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https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-02 22:31:10 +00:00
fix: enable auto regen energy
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@@ -240,7 +240,7 @@ namespace _Project.Develop.Runtime.Entities
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.AddRegenEnergyEvent()
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.AddRegenEnergyEvent()
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.AddRegenEnergyRequest()
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.AddRegenEnergyRequest()
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.AddAutoRegenEnergyAmount(new ReactiveVariable<int>(5))
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.AddAutoRegenEnergyAmount(new ReactiveVariable<int>(5))
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.AddIsAutoRegenEnergy()
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.AddIsAutoRegenEnergy(new ReactiveVariable<bool>(true))
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.AddEnergyAutoRegenCurrentTime()
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.AddEnergyAutoRegenCurrentTime()
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.AddEnergyAutoRegenInitialTime(new ReactiveVariable<float>(3))
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.AddEnergyAutoRegenInitialTime(new ReactiveVariable<float>(3))
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@@ -1,6 +1,7 @@
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
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using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.Systems
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.Systems
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{
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{
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@@ -19,6 +20,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.Systems
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{
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{
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_isAutoRegen = entity.IsAutoRegenEnergy;
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_isAutoRegen = entity.IsAutoRegenEnergy;
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_regenAmount = entity.AutoRegenEnergyAmount;
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_regenAmount = entity.AutoRegenEnergyAmount;
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_regenEnergyRequest = entity.RegenEnergyRequest;
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_initialTime = entity.EnergyAutoRegenInitialTime;
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_initialTime = entity.EnergyAutoRegenInitialTime;
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_currentTime = entity.EnergyAutoRegenCurrentTime;
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_currentTime = entity.EnergyAutoRegenCurrentTime;
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@@ -4,6 +4,7 @@ using _Project.Develop.Runtime.Utilities.Conditions;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
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using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
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using Unity.Mathematics;
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using Unity.Mathematics;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.Systems
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.Systems
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{
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{
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@@ -39,10 +40,10 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.Systems
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if (_canRegen.Evaluate() == false)
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if (_canRegen.Evaluate() == false)
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return;
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return;
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int energyDifference = _maxEnergy.Value - _currentEnergy.Value;
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int energyDifference = _maxEnergy.Value - _currentEnergy.Value;
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if (energyDifference <= 0f)
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if (energyDifference <= 0)
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return;
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return;
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int valueAdded = math.min(value, energyDifference);
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int valueAdded = math.min(value, energyDifference);
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@@ -3,7 +3,6 @@ using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utilities.Conditions;
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using _Project.Develop.Runtime.Utilities.Conditions;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
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using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
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{
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{
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@@ -38,7 +37,6 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
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{
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{
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if (_canStartTeleport.Evaluate())
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if (_canStartTeleport.Evaluate())
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{
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{
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Debug.Log("OnTeleportRequest");
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_inTeleportProcess.Value = true;
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_inTeleportProcess.Value = true;
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_useEnergyRequest.Invoke(_teleportCost.Value);
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_useEnergyRequest.Invoke(_teleportCost.Value);
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_startTeleportEvent.Invoke();
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_startTeleportEvent.Invoke();
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