mirror of
https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-05 07:41:10 +00:00
update
This commit is contained in:
@@ -1,5 +1,5 @@
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utilities.InputManagement;
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using _Project.Develop.Runtime.Utils.InputManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using UnityEngine;
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@@ -7,11 +7,11 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
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{
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public class MoveDirectionByInputSystem : IInitializableSystem, IUpdatableSystem
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{
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private readonly IPlayerInputService _playerInput;
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private readonly IPlayerInput _playerInput;
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private ReactiveVariable<Vector3> _moveDirection;
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public MoveDirectionByInputSystem(IPlayerInputService playerInput)
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public MoveDirectionByInputSystem(IPlayerInput playerInput)
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{
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_playerInput = playerInput;
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}
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@@ -23,7 +23,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
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public void OnUpdate(float deltaTime)
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{
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_moveDirection.Value = new Vector3(_playerInput.Move.x, 0, _playerInput.Move.y);
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_moveDirection.Value = new Vector3(_playerInput.Move.Value.x, 0, _playerInput.Move.Value.y);
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}
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}
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}
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@@ -1,5 +1,5 @@
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utilities.InputManagement;
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using _Project.Develop.Runtime.Utils.InputManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using UnityEngine;
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@@ -7,11 +7,11 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
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{
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public class RotateDirectionByInputSystem : IInitializableSystem, IUpdatableSystem
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{
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private readonly IPlayerInputService _playerInput;
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private readonly IPlayerInput _playerInput;
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private ReactiveVariable<Vector3> _rotateDirection;
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public RotateDirectionByInputSystem(IPlayerInputService playerInput)
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public RotateDirectionByInputSystem(IPlayerInput playerInput)
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{
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_playerInput = playerInput;
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}
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@@ -23,7 +23,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
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public void OnUpdate(float deltaTime)
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{
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_rotateDirection.Value = new Vector3(_playerInput.Move.x, 0, _playerInput.Move.y);
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_rotateDirection.Value = new Vector3(_playerInput.Move.Value.x, 0, _playerInput.Move.Value.y);
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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: ddecf634646849baa49d1c66e91377eb
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timeCreated: 1771516009
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@@ -0,0 +1,17 @@
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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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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime
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{
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public class CurrentHealth : IEntityComponent { public ReactiveVariable<float> Value; }
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public class MaxHealth : IEntityComponent { public ReactiveVariable<float> Value; }
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public class IsDead : IEntityComponent { public ReactiveVariable<bool> Value; }
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public class MustDie : IEntityComponent { public ICompositeCondition Value; }
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public class MustSelfRelease : IEntityComponent { public ICompositeCondition Value; }
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public class DeathProcessInitialTime : IEntityComponent { public ReactiveVariable<float> Value; }
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public class DeathProcessCurrentTime : IEntityComponent { public ReactiveVariable<float> Value; }
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public class InDeathProcess : IEntityComponent { public ReactiveVariable<bool> Value; }
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 82344af3543e4efabe4c37c4b0131ba0
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timeCreated: 1771516021
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 2bf2c15d48004f91a40b388b0c0f747a
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timeCreated: 1771516038
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@@ -0,0 +1,55 @@
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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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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.Systems
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{
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public class DeathProcessTimerSystem : IInitializableSystem, IDisposableSystem, IUpdatableSystem
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{
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private ReactiveVariable<bool> _isDead;
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private ReactiveVariable<bool> _inDeathProcess;
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private ReactiveVariable<float> _initialTime;
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private ReactiveVariable<float> _currentTime;
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private IDisposable _isDeadChangedDisposable;
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public void OnInit(Entity entity)
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{
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_isDead = entity.IsDead;
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_inDeathProcess = entity.InDeathProcess;
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_initialTime = entity.DeathProcessInitialTime;
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_currentTime = entity.DeathProcessCurrentTime;
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_isDeadChangedDisposable = _isDead.Subscribe(OnIsDeadChanged);
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}
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public void OnUpdate(float deltaTime)
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{
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if (_inDeathProcess.Value == false)
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return;
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_currentTime.Value -= deltaTime;
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if (CooldownIsOver())
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_inDeathProcess.Value = false;
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}
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public void OnDispose()
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{
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_isDeadChangedDisposable.Dispose();
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}
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private void OnIsDeadChanged(bool arg1, bool isDead)
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{
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if (isDead)
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{
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_currentTime.Value = _initialTime.Value;
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_inDeathProcess.Value = true;
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}
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}
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private bool CooldownIsOver() => _currentTime.Value <= 0;
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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: 53e84735577342fda0ab4dc6a380d829
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timeCreated: 1771517031
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@@ -0,0 +1,27 @@
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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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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.Systems
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{
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public class DeathSwitcherSystem : IInitializableSystem, IUpdatableSystem
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{
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private ReactiveVariable<bool> _isDead;
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private ICompositeCondition _mustDie;
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public void OnInit(Entity entity)
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{
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_isDead = entity.IsDead;
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_mustDie = entity.MustDie;
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}
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public void OnUpdate(float deltaTime)
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{
