mirror of
https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-05 15:51:10 +00:00
feat: add random auto teleport state
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@@ -210,7 +210,7 @@ namespace _Project.Develop.Runtime.Entities
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.AddMaxHealth(new ReactiveVariable<float>(150))
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.AddCurrentHealth(new ReactiveVariable<float>(150))
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.AddTeleportTarget(entity.Transform)
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.AddTeleportSource(entity.Transform)
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.AddTeleportToPoint(entity.Transform)
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.AddStartTeleportEvent()
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.AddStartTeleportRequest()
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@@ -225,6 +225,10 @@ namespace _Project.Develop.Runtime.Entities
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.AddTeleportEnergyCost(new ReactiveVariable<int>(20))
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.AddTeleportSearchRadius(new ReactiveVariable<float>(6))
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.AddTeleportCooldownInitialTime(new ReactiveVariable<float>(3))
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.AddTeleportCooldownCurrentTime()
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.AddInTeleportCooldown()
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.AddCurrentEnergy(new ReactiveVariable<int>(60))
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.AddMaxEnergy(new ReactiveVariable<int>(60))
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@@ -253,6 +257,7 @@ namespace _Project.Develop.Runtime.Entities
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ICompositeCondition canStartTeleport = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false))
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.Add(new FuncCondition(() => entity.InTeleportCooldown.Value == false))
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.Add(new FuncCondition(() => entity.CurrentEnergy.Value >= entity.TeleportEnergyCost.Value));
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ICompositeCondition mustDie = new CompositeCondition()
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@@ -286,6 +291,7 @@ namespace _Project.Develop.Runtime.Entities
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.AddSystem(new FindRandomPointForTeleportSystem())
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.AddSystem(new EndTeleportSystem())
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.AddSystem(new InstantTeleportSystem())
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.AddSystem(new TeleportCooldownTimerSystem())
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.AddSystem(new DealDamageAfterTeleportSystem(_collidersRegistryService))
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.AddSystem(new BodyContactsDetectingSystem())
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@@ -78,13 +78,13 @@ 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.Teleport.TeleportTarget TeleportTargetC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportTarget>();
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportSource TeleportSourceC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportSource>();
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public UnityEngine.Transform TeleportTarget => TeleportTargetC.Value;
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public UnityEngine.Transform TeleportSource => TeleportSourceC.Value;
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public bool TryGetTeleportTarget(out UnityEngine.Transform value)
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public bool TryGetTeleportSource(out UnityEngine.Transform value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportTarget component);
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportSource component);
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if(result)
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value = component.Value;
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else
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@@ -92,9 +92,9 @@ namespace _Project.Develop.Runtime.Entities
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddTeleportTarget(UnityEngine.Transform value)
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public _Project.Develop.Runtime.Entities.Entity AddTeleportSource(UnityEngine.Transform value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportTarget() {Value = value});
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportSource() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportToPoint TeleportToPointC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportToPoint>();
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@@ -327,6 +327,78 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportEnergyCost() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownInitialTime TeleportCooldownInitialTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownInitialTime>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> TeleportCooldownInitialTime => TeleportCooldownInitialTimeC.Value;
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public bool TryGetTeleportCooldownInitialTime(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.Teleport.TeleportCooldownInitialTime 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 AddTeleportCooldownInitialTime()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownInitialTime() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddTeleportCooldownInitialTime(_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.Teleport.TeleportCooldownInitialTime() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownCurrentTime TeleportCooldownCurrentTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownCurrentTime>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> TeleportCooldownCurrentTime => TeleportCooldownCurrentTimeC.Value;
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public bool TryGetTeleportCooldownCurrentTime(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.Teleport.TeleportCooldownCurrentTime 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 AddTeleportCooldownCurrentTime()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownCurrentTime() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddTeleportCooldownCurrentTime(_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.Teleport.TeleportCooldownCurrentTime() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.InTeleportCooldown InTeleportCooldownC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.InTeleportCooldown>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> InTeleportCooldown => InTeleportCooldownC.Value;
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public bool TryGetInTeleportCooldown(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.Teleport.InTeleportCooldown 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 AddInTeleportCooldown()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.InTeleportCooldown() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddInTeleportCooldown(_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.Teleport.InTeleportCooldown() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamage TeleportDamageC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamage>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> TeleportDamage => TeleportDamageC.Value;
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