feat: add teleport system

This commit is contained in:
Bragin Stepan
2026-02-22 16:34:56 +05:00
parent 366a388036
commit 6a2f3a39d3
12 changed files with 349 additions and 6 deletions

View File

@@ -78,6 +78,183 @@ namespace _Project.Develop.Runtime.Entities
return AddComponent(new Assets._Project.Develop.Runtime.Gameplay.Common.NavMeshAgentComponent() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportTarget TeleportTargetC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportTarget>();
public UnityEngine.Transform TeleportTarget => TeleportTargetC.Value;
public bool TryGetTeleportTarget(out UnityEngine.Transform value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportTarget component);
if(result)
value = component.Value;
else
value = default(UnityEngine.Transform);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddTeleportTarget(UnityEngine.Transform value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportTarget() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportToPoint TeleportToPointC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportToPoint>();
public UnityEngine.Transform TeleportToPoint => TeleportToPointC.Value;
public bool TryGetTeleportToPoint(out UnityEngine.Transform value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportToPoint component);
if(result)
value = component.Value;
else
value = default(UnityEngine.Transform);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddTeleportToPoint(UnityEngine.Transform value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportToPoint() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.CanStartTeleport CanStartTeleportC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.CanStartTeleport>();
public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanStartTeleport => CanStartTeleportC.Value;
public bool TryGetCanStartTeleport(out _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.CanStartTeleport component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddCanStartTeleport(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.CanStartTeleport() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.InTeleportProcess InTeleportProcessC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.InTeleportProcess>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> InTeleportProcess => InTeleportProcessC.Value;
public bool TryGetInTeleportProcess(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.InTeleportProcess component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddInTeleportProcess()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.InTeleportProcess() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
}
public _Project.Develop.Runtime.Entities.Entity AddInTeleportProcess(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.InTeleportProcess() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.StartTeleportRequest StartTeleportRequestC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.StartTeleportRequest>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent StartTeleportRequest => StartTeleportRequestC.Value;
public bool TryGetStartTeleportRequest(out _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.StartTeleportRequest component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddStartTeleportRequest()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.StartTeleportRequest() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent() });
}
public _Project.Develop.Runtime.Entities.Entity AddStartTeleportRequest(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.StartTeleportRequest() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.StartTeleportEvent StartTeleportEventC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.StartTeleportEvent>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent StartTeleportEvent => StartTeleportEventC.Value;
public bool TryGetStartTeleportEvent(out _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.StartTeleportEvent component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddStartTeleportEvent()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.StartTeleportEvent() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent() });
}
public _Project.Develop.Runtime.Entities.Entity AddStartTeleportEvent(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.StartTeleportEvent() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.EndTeleportEvent EndTeleportEventC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.EndTeleportEvent>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent EndTeleportEvent => EndTeleportEventC.Value;
public bool TryGetEndTeleportEvent(out _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.EndTeleportEvent component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddEndTeleportEvent()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.EndTeleportEvent() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent() });
}
public _Project.Develop.Runtime.Entities.Entity AddEndTeleportEvent(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.EndTeleportEvent() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.EnergyTeleportCost EnergyTeleportCostC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.EnergyTeleportCost>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32> EnergyTeleportCost => EnergyTeleportCostC.Value;
public bool TryGetEnergyTeleportCost(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.EnergyTeleportCost component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32>);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddEnergyTeleportCost()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.EnergyTeleportCost() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32>() });
}
public _Project.Develop.Runtime.Entities.Entity AddEnergyTeleportCost(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.EnergyTeleportCost() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.CapsuleColliderComponent CapsuleColliderC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.CapsuleColliderComponent>();
public UnityEngine.CapsuleCollider CapsuleCollider => CapsuleColliderC.Value;