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if (_isDead.Value)
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return;
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if(_mustDie.Evaluate())
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_isDead.Value = true;
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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: 2bf6fb2218944c58b52d37f7039b95ae
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timeCreated: 1771516295
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@@ -0,0 +1,31 @@
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utilities.Conditions;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.Systems
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{
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public class SelfReleaseSystem : IInitializableSystem, IUpdatableSystem
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{
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private readonly EntitiesLifeContext _entitiesLifeContext;
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private Entity _entity;
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private ICompositeCondition _mustSelfRelease;
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public SelfReleaseSystem(EntitiesLifeContext entitiesLifeContext)
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{
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_entitiesLifeContext = entitiesLifeContext;
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}
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public void OnInit(Entity entity)
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{
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_entity = entity;
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_mustSelfRelease = entity.MustSelfRelease;
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}
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public void OnUpdate(float deltaTime)
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{
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if (_mustSelfRelease.Evaluate())
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_entitiesLifeContext.Release(_entity);
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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: bbee24a3ed9e4e558158992dc929a348
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timeCreated: 1771516662
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@@ -15,5 +15,6 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
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public class CanRotate : IEntityComponent { public ICompositeCondition Value; }
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public class JumpForce : IEntityComponent { public ReactiveVariable<float> Value; }
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public class CanJump : IEntityComponent { public ICompositeCondition Value; }
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}
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@@ -1,4 +1,5 @@
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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 UnityEngine;
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@@ -9,18 +10,30 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
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private ReactiveVariable<Vector3> _moveDirection;
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private ReactiveVariable<float> _moveSpeed;
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private CharacterController _controller;
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private ReactiveVariable<bool> _isMoving;
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private ICompositeCondition _canMove;
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public void OnInit(Entity entity)
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{
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_moveDirection = entity.MoveDirection;
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_moveSpeed = entity.MoveSpeed;
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_controller = entity.CharacterController;
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_isMoving = entity.IsMoving;
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_canMove = entity.CanMove;
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}
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public void OnUpdate(float deltaTime)
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{
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if (_canMove.Evaluate() == false)
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return;
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Vector3 velocity = _moveDirection.Value.normalized * _moveSpeed.Value;
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_isMoving.Value = velocity.magnitude > 0;
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_controller.Move(velocity * deltaTime);
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}
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}
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@@ -1,4 +1,5 @@
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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 UnityEngine;
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@@ -8,15 +9,21 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
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{
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private ReactiveVariable<float> _jumpForce;
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private Rigidbody _rigidbody;
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private ICompositeCondition _canJump;
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public void OnInit(Entity entity)
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{
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_jumpForce = entity.JumpForce;
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_rigidbody = entity.Rigidbody;
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_canJump = entity.CanJump;
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}
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public void OnUpdate(float deltaTime)
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{
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if (_canJump.Evaluate() == false)
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return;
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_rigidbody.AddForce(Vector3.up * _jumpForce.Value, ForceMode.Impulse);
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}
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}
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@@ -1,4 +1,5 @@
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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 UnityEngine;
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@@ -9,17 +10,32 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
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private ReactiveVariable<Vector3> _moveDirection;
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private ReactiveVariable<float> _moveSpeed;
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private Rigidbody _rigidbody;
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private ReactiveVariable<bool> _isMoving;
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private ICompositeCondition _canMove;
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public void OnInit(Entity entity)
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{
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_moveDirection = entity.MoveDirection;
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_moveSpeed = entity.MoveSpeed;
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_rigidbody = entity.Rigidbody;
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_isMoving = entity.IsMoving;
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_canMove = entity.CanMove;
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}
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public void OnUpdate(float deltaTime)
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{
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if (_canMove.Evaluate() == false)
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{
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_rigidbody.velocity = Vector3.zero;
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return;
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}
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Vector3 velocity = _moveDirection.Value.normalized * _moveSpeed.Value;
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_isMoving.Value = velocity.magnitude > 0;
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_rigidbody.velocity = velocity;
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}
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@@ -1,4 +1,5 @@
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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 UnityEngine;
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@@ -10,16 +11,26 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
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private ReactiveVariable<float> _speed;
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private ReactiveVariable<Vector3> _direction;
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private ICompositeCondition _canRotate;
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public void OnInit(Entity entity)
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{
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_rigidbody = entity.Rigidbody;
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_speed = entity.RotationSpeed;
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_direction = entity.RotateDirection;
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_canRotate = entity.CanRotate;
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if (_direction.Value != Vector3.zero)
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_rigidbody.transform.rotation = Quaternion.LookRotation(_direction.Value.normalized);
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}
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public void OnUpdate(float deltaTime)
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{
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if (_canRotate.Evaluate() == false)
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return;
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if (_direction.Value == Vector3.zero)
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return;
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