mirror of
https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-05 07:41:10 +00:00
feat: add random auto teleport state
This commit is contained in:
@@ -32,6 +32,7 @@ namespace Assets._Project.Develop.Runtime.Infrastructure.EntryPoint
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container.RegisterAsSingle(CreateSceneSwitcherService);
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container.RegisterAsSingle(CreateInputFactory);
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container.RegisterAsSingle(CreateInputStateMachine);
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container.RegisterAsSingle<IPlayerInput>(CreatePlayerInput);
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container.RegisterAsSingle<IUIInput>(CreateUIInput);
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@@ -65,6 +66,7 @@ namespace Assets._Project.Develop.Runtime.Infrastructure.EntryPoint
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private static ResourcesAssetsLoader CreateResourcesAssetsLoader(DIContainer c) => new();
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private static InputFactory CreateInputFactory(DIContainer c) => new();
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private static InputStateMachine CreateInputStateMachine(DIContainer c) => new(c);
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private static TimerServiceFactory CreateTimerServiceFactory(DIContainer c) => new (c);
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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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@@ -226,6 +226,10 @@ 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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.AddUseEnergyEvent()
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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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@@ -13,8 +13,6 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
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{
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public class BrainsFactory
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{
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private readonly DIContainer _container;
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private readonly EntitiesLifeContext _entitiesLifeContext;
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private readonly AIBrainsContext _aiBrainsContext;
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private readonly TimerServiceFactory _timerServiceFactory;
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@@ -22,12 +20,10 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
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public BrainsFactory(DIContainer container)
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{
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_container = container;
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_playerInput = _container.Resolve<IPlayerInput>();
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_aiBrainsContext = _container.Resolve<AIBrainsContext>();
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_timerServiceFactory = _container.Resolve<TimerServiceFactory>();
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_entitiesLifeContext = _container.Resolve<EntitiesLifeContext>();
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_playerInput = container.Resolve<IPlayerInput>();
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_aiBrainsContext = container.Resolve<AIBrainsContext>();
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_timerServiceFactory = container.Resolve<TimerServiceFactory>();
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_entitiesLifeContext = container.Resolve<EntitiesLifeContext>();
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}
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public StateMachineBrain CreateGhostBrain(Entity entity)
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@@ -40,6 +36,21 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
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return brain;
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}
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public StateMachineBrain CreateWizardBrain(Entity entity)
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{
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AIStateMachine stateMachine = CreateRandomTeleportStateMachine(entity);
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StateMachineBrain brain = new (stateMachine);
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_aiBrainsContext.SetFor(entity, brain);
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return brain;
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}
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public StateMachineBrain CreateDangerWizardBrain(Entity entity)
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{
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return null;
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}
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public StateMachineBrain CreateMainHeroBrain(Entity entity, ITargetSelector targetSelector)
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{
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AIStateMachine combatState = CreateAutoAttackStateMachine(entity);
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@@ -146,5 +157,34 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
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return stateMachine;
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}
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private AIStateMachine CreateRandomTeleportStateMachine(Entity entity)
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{
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TeleportTriggerState teleportTriggerState = new (entity);
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EmptyState emptyState = new ();
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ICompositeCondition fromIdleToTeleportCondition = new CompositeCondition()
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.Add(entity.CanStartTeleport);
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ICompositeCondition fromTeleportToIdleCondition = new CompositeCondition()
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.Add(new FuncCondition(() => entity.InTeleportProcess.Value == false));
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AIStateMachine stateMachine = new ();
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stateMachine.AddState(teleportTriggerState);
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stateMachine.AddState(emptyState);
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stateMachine.AddTransition(emptyState, teleportTriggerState, fromIdleToTeleportCondition);
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stateMachine.AddTransition(teleportTriggerState, emptyState, fromTeleportToIdleCondition);
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return stateMachine;
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}
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private AIStateMachine CreateToTargetTeleportStateMachine(Entity entity)
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{
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TeleportTriggerState teleportTriggerState = new (entity);
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return null;
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}
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}
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}
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@@ -6,17 +6,17 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States
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{
