init: add project

This commit is contained in:
Bragin Stepan
2026-02-18 23:02:28 +05:00
commit 4f01e66894
620 changed files with 52253 additions and 0 deletions

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guid: 8729b2af024848039cd2435e34826f40
timeCreated: 1771427180

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using _Project.Develop.Runtime.Entities;
using UnityEngine;
namespace Assets._Project.Develop.Runtime.Gameplay.Common
{
public class CharacterControllerEntityRegistrator : MonoEntityRegistrator
{
public override void Register(Entity entity)
{
entity.AddCharacterController(GetComponent<CharacterController>());
}
}
}

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guid: 901d0931c1074853a656db4b4364f490
timeCreated: 1771433328

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using _Project.Develop.Runtime.Entities;
using UnityEngine;
using UnityEngine.AI;
namespace Assets._Project.Develop.Runtime.Gameplay.Common
{
public class RigidbodyComponent : IEntityComponent { public Rigidbody Value; }
public class TransformComponent : IEntityComponent { public Transform Value; }
public class CharacterControllerComponent : IEntityComponent { public CharacterController Value; }
public class NavMeshAgentComponent : IEntityComponent { public NavMeshAgent Value; }
}

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guid: 29b78ec58e4a493fbc73c343aa2e9144
timeCreated: 1771427186

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using _Project.Develop.Runtime.Entities;
using UnityEngine.AI;
namespace Assets._Project.Develop.Runtime.Gameplay.Common
{
public class NavMeshAgentEntityRegistrator : MonoEntityRegistrator
{
public override void Register(Entity entity)
{
entity.AddNavMeshAgent(GetComponent<NavMeshAgent>());
}
}
}

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guid: d8fec398824640aba90f8183ba2b5985
timeCreated: 1771435813

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using _Project.Develop.Runtime.Entities;
using UnityEngine;
namespace Assets._Project.Develop.Runtime.Gameplay.Common
{
public class RigidbodyEntityRegistrator : MonoEntityRegistrator
{
public override void Register(Entity entity)
{
entity.AddRigidbody(GetComponent<Rigidbody>());
}
}
}

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guid: b7fdeece4c60497ea61a1006e47bfbc5
timeCreated: 1771427186

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using _Project.Develop.Runtime.Entities;
namespace Assets._Project.Develop.Runtime.Gameplay.Common
{
public class TransformEntityRegistrator : MonoEntityRegistrator
{
public override void Register(Entity entity)
{
entity.AddTransform(transform);
}
}
}

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guid: b3d77209b50f4ecf9185ae250a76b909
timeCreated: 1771433629

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timeCreated: 1771425395

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using System.Collections.Generic;
using UnityEngine;
namespace _Project.Develop.Runtime.Entities
{
public class CollidersRegistryService
{
private readonly Dictionary<Collider, Entity> _colliderToEntity = new();
public void Register(Collider collider, Entity entity)
{
_colliderToEntity.Add(collider, entity);
}
public void Unregister(Collider collider)
{
_colliderToEntity.Remove(collider);
}
public Entity GetBy(Collider collider)
{
if (_colliderToEntity.TryGetValue(collider, out Entity entity))
return entity;
return null;
}
}
}

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guid: e43e968a40dc46699c23f272909cf9cb
timeCreated: 1771425427

