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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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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