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@@ -628,6 +628,284 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DisableCollidersOnDeath() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.CurrentEnergy CurrentEnergyC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Energy.CurrentEnergy>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32> CurrentEnergy => CurrentEnergyC.Value;
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public bool TryGetCurrentEnergy(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.CurrentEnergy 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.Int32>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddCurrentEnergy()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.CurrentEnergy() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddCurrentEnergy(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.CurrentEnergy() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.MaxEnergy MaxEnergyC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Energy.MaxEnergy>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32> MaxEnergy => MaxEnergyC.Value;
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public bool TryGetMaxEnergy(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.MaxEnergy 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.Int32>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddMaxEnergy()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.MaxEnergy() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddMaxEnergy(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.MaxEnergy() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.CanUseEnergy CanUseEnergyC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Energy.CanUseEnergy>();
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public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanUseEnergy => CanUseEnergyC.Value;
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public bool TryGetCanUseEnergy(out _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.CanUseEnergy 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.Utilities.Conditions.ICompositeCondition);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddCanUseEnergy(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.CanUseEnergy() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.UseEnergyRequest UseEnergyRequestC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Energy.UseEnergyRequest>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32> UseEnergyRequest => UseEnergyRequestC.Value;
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public bool TryGetUseEnergyRequest(out _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.UseEnergyRequest 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.Event.ReactiveEvent<System.Int32>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddUseEnergyRequest()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.UseEnergyRequest() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddUseEnergyRequest(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.UseEnergyRequest() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.UseEnergyEvent UseEnergyEventC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Energy.UseEnergyEvent>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32> UseEnergyEvent => UseEnergyEventC.Value;
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public bool TryGetUseEnergyEvent(out _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.UseEnergyEvent 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.Event.ReactiveEvent<System.Int32>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddUseEnergyEvent()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.UseEnergyEvent() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddUseEnergyEvent(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.UseEnergyEvent() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.CanRegenEnergy CanRegenEnergyC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Energy.CanRegenEnergy>();
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public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanRegenEnergy => CanRegenEnergyC.Value;
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public bool TryGetCanRegenEnergy(out _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.CanRegenEnergy 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.Utilities.Conditions.ICompositeCondition);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddCanRegenEnergy(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.CanRegenEnergy() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.RegenEnergyRequest RegenEnergyRequestC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Energy.RegenEnergyRequest>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32> RegenEnergyRequest => RegenEnergyRequestC.Value;
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public bool TryGetRegenEnergyRequest(out _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.RegenEnergyRequest 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.Event.ReactiveEvent<System.Int32>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddRegenEnergyRequest()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.RegenEnergyRequest() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddRegenEnergyRequest(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.RegenEnergyRequest() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.RegenEnergyEvent RegenEnergyEventC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Energy.RegenEnergyEvent>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32> RegenEnergyEvent => RegenEnergyEventC.Value;
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public bool TryGetRegenEnergyEvent(out _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.RegenEnergyEvent 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.Event.ReactiveEvent<System.Int32>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddRegenEnergyEvent()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.RegenEnergyEvent() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddRegenEnergyEvent(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Int32> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.RegenEnergyEvent() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.AutoRegenEnergyAmount AutoRegenEnergyAmountC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Energy.AutoRegenEnergyAmount>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32> AutoRegenEnergyAmount => AutoRegenEnergyAmountC.Value;
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public bool TryGetAutoRegenEnergyAmount(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.AutoRegenEnergyAmount 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.Int32>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddAutoRegenEnergyAmount()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.AutoRegenEnergyAmount() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddAutoRegenEnergyAmount(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Int32> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.AutoRegenEnergyAmount() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.InAutoRegenEnergy InAutoRegenEnergyC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Energy.InAutoRegenEnergy>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> InAutoRegenEnergy => InAutoRegenEnergyC.Value;
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public bool TryGetInAutoRegenEnergy(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.InAutoRegenEnergy 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.Boolean>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddInAutoRegenEnergy()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.InAutoRegenEnergy() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddInAutoRegenEnergy(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.InAutoRegenEnergy() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.EnergyAutoRegenInitialTime EnergyAutoRegenInitialTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Energy.EnergyAutoRegenInitialTime>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> EnergyAutoRegenInitialTime => EnergyAutoRegenInitialTimeC.Value;
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public bool TryGetEnergyAutoRegenInitialTime(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.Energy.EnergyAutoRegenInitialTime 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 AddEnergyAutoRegenInitialTime()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.EnergyAutoRegenInitialTime() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddEnergyAutoRegenInitialTime(_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.Energy.EnergyAutoRegenInitialTime() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.EnergyAutoRegenCurrentTime EnergyAutoRegenCurrentTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Energy.EnergyAutoRegenCurrentTime>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> EnergyAutoRegenCurrentTime => EnergyAutoRegenCurrentTimeC.Value;
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public bool TryGetEnergyAutoRegenCurrentTime(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.Energy.EnergyAutoRegenCurrentTime 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 AddEnergyAutoRegenCurrentTime()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.EnergyAutoRegenCurrentTime() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddEnergyAutoRegenCurrentTime(_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.Energy.EnergyAutoRegenCurrentTime() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.TakeDamageRequest TakeDamageRequestC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Damage.TakeDamageRequest>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Single> TakeDamageRequest => TakeDamageRequestC.Value;
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