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using _Project.Develop.Runtime.Logic.Gameplay.Features.Movement;
using _Project.Develop.Runtime.Utilities.InputManagement;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using Assets._Project.Develop.Runtime.Infrastructure.DI;
using Assets._Project.Develop.Runtime.Utilities.SceneManagement;
using UnityEngine;
namespace _Project.Develop.Runtime.Entities
{
public class EntitiesFactory
{
private readonly EntitiesLifeContext _entitiesLifeContext;
private readonly MonoEntitiesFactory _monoEntitiesFactory;
private readonly IPlayerInputService _playerInput;
public EntitiesFactory(DIContainer container)
{
_entitiesLifeContext = container.Resolve<EntitiesLifeContext>();
_monoEntitiesFactory = container.Resolve<MonoEntitiesFactory>();
_playerInput = container.Resolve<IPlayerInputService>();
}
public Entity CreateTestEntity(Vector3 position)
{
Entity entity = CreateEmpty();
_monoEntitiesFactory.Create(entity, position, PathToResources.Entity.TestEntity);
entity
.AddMoveDirection()
.AddRotateDirection()
.AddMoveSpeed(new ReactiveVariable<float>(10))
.AddRotationSpeed(new ReactiveVariable<float>(800));
entity
.AddSystem(new CharacterControllerMovementSystem())
.AddSystem(new TransformRotationSystem())
// .AddSystem(new RigidbodyMovementSystem())
// .AddSystem(new RigidbodyRotationSystem())
.AddSystem(new MoveDirectionByInputSystem(_playerInput))
.AddSystem(new RotateDirectionByInputSystem(_playerInput));
_entitiesLifeContext.Add(entity);
return entity;
}
private Entity CreateEmpty() => new();
}
}

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fileFormatVersion: 2
guid: af347dbf800d4edfadf180cf91c44b1a
timeCreated: 1771427064

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using System;
using System.Collections.Generic;
namespace _Project.Develop.Runtime.Entities
{
public class EntitiesLifeContext : IDisposable
{
public event Action<Entity> Added;
public event Action<Entity> Released;
private readonly List<Entity> _entities = new();
private readonly List<Entity> _releaseRequests = new();
public IReadOnlyList<Entity> Entities => _entities;
public void Add(Entity entity)
{
_entities.Add(entity);
entity.Initialize();
Added?.Invoke(entity);
}
public void Update(float deltaTime)
{
for (int i = 0; i < _entities.Count; i++)
_entities[i].OnUpdate(deltaTime);
foreach (Entity entity in _releaseRequests)
{
_entities.Remove(entity);
entity.Dispose();
Released?.Invoke(entity);
}
_releaseRequests.Clear();
}
public void Release(Entity entity)
{
_releaseRequests.Add(entity);
}
public void Dispose()
{
foreach (Entity entity in _entities)
entity.Dispose();
_entities.Clear();
_releaseRequests.Clear();
}
}
}

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using System;
using System.Collections.Generic;
namespace _Project.Develop.Runtime.Entities
{
public partial class Entity : IDisposable
{
public event Action<Entity> Initialized;
private readonly Dictionary<Type, IEntityComponent> _components = new();
private readonly List<IEntitySystem> _systems = new();
private readonly List<IInitializableSystem> _initializables = new();
private readonly List<IUpdatableSystem> _updatables = new();
private readonly List<IDisposableSystem> _disposables = new();
private bool _isInit;
public bool IsInit => _isInit;
public void Initialize()
{
foreach (IInitializableSystem initializable in _initializables)
initializable.OnInit(this);
_isInit = true;
Initialized?.Invoke(this);
}
public void OnUpdate(float deltaTime)
{
if (_isInit == false)
return;
foreach (IUpdatableSystem updatable in _updatables)
updatable.OnUpdate(deltaTime);
}
public void Dispose()
{
foreach (IDisposableSystem disposable in _disposables)
disposable.OnDispose();
_isInit = false;
}
public Entity AddComponent<TComponent>(TComponent component) where TComponent : class, IEntityComponent
{
_components.Add(typeof(TComponent), component);
return this;
}
public bool HasComponent<TComponent>() where TComponent : class, IEntityComponent
{
return _components.ContainsKey(typeof(TComponent));
}
public bool TryGetComponent<TComponent>(out TComponent component) where TComponent : class, IEntityComponent
{
if(_components.TryGetValue(typeof(TComponent), out IEntityComponent findedObject))
{
component = (TComponent)findedObject;
return true;
}
component = null;
return false;
}
public TComponent GetComponent<TComponent>() where TComponent : class, IEntityComponent
{
if (TryGetComponent(out TComponent component) == false)
throw new ArgumentException($"Entity not exist {typeof(TComponent)}");
return component;
}
public Entity AddSystem(IEntitySystem system)
{
if (_systems.Contains(system))
throw new ArgumentException(system.GetType().ToString());
_systems.Add(system);
if (system is IInitializableSystem initializable)
{
_initializables.Add(initializable);
if (_isInit)
initializable.OnInit(this);
}
if (system is IUpdatableSystem updatable)
_updatables.Add(updatable);
if (system is IDisposableSystem disposable)
_disposables.Add(disposable);
return this;
}
}
}

