mirror of
https://github.com/Bragin-Stepan/project-entity.git
synced 2026-04-19 13:09:41 +00:00
feat: add team touch system
This commit is contained in:
@@ -1,4 +1,4 @@
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using _Project.Develop.Runtime.Configs.Gameplay.Entities;
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using _Project.Develop.Runtime.Configs.Gameplay.Entities;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems.Shoot;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage;
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@@ -7,6 +7,7 @@ using _Project.Develop.Runtime.Logic.Gameplay.Features.Input;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.Systems;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Movement;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.Systems;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Teams;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems;
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using _Project.Develop.Runtime.Utilities;
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using _Project.Develop.Runtime.Utilities.Conditions;
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@@ -305,7 +306,7 @@ namespace _Project.Develop.Runtime.Entities
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return entity;
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}
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public Entity CreateProjectile(Vector3 position, Vector3 direction, float damage)
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public Entity CreateProjectile(Vector3 position, Vector3 direction, float damage, Entity owner)
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{
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Entity entity = CreateEmpty();
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@@ -320,10 +321,12 @@ namespace _Project.Develop.Runtime.Entities
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.AddMoveSpeed(new ReactiveVariable<float>(16))
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.AddRotationSpeed(new ReactiveVariable<float>(9999))
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.AddBodyContactDamage(new ReactiveVariable<float>(damage))
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.AddTeam(new ReactiveVariable<Teams>(owner.Team.Value))
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.AddIsDead()
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.AddIsMoving()
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.AddDeathMask(Layers.CharactersMask | Layers.EnvironmentMask)
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.AddIsTouchDeathMask();
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.AddIsTouchDeathMask()
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.AddIsTouchAnotherTeam();
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ICompositeCondition canMove = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false));
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@@ -331,7 +334,8 @@ namespace _Project.Develop.Runtime.Entities
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ICompositeCondition canRotate = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false));
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ICompositeCondition mustDie = new CompositeCondition()
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ICompositeCondition mustDie = new CompositeCondition(LogicOperationsUtils.Or)
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.Add(new FuncCondition(() => entity.IsTouchAnotherTeam.Value))
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.Add(new FuncCondition(() => entity.IsTouchDeathMask.Value));
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ICompositeCondition mustSelfRelease = new CompositeCondition()
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@@ -354,6 +358,7 @@ namespace _Project.Develop.Runtime.Entities
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.AddSystem(new DeathMaskTouchDetectorSystem())
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.AddSystem(new DeathSwitcherSystem())
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.AddSystem(new AnotherTeamTouchDetectorSystem())
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.AddSystem(new DisableCollidersOnDeathSystem())
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.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
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@@ -0,0 +1,19 @@
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Teams;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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namespace _Project.Develop.Runtime.Entities
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{
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public static class EntitiesHelper
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{
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public static bool AreOnSameTeam(Entity first, Entity second)
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{
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if (first.TryGetTeam(out ReactiveVariable<Teams> firstTeam) &&
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second.TryGetTeam(out ReactiveVariable<Teams> secondTeam))
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{
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return firstTeam.Value == secondTeam.Value;
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}
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return false;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 240aa716b4304420b9ff4ef3cbb14b6b
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timeCreated: 1773396722
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utilities.Conditions;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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@@ -14,15 +14,21 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems
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private ReactiveVariable<bool> _inAttackProcess;
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private ICompositeCondition _canStartAttack;
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private Entity _entity;
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private ReactiveVariable<Entity> _currentTarget;
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private IDisposable _attackRequestDisposable;
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public void OnInit(Entity entity)
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{
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_entity = entity;
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_startAttackRequest = entity.StartAttackRequest;
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_startAttackEvent = entity.StartAttackEvent;
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_inAttackProcess = entity.InAttackProcess;
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_canStartAttack = entity.CanStartAttack;
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if (entity.TryGetCurrentTarget(out var currentTarget))
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_currentTarget = currentTarget;
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_attackRequestDisposable = _startAttackRequest.Subscribe(OnAttackRequest);
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}
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@@ -30,6 +36,15 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems
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{
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if (_canStartAttack.Evaluate())
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{
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if (_currentTarget != null && _currentTarget.Value != null)
