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https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-05 07:41:10 +00:00
init: add project
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namespace _Project.Develop.Runtime.Entities
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{
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public partial class Entity
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{
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public Assets._Project.Develop.Runtime.Gameplay.Common.RigidbodyComponent RigidbodyC => GetComponent<Assets._Project.Develop.Runtime.Gameplay.Common.RigidbodyComponent>();
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public UnityEngine.Rigidbody Rigidbody => RigidbodyC.Value;
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public bool TryGetRigidbody(out UnityEngine.Rigidbody value)
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{
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bool result = TryGetComponent(out Assets._Project.Develop.Runtime.Gameplay.Common.RigidbodyComponent 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(UnityEngine.Rigidbody);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddRigidbody(UnityEngine.Rigidbody value)
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{
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return AddComponent(new Assets._Project.Develop.Runtime.Gameplay.Common.RigidbodyComponent() {Value = value});
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}
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public Assets._Project.Develop.Runtime.Gameplay.Common.TransformComponent TransformC => GetComponent<Assets._Project.Develop.Runtime.Gameplay.Common.TransformComponent>();
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public UnityEngine.Transform Transform => TransformC.Value;
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public bool TryGetTransform(out UnityEngine.Transform value)
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{
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bool result = TryGetComponent(out Assets._Project.Develop.Runtime.Gameplay.Common.TransformComponent 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(UnityEngine.Transform);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddTransform(UnityEngine.Transform value)
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{
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return AddComponent(new Assets._Project.Develop.Runtime.Gameplay.Common.TransformComponent() {Value = value});
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}
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public Assets._Project.Develop.Runtime.Gameplay.Common.CharacterControllerComponent CharacterControllerC => GetComponent<Assets._Project.Develop.Runtime.Gameplay.Common.CharacterControllerComponent>();
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public UnityEngine.CharacterController CharacterController => CharacterControllerC.Value;
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public bool TryGetCharacterController(out UnityEngine.CharacterController value)
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{
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bool result = TryGetComponent(out Assets._Project.Develop.Runtime.Gameplay.Common.CharacterControllerComponent 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(UnityEngine.CharacterController);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddCharacterController(UnityEngine.CharacterController value)
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{
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return AddComponent(new Assets._Project.Develop.Runtime.Gameplay.Common.CharacterControllerComponent() {Value = value});
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}
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public Assets._Project.Develop.Runtime.Gameplay.Common.NavMeshAgentComponent NavMeshAgentC => GetComponent<Assets._Project.Develop.Runtime.Gameplay.Common.NavMeshAgentComponent>();
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public UnityEngine.AI.NavMeshAgent NavMeshAgent => NavMeshAgentC.Value;
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public bool TryGetNavMeshAgent(out UnityEngine.AI.NavMeshAgent value)
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{
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bool result = TryGetComponent(out Assets._Project.Develop.Runtime.Gameplay.Common.NavMeshAgentComponent 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(UnityEngine.AI.NavMeshAgent);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddNavMeshAgent(UnityEngine.AI.NavMeshAgent value)
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{
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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.Movement.MoveDirection MoveDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> MoveDirection => MoveDirectionC.Value;
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public bool TryGetMoveDirection(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection 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<UnityEngine.Vector3>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveDirection()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveDirection(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed MoveSpeedC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> MoveSpeed => MoveSpeedC.Value;
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public bool TryGetMoveSpeed(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.Movement.MoveSpeed 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 AddMoveSpeed()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveSpeed(_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.Movement.MoveSpeed() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection RotateDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> RotateDirection => RotateDirectionC.Value;
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public bool TryGetRotateDirection(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection 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<UnityEngine.Vector3>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddRotateDirection()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddRotateDirection(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed RotationSpeedC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> RotationSpeed => RotationSpeedC.Value;
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public bool TryGetRotationSpeed(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.Movement.RotationSpeed 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 AddRotationSpeed()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddRotationSpeed(_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.Movement.RotationSpeed() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce JumpForceC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> JumpForce => JumpForceC.Value;
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public bool TryGetJumpForce(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.Movement.JumpForce 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 AddJumpForce()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddJumpForce(_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.Movement.JumpForce() {Value = value});
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 0e923900a2034874cafef87789bb5665
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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