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timeCreated: 1771428293

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namespace _Project.Develop.Runtime.Entities
{
public partial class Entity
{
public Assets._Project.Develop.Runtime.Gameplay.Common.RigidbodyComponent RigidbodyC => GetComponent<Assets._Project.Develop.Runtime.Gameplay.Common.RigidbodyComponent>();
public UnityEngine.Rigidbody Rigidbody => RigidbodyC.Value;
public bool TryGetRigidbody(out UnityEngine.Rigidbody value)
{
bool result = TryGetComponent(out Assets._Project.Develop.Runtime.Gameplay.Common.RigidbodyComponent component);
if(result)
value = component.Value;
else
value = default(UnityEngine.Rigidbody);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddRigidbody(UnityEngine.Rigidbody value)
{
return AddComponent(new Assets._Project.Develop.Runtime.Gameplay.Common.RigidbodyComponent() {Value = value});
}
public Assets._Project.Develop.Runtime.Gameplay.Common.TransformComponent TransformC => GetComponent<Assets._Project.Develop.Runtime.Gameplay.Common.TransformComponent>();
public UnityEngine.Transform Transform => TransformC.Value;
public bool TryGetTransform(out UnityEngine.Transform value)
{
bool result = TryGetComponent(out Assets._Project.Develop.Runtime.Gameplay.Common.TransformComponent component);
if(result)
value = component.Value;
else
value = default(UnityEngine.Transform);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddTransform(UnityEngine.Transform value)
{
return AddComponent(new Assets._Project.Develop.Runtime.Gameplay.Common.TransformComponent() {Value = value});
}
public Assets._Project.Develop.Runtime.Gameplay.Common.CharacterControllerComponent CharacterControllerC => GetComponent<Assets._Project.Develop.Runtime.Gameplay.Common.CharacterControllerComponent>();
public UnityEngine.CharacterController CharacterController => CharacterControllerC.Value;
public bool TryGetCharacterController(out UnityEngine.CharacterController value)
{
bool result = TryGetComponent(out Assets._Project.Develop.Runtime.Gameplay.Common.CharacterControllerComponent component);
if(result)
value = component.Value;
else
value = default(UnityEngine.CharacterController);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddCharacterController(UnityEngine.CharacterController value)
{
return AddComponent(new Assets._Project.Develop.Runtime.Gameplay.Common.CharacterControllerComponent() {Value = value});
}
public Assets._Project.Develop.Runtime.Gameplay.Common.NavMeshAgentComponent NavMeshAgentC => GetComponent<Assets._Project.Develop.Runtime.Gameplay.Common.NavMeshAgentComponent>();
public UnityEngine.AI.NavMeshAgent NavMeshAgent => NavMeshAgentC.Value;
public bool TryGetNavMeshAgent(out UnityEngine.AI.NavMeshAgent value)
{
bool result = TryGetComponent(out Assets._Project.Develop.Runtime.Gameplay.Common.NavMeshAgentComponent component);
if(result)
value = component.Value;
else
value = default(UnityEngine.AI.NavMeshAgent);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddNavMeshAgent(UnityEngine.AI.NavMeshAgent value)
{
return AddComponent(new Assets._Project.Develop.Runtime.Gameplay.Common.NavMeshAgentComponent() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection MoveDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> MoveDirection => MoveDirectionC.Value;
public bool TryGetMoveDirection(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddMoveDirection()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>() });
}
public _Project.Develop.Runtime.Entities.Entity AddMoveDirection(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed MoveSpeedC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> MoveSpeed => MoveSpeedC.Value;
public bool TryGetMoveSpeed(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddMoveSpeed()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
}
public _Project.Develop.Runtime.Entities.Entity AddMoveSpeed(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection RotateDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> RotateDirection => RotateDirectionC.Value;
public bool TryGetRotateDirection(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddRotateDirection()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>() });
}
public _Project.Develop.Runtime.Entities.Entity AddRotateDirection(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed RotationSpeedC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> RotationSpeed => RotationSpeedC.Value;
public bool TryGetRotationSpeed(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddRotationSpeed()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
}
public _Project.Develop.Runtime.Entities.Entity AddRotationSpeed(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce JumpForceC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> JumpForce => JumpForceC.Value;
public bool TryGetJumpForce(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddJumpForce()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
}
public _Project.Develop.Runtime.Entities.Entity AddJumpForce(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce() {Value = value});
}
}
}

