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https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-05 07:41:10 +00:00
feat: add feature damage
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@@ -1,4 +1,5 @@
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.Systems;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.Systems;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Movement;
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using _Project.Develop.Runtime.Utilities.Conditions;
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using _Project.Develop.Runtime.Utils.InputManagement;
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@@ -35,6 +36,8 @@ namespace _Project.Develop.Runtime.Entities
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.AddRotationSpeed(new ReactiveVariable<float>(800))
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.AddMaxHealth(new ReactiveVariable<float>(150))
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.AddCurrentHealth(new ReactiveVariable<float>(150))
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.AddTakeDamageRequest()
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.AddTakeDamageEvent()
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.AddIsDead()
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.AddIsMoving()
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.AddInDeathProcess()
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@@ -53,14 +56,19 @@ namespace _Project.Develop.Runtime.Entities
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ICompositeCondition mustSelfRelease = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value))
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.Add(new FuncCondition(() => entity.InDeathProcess.Value == false));
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ICompositeCondition canApplyDamage = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false));
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entity
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.AddCanMove(canMove)
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.AddCanRotate(canRotate)
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.AddCanApplyDamage(canApplyDamage)
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.AddMustDie(mustDie)
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.AddMustSelfRelease(mustSelfRelease);
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entity
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.AddSystem(new ApplyDamageSystem())
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.AddSystem(new RigidbodyMovementSystem())
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.AddSystem(new RigidbodyRotationSystem())
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.AddSystem(new MoveDirectionByInputSystem(_playerInput))
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@@ -461,5 +461,72 @@ namespace _Project.Develop.Runtime.Entities
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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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public _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.TakeDamageRequest TakeDamageRequestC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Damage.TakeDamageRequest>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Single> TakeDamageRequest => TakeDamageRequestC.Value;
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public bool TryGetTakeDamageRequest(out _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Single> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.TakeDamageRequest component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Single>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddTakeDamageRequest()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.TakeDamageRequest() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddTakeDamageRequest(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Single> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.TakeDamageRequest() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.TakeDamageEvent TakeDamageEventC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Damage.TakeDamageEvent>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Single> TakeDamageEvent => TakeDamageEventC.Value;
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public bool TryGetTakeDamageEvent(out _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Single> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.TakeDamageEvent component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Single>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddTakeDamageEvent()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.TakeDamageEvent() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddTakeDamageEvent(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Single> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.TakeDamageEvent() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.CanApplyDamage CanApplyDamageC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Damage.CanApplyDamage>();
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public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanApplyDamage => CanApplyDamageC.Value;
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public bool TryGetCanApplyDamage(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.Damage.CanApplyDamage 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 AddCanApplyDamage(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.CanApplyDamage() {Value = value});
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}
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}
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}
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