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public class AttackTriggerState : State, IUpdatableState
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{
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private ReactiveEvent _attackRequest;
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private ReactiveEvent _request;
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public AttackTriggerState(Entity entity)
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{
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_attackRequest = entity.StartAttackRequest;
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_request = entity.StartAttackRequest;
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}
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public override void Enter()
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{
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base.Enter();
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_attackRequest.Invoke();
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_request.Invoke();
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}
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public void Update(float deltaTime)
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@@ -0,0 +1,25 @@
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
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using Assets._Project.Develop.Runtime.Utilities.StateMachineCore;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States
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{
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public class TeleportTriggerState : State, IUpdatableState
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{
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private ReactiveEvent _request;
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public TeleportTriggerState(Entity entity)
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{
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_request = entity.StartTeleportRequest;
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}
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public override void Enter()
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{
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base.Enter();
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_request.Invoke();
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}
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public void Update(float deltaTime)
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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: 399ae3c830b94229a8b94350eca901d2
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timeCreated: 1772543966
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@@ -9,7 +9,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
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{
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public class FindRandomPointForTeleportSystem : IInitializableSystem, IDisposableSystem
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{
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private Transform _target;
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private Transform _source;
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private Transform _toPoint;
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private ReactiveEvent _findPointRequest;
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@@ -21,7 +21,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
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public void OnInit(Entity entity)
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{
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_target = entity.TeleportTarget;
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_source = entity.TeleportSource;
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_toPoint = entity.TeleportToPoint;
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_radius = entity.TeleportSearchRadius;
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_findPointRequest = entity.FindTeleportPointRequest;
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@@ -37,7 +37,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
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private void OnFindPointRequest()
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{
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_toPoint.position = GetRandomPointInRadius(_target.position, _radius.Value);
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_toPoint.position = GetRandomPointInRadius(_source.position, _radius.Value);
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_findPointEvent.Invoke();
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}
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@@ -16,7 +16,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
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public void OnInit(Entity entity)
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{
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_target = entity.TeleportTarget;
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_target = entity.TeleportSource;
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_toPoint = entity.TeleportToPoint;
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_endTeleportEvent = entity.EndTeleportEvent;
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@@ -0,0 +1,52 @@
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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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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
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{
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public class TeleportCooldownTimerSystem : IInitializableSystem, IUpdatableSystem, IDisposableSystem
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{
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private ReactiveVariable<float> _currentTime;
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private ReactiveVariable<float> _initialTime;
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private ReactiveVariable<bool> _inTeleportCooldown;
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private ReactiveEvent _endTeleportEvent;
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private IDisposable _endTeleportEventDisposable;
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public void OnInit(Entity entity)
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{
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_currentTime = entity.TeleportCooldownCurrentTime;
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_initialTime = entity.TeleportCooldownInitialTime;
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_inTeleportCooldown = entity.InTeleportCooldown;
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_endTeleportEvent = entity.EndTeleportEvent;
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_endTeleportEventDisposable = _endTeleportEvent.Subscribe(OnEndTeleport);
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}
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private void OnEndTeleport()
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{
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_currentTime.Value = _initialTime.Value;
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_inTeleportCooldown.Value = true;
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}
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public void OnUpdate(float deltaTime)
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{
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if (_inTeleportCooldown.Value == false)
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return;
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_currentTime.Value -= deltaTime;