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namespace _Project.Develop.Runtime.Entities
{
public interface IEntityComponent
{
}
}

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using UnityEngine;
namespace _Project.Develop.Runtime.Entities
{
public abstract class EntityView : MonoBehaviour
{
public void Link(Entity entity)
{
entity.Initialized += OnEntityStartedWork;
}
public virtual void Cleanup(Entity entity)
{
entity.Initialized -= OnEntityStartedWork;
}
protected abstract void OnEntityStartedWork(Entity entity);
}
}

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using Assets._Project.Develop.Runtime.Infrastructure.DI;
using System;
using System.Collections.Generic;
using Assets._Project.Develop.Runtime.Utilities.AssetsManagement;
using UnityEngine;
using Object = UnityEngine.Object;
namespace _Project.Develop.Runtime.Entities
{
public class MonoEntitiesFactory : IInitializable, IDisposable
{
private readonly ResourcesAssetsLoader _resources;
private readonly EntitiesLifeContext _entitiesLifeContext;
private readonly CollidersRegistryService _collidersRegistryService;
private readonly Dictionary<Entity, MonoEntity> _entityToMono = new();
public MonoEntitiesFactory(
ResourcesAssetsLoader resources,
EntitiesLifeContext entitiesLifeContext,
CollidersRegistryService collidersRegistryService)
{
_resources = resources;
_entitiesLifeContext = entitiesLifeContext;
_collidersRegistryService = collidersRegistryService;
}
public MonoEntity Create(Entity entity, Vector3 position, string path)
{
MonoEntity prefab = _resources.Load<MonoEntity>(path);
MonoEntity viewInstance = Object.Instantiate(prefab, position, Quaternion.identity, null);
viewInstance.Initialize(_collidersRegistryService);
viewInstance.Link(entity);
_entityToMono.Add(entity, viewInstance);
return viewInstance;
}
public void Initialize()
{
_entitiesLifeContext.Released += OnEntityReleased;
}
public void Dispose()
{
_entitiesLifeContext.Released -= OnEntityReleased;
foreach (Entity entity in _entityToMono.Keys)
CleanupFor(entity);
_entityToMono.Clear();
}
private void OnEntityReleased(Entity entity)
{
CleanupFor(entity);
_entityToMono.Remove(entity);
}
private void CleanupFor(Entity entity)
{
MonoEntity monoEntity = _entityToMono[entity];
monoEntity.Cleanup(entity);
Object.Destroy(monoEntity.gameObject);
}
}
}

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using UnityEngine;
namespace _Project.Develop.Runtime.Entities
{
public class MonoEntity : MonoBehaviour
{
private CollidersRegistryService _collidersRegistryService;
private Entity _linkedEntity;
public Entity LinkedEntity => _linkedEntity;
public void Initialize(CollidersRegistryService collidersRegistryService)
{
_collidersRegistryService = collidersRegistryService;
}
public void Link(Entity entity)
{
_linkedEntity = entity;
MonoEntityRegistrator[] registrators = GetComponentsInChildren<MonoEntityRegistrator>();
if (registrators != null)
foreach (MonoEntityRegistrator registrator in registrators)
registrator.Register(entity);
EntityView[] views = GetComponentsInChildren<EntityView>();
if (views != null)
foreach (EntityView view in views)
view.Link(entity);
foreach (Collider collider in GetComponentsInChildren<Collider>())
_collidersRegistryService.Register(collider, entity);
}
public void Cleanup(Entity entity)
{
EntityView[] views = GetComponentsInChildren<EntityView>();
if (views != null)
foreach (EntityView view in views)
view.Cleanup(entity);
foreach (Collider collider in GetComponentsInChildren<Collider>())
_collidersRegistryService.Unregister(collider);
_linkedEntity = null;
}
}
}

