feat: add tank tower rotation [ [] ]=[] -------

This commit is contained in:
Bragin Stepan
2026-03-06 21:03:45 +05:00
parent ffeb1655c8
commit 51fd4cdc8d
8 changed files with 179 additions and 24 deletions

View File

@@ -22,14 +22,12 @@ namespace _Project.Develop.Runtime.Entities
private readonly EntitiesLifeContext _entitiesLifeContext;
private readonly MonoEntitiesFactory _monoEntitiesFactory;
private readonly CollidersRegistryService _collidersRegistryService;
private readonly IPlayerInput _playerInput;
public EntitiesFactory(DIContainer container)
{
_collidersRegistryService = container.Resolve<CollidersRegistryService>();
_entitiesLifeContext = container.Resolve<EntitiesLifeContext>();
_monoEntitiesFactory = container.Resolve<MonoEntitiesFactory>();
_playerInput = container.Resolve<IPlayerInput>();
}
public Entity CreateHero(Vector3 position)
@@ -58,7 +56,7 @@ namespace _Project.Develop.Runtime.Entities
.AddStartAttackRequest()
.AddStartAttackEvent()
.AddEndAttackEvent()
.AddAttackDelayTime(new ReactiveVariable<float>(1))
.AddAttackDelayTime(new ReactiveVariable<float>(0.1f))
.AddAttackDelayEndEvent()
.AddInstantAttackDamage(new ReactiveVariable<float>(50))
.AddAttackCanceledEvent()

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@@ -65,7 +65,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
return brain;
}
public StateMachineBrain CreateMainHeroBrain(Entity entity, ITargetSelector targetSelector)
public StateMachineBrain CreateArcheroHeroBrain(Entity entity, ITargetSelector targetSelector)
{
AIStateMachine combatState = CreateAutoAttackStateMachine(entity);
PlayerInputMovementState movementState = new (entity, _playerInput);
@@ -102,6 +102,32 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
return brain;
}
public StateMachineBrain CreateMainHeroBrain(Entity entity)
{
AIStateMachine combatState = CreateSteeringAttackStateMachine(entity);
PlayerInputMovementState movementState = new (entity, _playerInput);
ICompositeCondition fromMovementToCombatStateCondition = new CompositeCondition()
.Add(new FuncCondition(() => _playerInput.Move.Value == Vector2.zero));
ICompositeCondition fromCombatToMovementStateCondition = new CompositeCondition()
.Add(new FuncCondition(() => _playerInput.Move.Value != Vector2.zero));
AIStateMachine behaviour = new ();
behaviour.AddState(combatState);
behaviour.AddState(movementState);
behaviour.AddTransition(combatState, movementState, fromCombatToMovementStateCondition);
behaviour.AddTransition(movementState, combatState, fromMovementToCombatStateCondition);
StateMachineBrain brain = new (behaviour);
_aiBrainsContext.SetFor(entity, brain);
return brain;
}
private AIStateMachine CreateRandomMovementStateMachine(Entity entity)
{
List<IDisposable> disposables = new ();
@@ -131,6 +157,42 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
return stateMachine;
}
private AIStateMachine CreateSteeringAttackStateMachine(Entity entity)
{
AIStateMachine steeringState = CreateSteeringInputStateMachine(entity);
PlayerInputAttackTriggerState attackTriggerState = new (entity, _playerInput);
AIParallelState parallelState = new (steeringState, attackTriggerState);
AIStateMachine stateMachine = new ();
stateMachine.AddState(parallelState);
return stateMachine;
}
private AIStateMachine CreateSteeringInputStateMachine(Entity entity)
{
EmptyState emptyState = new ();
PlayerInputRotationState rotationState = new (entity, _playerInput);
ICondition fromIdleToRotateStateCondition = new CompositeCondition()
.Add(new FuncCondition(() => _playerInput.Look.Value != Vector2.zero));
ICondition fromRotateToIdleStateCondition = new CompositeCondition()
.Add(new FuncCondition(() => _playerInput.Look.Value == Vector2.zero));
AIStateMachine stateMachine = new ();
stateMachine.AddState(emptyState);
stateMachine.AddState(rotationState);
stateMachine.AddTransition(rotationState, emptyState, fromRotateToIdleStateCondition);
stateMachine.AddTransition(emptyState, rotationState, fromIdleToRotateStateCondition);
return stateMachine;
}
private AIStateMachine CreateAutoAttackStateMachine(Entity entity)
{
RotateToTargetState rotateToTargetState = new (entity);