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{
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if (EntitiesHelper.AreOnSameTeam(_entity, _currentTarget.Value))
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{
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Debug.Log("Не могу атаковать своего!");
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return;
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}
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}
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_inAttackProcess.Value = true;
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_startAttackEvent.Invoke();
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Debug.Log("Старт атаки");
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@@ -1,4 +1,4 @@
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using System;
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using System;
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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.Event;
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@@ -38,7 +38,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems.Shoot
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private void OnAttackDelayEnd()
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{
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_entitiesFactory.CreateProjectile(_shootPoint.position, _shootPoint.forward, _damage.Value);
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_entitiesFactory.CreateProjectile(_shootPoint.position, _shootPoint.forward, _damage.Value, _entity);
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}
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public void OnDispose()
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@@ -1,4 +1,4 @@
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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.Utilities.Conditions;
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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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@@ -1,4 +1,4 @@
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using System;
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using System;
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utilities.Conditions;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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@@ -1,4 +1,4 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utilities;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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@@ -34,6 +34,9 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Damage
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{
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_processedEntities.Add(contactEntity);
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if (EntitiesHelper.AreOnSameTeam(contactEntity, _entity))
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continue;
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if (contactEntity.TryGetTakeDamageRequest(out ReactiveEvent<float> takeDamageRequest))
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takeDamageRequest.Invoke(_damage.Value);
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}
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@@ -0,0 +1,39 @@
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utilities;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.Systems
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{
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public class AnotherTeamTouchDetectorSystem : IInitializableSystem, IUpdatableSystem
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{
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private Buffer<Entity> _contacts;
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private ReactiveVariable<bool> _isTouchAnotherTeam;
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private ReactiveVariable<Teams.Teams> _sourceTeam;
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public void OnInit(Entity entity)
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{
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_contacts = entity.ContactEntitiesBuffer;
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_isTouchAnotherTeam = entity.IsTouchAnotherTeam;
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_sourceTeam = entity.Team;
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}
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public void OnUpdate(float deltaTime)
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{
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for (int i = 0; i < _contacts.Count; i++)
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{
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Entity contact = _contacts.Items[i];
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if (contact.TryGetTeam(out ReactiveVariable<Teams.Teams> anotherTeam))
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{
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if (_sourceTeam.Value != anotherTeam.Value)
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{
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_isTouchAnotherTeam.Value = true;
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return;
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}
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}
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}
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_isTouchAnotherTeam.Value = false;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 54420a8777b740ce9a5300530cd661be
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timeCreated: 1773397526
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@@ -64,6 +64,9 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
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&& contactEntity != _entity
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&& contactEntity.TryGetTakeDamageRequest(out ReactiveEvent<float> takeDamageRequest))
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{
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if (EntitiesHelper.AreOnSameTeam(contactEntity, _entity))
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continue;
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takeDamageRequest.Invoke(_damage);
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}
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}
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@@ -17,9 +17,9 @@ MonoBehaviour:
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<RotationSpeed>k__BackingField: 900
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<MaxHealth>k__BackingField: 100
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<TeleportDamage>k__BackingField: 50
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<TeleportDamageRadius>k__BackingField: 6
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<TeleportEnergyCast>k__BackingField: 50
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<TeleportSearchRadius>k__BackingField: 50
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<TeleportDamageRadius>k__BackingField: 4
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<TeleportEnergyCast>k__BackingField: 20
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<TeleportSearchRadius>k__BackingField: 4
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<TeleportCooldownTime>k__BackingField: 3
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<MaxEnergy>k__BackingField: 60
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<RegenEnergyAmount>k__BackingField: 10
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