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using UnityEngine;
namespace _Project.Develop.Runtime.Entities
{
public abstract class MonoEntityRegistrator : MonoBehaviour
{
public abstract void Register(Entity entity);
}
}

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namespace _Project.Develop.Runtime.Entities
{
public interface IDisposableSystem : IEntitySystem
{
void OnDispose();
}
}

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namespace _Project.Develop.Runtime.Entities
{
public interface IEntitySystem
{
}
}

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namespace _Project.Develop.Runtime.Entities
{
public interface IInitializableSystem: IEntitySystem
{
void OnInit(Entity entity);
}
}

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namespace _Project.Develop.Runtime.Entities
{
public interface IUpdatableSystem : IEntitySystem
{
void OnUpdate(float deltaTime);
}
}

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using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utilities.InputManagement;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
{
public class MoveDirectionByInputSystem : IInitializableSystem, IUpdatableSystem
{
private readonly IPlayerInputService _playerInput;
private ReactiveVariable<Vector3> _moveDirection;
public MoveDirectionByInputSystem(IPlayerInputService playerInput)
{
_playerInput = playerInput;
}
public void OnInit(Entity entity)
{
_moveDirection = entity.MoveDirection;
}
public void OnUpdate(float deltaTime)
{
_moveDirection.Value = new Vector3(_playerInput.Move.x, 0, _playerInput.Move.y);
}
}
}

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using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utilities.InputManagement;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
{
public class RotateDirectionByInputSystem : IInitializableSystem, IUpdatableSystem
{
private readonly IPlayerInputService _playerInput;
private ReactiveVariable<Vector3> _rotateDirection;
public RotateDirectionByInputSystem(IPlayerInputService playerInput)
{
_playerInput = playerInput;
}
public void OnInit(Entity entity)
{
_rotateDirection = entity.RotateDirection;
}
public void OnUpdate(float deltaTime)
{
_rotateDirection.Value = new Vector3(_playerInput.Move.x, 0, _playerInput.Move.y);
}
}
}

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timeCreated: 1771427534

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using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
{
public class MoveDirection : IEntityComponent { public ReactiveVariable<Vector3> Value; }
public class MoveSpeed : IEntityComponent { public ReactiveVariable<float> Value; }
public class RotateDirection : IEntityComponent { public ReactiveVariable<Vector3> Value; }
public class RotationSpeed : IEntityComponent { public ReactiveVariable<float> Value; }
public class JumpForce : IEntityComponent { public ReactiveVariable<float> Value; }
}

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timeCreated: 1771433138

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using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using UnityEngine;
using UnityEngine.AI;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
{
public class AgentMovementSystem : IInitializableSystem, IUpdatableSystem
{
private ReactiveVariable<float> _moveSpeed;
private NavMeshAgent _agent;
private Vector3 _position;
public void OnInit(Entity entity)
{
_moveSpeed = entity.MoveSpeed;
_agent = entity.NavMeshAgent;
// _position получить позицию
_agent.acceleration = 999;
}
public void OnUpdate(float deltaTime)
{
_agent.speed = _moveSpeed.Value;
// _agent.SetDestination(_position);
}
}
}

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using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
{
public class CharacterControllerMovementSystem : IInitializableSystem, IUpdatableSystem
{
private ReactiveVariable<Vector3> _moveDirection;
private ReactiveVariable<float> _moveSpeed;
private CharacterController _controller;
public void OnInit(Entity entity)
{
_moveDirection = entity.MoveDirection;
_moveSpeed = entity.MoveSpeed;
_controller = entity.CharacterController;
}
public void OnUpdate(float deltaTime)
{
Vector3 velocity = _moveDirection.Value.normalized * _moveSpeed.Value;
_controller.Move(velocity * deltaTime);
}
}
}

