetime.InDeathProcess() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection MoveDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> MoveDirection => MoveDirectionC.Value;
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@@ -260,5 +442,24 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump CanJumpC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump>();
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public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanJump => CanJumpC.Value;
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public bool TryGetCanJump(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.Movement.CanJump 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 AddCanJump(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump() {Value = value});
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}
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}
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}
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