feat: add attack delay trigger system

This commit is contained in:
Bragin Stepan
2026-02-21 19:05:44 +05:00
parent 0b7c4700fd
commit 2affd03993
5 changed files with 90 additions and 28 deletions

View File

@@ -53,7 +53,9 @@ namespace _Project.Develop.Runtime.Entities
.AddInAttackProcess()
.AddStartAttackRequest()
.AddStartAttackEvent()
.AddEndAttackEvent();
.AddEndAttackEvent()
.AddAttackDelayTime(new ReactiveVariable<float>(2))
.AddAttackDelayEndEvent();
ICompositeCondition canMove = new CompositeCondition()
.Add(new FuncCondition(() => entity.IsDead.Value == false));
@@ -92,6 +94,7 @@ namespace _Project.Develop.Runtime.Entities
.AddSystem(new StartAttackSystem())
.AddSystem(new ProcessAttackTimerSystem())
.AddSystem(new AttackDelayEndTriggerSystem())
.AddSystem(new EndAttackSystem())
.AddSystem(new ApplyDamageSystem())

View File

@@ -858,6 +858,30 @@ namespace _Project.Develop.Runtime.Entities
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackProcessCurrentTime() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess InAttackProcessC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> InAttackProcess => InAttackProcessC.Value;
public bool TryGetInAttackProcess(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddInAttackProcess()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
}
public _Project.Develop.Runtime.Entities.Entity AddInAttackProcess(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayTime AttackDelayTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayTime>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> AttackDelayTime => AttackDelayTimeC.Value;
@@ -906,29 +930,5 @@ namespace _Project.Develop.Runtime.Entities
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayEndEvent() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess InAttackProcessC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> InAttackProcess => InAttackProcessC.Value;
public bool TryGetInAttackProcess(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddInAttackProcess()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
}
public _Project.Develop.Runtime.Entities.Entity AddInAttackProcess(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess() {Value = value});
}
}
}