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using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
{
public class RigidbodyJumpSystem : IInitializableSystem, IUpdatableSystem
{
private ReactiveVariable<float> _jumpForce;
private Rigidbody _rigidbody;
public void OnInit(Entity entity)
{
_jumpForce = entity.JumpForce;
_rigidbody = entity.Rigidbody;
}
public void OnUpdate(float deltaTime)
{
_rigidbody.AddForce(Vector3.up * _jumpForce.Value, ForceMode.Impulse);
}
}
}

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using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
{
public class RigidbodyMovementSystem : IInitializableSystem, IUpdatableSystem
{
private ReactiveVariable<Vector3> _moveDirection;
private ReactiveVariable<float> _moveSpeed;
private Rigidbody _rigidbody;
public void OnInit(Entity entity)
{
_moveDirection = entity.MoveDirection;
_moveSpeed = entity.MoveSpeed;
_rigidbody = entity.Rigidbody;
}
public void OnUpdate(float deltaTime)
{
Vector3 velocity = _moveDirection.Value.normalized * _moveSpeed.Value;
_rigidbody.velocity = velocity;
}
}
}

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timeCreated: 1771427601

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using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
{
public class RigidbodyRotationSystem : IInitializableSystem, IUpdatableSystem
{
private Rigidbody _rigidbody;
private ReactiveVariable<float> _speed;
private ReactiveVariable<Vector3> _direction;
public void OnInit(Entity entity)
{
_rigidbody = entity.Rigidbody;
_speed = entity.RotationSpeed;
_direction = entity.RotateDirection;
}
public void OnUpdate(float deltaTime)
{
if (_direction.Value == Vector3.zero)
return;
Quaternion lookRotation = Quaternion.LookRotation(_direction.Value.normalized);
float step = _speed.Value * deltaTime;
Quaternion rotation = Quaternion.RotateTowards(_rigidbody.rotation, lookRotation, step);
_rigidbody.MoveRotation(rotation);
}
}
}

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using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
{
public class TransformRotationSystem : IInitializableSystem, IUpdatableSystem
{
private ReactiveVariable<Vector3> _direction;
private ReactiveVariable<float> _speed;
private Transform _transform;
private const float DeadZone = 0.1f;
public void OnInit(Entity entity)
{
_direction = entity.RotateDirection;
_speed = entity.RotationSpeed;
_transform = entity.Transform;
}
public void OnUpdate(float deltaTime)
{
if (_direction.Value.magnitude < DeadZone)
return;
Quaternion lookRotation = Quaternion.LookRotation(_direction.Value);
float step = _speed.Value * deltaTime;
_transform.rotation = Quaternion.RotateTowards(_transform.rotation, lookRotation, step);
}
}
}

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using Assets._Project.Develop.Runtime.Infrastructure;
using Assets._Project.Develop.Runtime.Infrastructure.DI;
using Assets._Project.Develop.Runtime.Utilities.SceneManagement;
using System;
using System.Collections;
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Logic.Gameplay.Features;
using _Project.Develop.Runtime.Utilities.InputManagement;
using UnityEngine;
namespace Assets._Project.Develop.Runtime.Gameplay.Infrastructure
{
public class GameplayBootstrap : SceneBootstrap
{
[SerializeField] private TestGameplay _testGameplay;
private DIContainer _container;
private EntitiesLifeContext _entitiesLifeContext;
private GameplayInputArgs _gameplayArgs;
private IPlayerInputService _playerInput;
public override void ProcessRegistrations(DIContainer container, IInputSceneArgs sceneArgs = null)
{
_container = container;
if (sceneArgs is not GameplayInputArgs gameplayInputArgs)
throw new ArgumentException($"{nameof(sceneArgs)} is not match with {typeof(GameplayInputArgs)} type");
GameplayContextRegistrations.Process(_container);
_gameplayArgs = gameplayInputArgs;
}
public override IEnumerator Initialize()
{
_entitiesLifeContext = _container.Resolve<EntitiesLifeContext>();
_testGameplay.Initialize(_container);
yield break;
}
public override void Run()
{
_testGameplay.Run();
}
private void Update()
{
_entitiesLifeContext?.Update(Time.deltaTime);
}
}
}