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if (CooldownIsOver())
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_inTeleportCooldown.Value = false;
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}
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private bool CooldownIsOver() => _currentTime.Value <= 0;
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public void OnDispose()
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{
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_endTeleportEventDisposable.Dispose();
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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
|
||||
guid: 203bcf3a28764fb7bfac1482c48bad2f
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timeCreated: 1772546509
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@@ -6,7 +6,7 @@ using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport
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{
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public class TeleportTarget : IEntityComponent { public Transform Value; }
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public class TeleportSource : IEntityComponent { public Transform Value; }
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public class TeleportToPoint : IEntityComponent { public Transform Value; }
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public class TeleportSearchRadius : IEntityComponent { public ReactiveVariable<float> Value; }
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@@ -23,6 +23,10 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport
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public class TeleportEnergyCost : IEntityComponent { public ReactiveVariable<int> Value; }
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public class TeleportCooldownInitialTime : IEntityComponent { public ReactiveVariable<float> Value; }
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public class TeleportCooldownCurrentTime : IEntityComponent { public ReactiveVariable<float> Value; }
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public class InTeleportCooldown : IEntityComponent { public ReactiveVariable<bool> Value; }
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public class TeleportDamage : IEntityComponent { public ReactiveVariable<float> Value; }
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public class TeleportDamageRadius : IEntityComponent { public ReactiveVariable<float> Value; }
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public class TeleportDamageMask : IEntityComponent { public LayerMask Value; }
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@@ -15,7 +15,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
|
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private BrainsFactory _brainsFactory;
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||||
|
||||
private Entity _hero;
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private Entity _ghost;
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private Entity _enemy;
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||||
|
||||
private bool _isRunning;
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||||
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||||
@@ -34,8 +34,8 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
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_hero.AddCurrentTarget();
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_brainsFactory.CreateMainHeroBrain(_hero, new NearestDamageableTargetSelector(_hero));
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||||
|
||||
_ghost = _entitiesFactory.CreateGhost(Vector3.zero + Vector3.forward * 5);
|
||||
_brainsFactory.CreateGhostBrain(_ghost);
|
||||
_enemy = _entitiesFactory.CreateTeleportWizard(Vector3.zero + Vector3.forward * 5);
|
||||
_brainsFactory.CreateWizardBrain(_enemy);
|
||||
|
||||
_isRunning = true;
|
||||
}
|
||||
@@ -48,11 +48,11 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
if (_hero == null)
|
||||
if (_hero == null || _enemy == null)
|
||||
return;
|
||||
|
||||
GUI.Label(new Rect(10, 20, 200, 50), $"Health: {_hero.CurrentHealth.Value}/{_hero.MaxHealth.Value}");
|
||||
// GUI.Label(new Rect(10, 40, 200, 50), $"Energy: {_hero.CurrentEnergy.Value}/{_hero.MaxEnergy.Value}");
|
||||
GUI.Label(new Rect(10, 40, 200, 50), $"Energy: {_enemy.CurrentEnergy.Value}/{_enemy.MaxEnergy.Value}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||
using _Project.Develop.Runtime.Utils.InputManagement.States;
|
||||
using Assets._Project.Develop.Runtime.Infrastructure.DI;
|
||||
using Assets._Project.Develop.Runtime.Utilities.StateMachineCore;
|
||||
|
||||
namespace _Project.Develop.Runtime.Utils.InputManagement
|
||||
{
|
||||
public class InputStateMachine : StateMachine<IState>, IInitializable, IDisposable
|
||||
{
|
||||
private readonly IPlayerInput _playerInput;
|
||||
private readonly IUIInput _uiInput;
|
||||
|
||||
public InputStateMachine(List<IDisposable> disposables) : base(disposables)
|
||||
{ }
|
||||
|
||||
public InputStateMachine(DIContainer container) : base(new List<IDisposable>())
|
||||
{
|
||||
_playerInput = container.Resolve<IPlayerInput>();
|
||||
_uiInput = container.Resolve<IUIInput>();
|
||||
}
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
PlayerInputState playerInputState = new(_playerInput);
|
||||
UIInputState uiInputState = new(_uiInput);
|
||||
|
||||
ICompositeCondition playerToUiStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
|
||||
.Add(new FuncCondition(() => _uiInput.IsEnabled));
|
||||
// .Add(new FuncCondition(() => _playerHorseInput.IsEnabled));
|
||||
|
||||
ICompositeCondition uiToPlayerStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
|
||||
.Add(new FuncCondition(() => _playerInput.IsEnabled));
|
||||
// .Add(new FuncCondition(() => _playerHorseInput.IsEnabled));
|
||||
|
||||
AddState(playerInputState);
|
||||
AddState(uiInputState);
|
||||
|
||||
AddTransition(playerInputState, uiInputState, playerToUiStateCondition);
|
||||
AddTransition(uiInputState, playerInputState, uiToPlayerStateCondition);
|
||||
|
||||
Enter();
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Exit();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b1a3543621b74566aa3f737018932731
|
||||
timeCreated: 1772547242
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60ce6781167b4204a72055d939441a5b
|
||||
timeCreated: 1772547589
|
||||
@@ -0,0 +1,26 @@
|
||||
using Assets._Project.Develop.Runtime.Utilities.StateMachineCore;
|
||||
|
||||
namespace _Project.Develop.Runtime.Utils.InputManagement.States
|
||||
{
|
||||
public class PlayerInputState : State
|
||||
{
|
||||
private readonly IPlayerInput _playerInput;
|
||||
|
||||
public PlayerInputState(IPlayerInput playerInput)
|
||||
{
|
||||
_playerInput = playerInput;
|
||||
}
|
||||
|
||||
public override void Enter()
|
||||
{
|
||||
base.Enter();
|
||||
_playerInput.Enable();
|
||||
}
|
||||
|
||||
public override void Exit()
|
||||
{
|
||||
_playerInput.Disable();
|
||||
base.Exit();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0efa0cca886c45e295d4adcb82d59f8b
|
||||
timeCreated: 1770556305
|
||||
@@ -0,0 +1,26 @@
|
||||
using Assets._Project.Develop.Runtime.Utilities.StateMachineCore;
|
||||
|
||||
namespace _Project.Develop.Runtime.Utils.InputManagement.States
|
||||
{
|
||||
public class UIInputState : State
|
||||
{
|
||||
private readonly IUIInput _uiInput;
|
||||
|
||||
public UIInputState(IUIInput uiInput)
|
||||
{
|
||||
_uiInput = uiInput;
|
||||
}
|
||||
|
||||
public override void Enter()
|
||||
{
|
||||
base.Enter();
|
||||
_uiInput.Enable();
|
||||
}
|
||||
|
||||
public override void Exit()
|
||||
{
|
||||
_uiInput.Disable();
|
||||
base.Exit();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2cac35b3aedd43b1959f82e36c30ac47
|
||||
timeCreated: 1770556297
|
||||
Reference in New Issue
Block a user