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https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-05 07:41:10 +00:00
feat: add attack delay trigger system
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@@ -858,6 +858,30 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackProcessCurrentTime() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess InAttackProcessC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> InAttackProcess => InAttackProcessC.Value;
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public bool TryGetInAttackProcess(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.Attack.InAttackProcess 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 AddInAttackProcess()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddInAttackProcess(_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.Attack.InAttackProcess() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayTime AttackDelayTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayTime>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> AttackDelayTime => AttackDelayTimeC.Value;
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@@ -906,29 +930,5 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayEndEvent() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess InAttackProcessC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> InAttackProcess => InAttackProcessC.Value;
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public bool TryGetInAttackProcess(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.Attack.InAttackProcess 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 AddInAttackProcess()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackProcess() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddInAttackProcess(_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.Attack.InAttackProcess() {Value = value});
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}
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}
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}
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