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using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.UI;
using _Project.Develop.Runtime.UI.Core;
using _Project.Develop.Runtime.UI.Screens.Gameplay;
using Assets._Project.Develop.Runtime.Infrastructure.DI;
using Assets._Project.Develop.Runtime.Utilities.AssetsManagement;
using Assets._Project.Develop.Runtime.Utilities.SceneManagement;
using UnityEngine;
namespace Assets._Project.Develop.Runtime.Gameplay.Infrastructure
{
public class GameplayContextRegistrations
{
public static void Process(DIContainer container)
{
// container.RegisterAsSingle(CreateGameplayUIRoot).NonLazy();
// container.RegisterAsSingle(CreateGameplayScreenPresenter).NonLazy();
// container.RegisterAsSingle(CreateGameplayPresentersFactory);
// container.RegisterAsSingle(CreateGameplayPopupService);
container.RegisterAsSingle(CreateEntitiesFactory);
container.RegisterAsSingle(CreateEntitiesLifeContext);
container.RegisterAsSingle(CreateCollidersRegistryService);
container.RegisterAsSingle(CreateMonoEntitiesFactory).NonLazy();
}
private static EntitiesLifeContext CreateEntitiesLifeContext(DIContainer c) => new();
private static EntitiesFactory CreateEntitiesFactory(DIContainer c) => new(c);
private static GameplayPresentersFactory CreateGameplayPresentersFactory(DIContainer c) => new(c);
private static CollidersRegistryService CreateCollidersRegistryService(DIContainer c) => new();
private static GameplayPopupService CreateGameplayPopupService(DIContainer c)
{
return new GameplayPopupService(
c.Resolve<ViewsFactory>(),
c.Resolve<ProjectPresentersFactory>(),
c.Resolve<GameplayUIRoot>(),
c.Resolve<GameplayPresentersFactory>());
}
private static GameplayUIRoot CreateGameplayUIRoot(DIContainer c)
{
ResourcesAssetsLoader loader = c.Resolve<ResourcesAssetsLoader>();
GameplayUIRoot uiRootPrefab = loader.Load<GameplayUIRoot>(PathToResources.UI.Screens.Gameplay);
return Object.Instantiate(uiRootPrefab);
}
private static GameplayScreenPresenter CreateGameplayScreenPresenter(DIContainer c)
{
GameplayUIRoot uiRoot = c.Resolve<GameplayUIRoot>();
GameplayScreenView view = c.Resolve<ViewsFactory>().Create<GameplayScreenView>(uiRoot.HUDLayer);
return c.Resolve<GameplayPresentersFactory>().CreateGameplayScreenPresenter(view);
}
private static MonoEntitiesFactory CreateMonoEntitiesFactory(DIContainer c)
{
return new MonoEntitiesFactory(
c.Resolve<ResourcesAssetsLoader>(),
c.Resolve<EntitiesLifeContext>(),
c.Resolve<CollidersRegistryService>());
}
}
}

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using Assets._Project.Develop.Runtime.Utilities.SceneManagement;
namespace Assets._Project.Develop.Runtime.Gameplay.Infrastructure
{
public class GameplayInputArgs : IInputSceneArgs
{
public int LevelNumber { get; }
public GameplayInputArgs(int levelNumber)
{
LevelNumber = levelNumber;
}
}
}

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using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utilities.InputManagement;
using Assets._Project.Develop.Runtime.Infrastructure.DI;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features
{
public class TestGameplay : MonoBehaviour
{
private DIContainer _container;
private EntitiesFactory _entitiesFactory;
private Entity _entity;
private bool _isRunning;
public void Initialize(DIContainer container)
{
_container = container;
_entitiesFactory = _container.Resolve<EntitiesFactory>();
}
public void Run()
{
_entity = _entitiesFactory.CreateTestEntity(Vector3.zero);
_isRunning = true;
}
private void Update()
{
if (_isRunning == false)
return;
}
}
}

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