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@@ -0,0 +1,35 @@
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utils.InputManagement;
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
using Assets._Project.Develop.Runtime.Utilities.StateMachineCore;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States
{
public class PlayerInputAttackTriggerState : State, IUpdatableState
{
private readonly IPlayerInput _playerInput;
private ReactiveEvent _request;
public PlayerInputAttackTriggerState(Entity entity, IPlayerInput playerInput)
{
_playerInput = playerInput;
_request = entity.StartAttackRequest;
_playerInput.Attack.Enter += OnAttack;
}
public void Update(float deltaTime)
{ }
public override void Exit()
{
base.Exit();
_playerInput.Attack.Enter -= OnAttack;
}
private void OnAttack(float value)
{
_request.Invoke();
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6e82caaf47984b6982642cf87f3bf1fc
timeCreated: 1772810576

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@@ -10,21 +10,18 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States
{
private readonly IPlayerInput _playerInput;
private ReactiveVariable<Vector3> _rotateDirection;
private ReactiveVariable<Vector3> _moveDirection;
public PlayerInputMovementState(Entity entity, IPlayerInput playerInput)
{
_playerInput = playerInput;
_rotateDirection = entity.RotateDirection;
_moveDirection = entity.MoveDirection;
}
public void Update(float deltaTime)
{
_moveDirection.Value = new Vector3(_playerInput.Move.Value.x, 0, _playerInput.Move.Value.y);
_rotateDirection.Value = new Vector3(_playerInput.Move.Value.x, 0, _playerInput.Move.Value.y);
}
public override void Exit()

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@@ -0,0 +1,52 @@
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utils.InputManagement;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using Assets._Project.Develop.Runtime.Utilities.StateMachineCore;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States
{
public class PlayerInputRotationState : State, IUpdatableState
{
private readonly IPlayerInput _playerInput;
private readonly Transform _transform;
private ReactiveVariable<Vector3> _rotateDirection;
private const float Sensitivity = 0.5f;
private const float DeadZone = 0.1f;
public PlayerInputRotationState(Entity entity, IPlayerInput playerInput)
{
_playerInput = playerInput;
_transform = entity.Transform;
_rotateDirection = entity.RotateDirection;
}
public void Update(float deltaTime)
{
float lookX = _playerInput.Look.Value.x;
if (Mathf.Abs(lookX) > DeadZone)
{
Vector3 currentDirection = _rotateDirection.Value;
if (currentDirection == Vector3.zero)
currentDirection = _transform.forward;
currentDirection.y = 0;
if (currentDirection.sqrMagnitude < DeadZone)
currentDirection = Vector3.forward;
currentDirection.Normalize();
float angle = lookX * Sensitivity;
Quaternion rotation = Quaternion.Euler(0, angle, 0);
_rotateDirection.Value = rotation * currentDirection;
}
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f85bcb531011e7049b6d03f311ff377f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -28,13 +28,10 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
_brainsFactory = _container.Resolve<BrainsFactory>();
_hero = _entitiesFactory.CreateHero(Vector3.zero);
_brainsFactory.CreateMainHeroBrain(_hero, new NearestDamageableTargetSelector(_hero));
_brainsFactory.CreateMainHeroBrain(_hero);
// _enemy = _entitiesFactory.CreateTeleportWizard(Vector3.zero + Vector3.forward * 5);
// _brainsFactory.CreateWizardBrain(_enemy);
_enemy = _entitiesFactory.CreateTeleportWizard(Vector3.zero + Vector3.forward * 5);
_brainsFactory.CreateDangerWizardBrain(_enemy, new LowestHealthTargetSelector(_enemy));
// _brainsFactory.CreateDangerWizardBrain(_enemy, new LowestHealthTargetSelector(_enemy));
}
public void Run()