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https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-05 07:41:10 +00:00
feat: add deal damage after teleport system
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@@ -130,15 +130,6 @@ namespace _Project.Develop.Runtime.Entities
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return entity;
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}
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public Entity CreateMage(Vector3 position)
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{
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Entity entity = CreateEmpty();
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_monoEntitiesFactory.Create(entity, position, PathToResources.Entity.Mage);
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return entity;
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}
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public Entity CreateGhost(Vector3 position)
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{
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Entity entity = CreateEmpty();
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@@ -153,8 +144,8 @@ namespace _Project.Develop.Runtime.Entities
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.AddRotateDirection()
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.AddMoveSpeed(new ReactiveVariable<float>(10))
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.AddRotationSpeed(new ReactiveVariable<float>(800))
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.AddMaxHealth(new ReactiveVariable<float>(150))
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.AddCurrentHealth(new ReactiveVariable<float>(150))
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.AddMaxHealth(new ReactiveVariable<float>(50))
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.AddCurrentHealth(new ReactiveVariable<float>(50))
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.AddBodyContactDamage(new ReactiveVariable<float>(50))
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.AddTakeDamageRequest()
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.AddTakeDamageEvent()
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@@ -231,6 +222,10 @@ namespace _Project.Develop.Runtime.Entities
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.AddFindTeleportPointRequest()
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.AddEndTeleportEvent()
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.AddTeleportDamage(new ReactiveVariable<float>(50))
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.AddTeleportDamageRadius(new ReactiveVariable<float>(6))
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.AddTeleportDamageMask(Layers.CharactersMask)
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.AddTeleportEnergyCost(new ReactiveVariable<int>(20))
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.AddTeleportSearchRadius(new ReactiveVariable<float>(6))
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@@ -294,6 +289,7 @@ namespace _Project.Develop.Runtime.Entities
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.AddSystem(new FindRandomPointForTeleportSystem())
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.AddSystem(new EndTeleportSystem())
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.AddSystem(new InstantTeleportSystem())
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.AddSystem(new DealDamageAfterTeleportSystem(_collidersRegistryService))
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.AddSystem(new BodyContactsDetectingSystem())
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.AddSystem(new BodyContactsEntitiesFilterSystem(_collidersRegistryService))
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@@ -327,6 +327,73 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportEnergyCost() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamage TeleportDamageC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamage>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> TeleportDamage => TeleportDamageC.Value;
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public bool TryGetTeleportDamage(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.Teleport.TeleportDamage 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 AddTeleportDamage()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamage() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddTeleportDamage(_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.Teleport.TeleportDamage() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageRadius TeleportDamageRadiusC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageRadius>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> TeleportDamageRadius => TeleportDamageRadiusC.Value;
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public bool TryGetTeleportDamageRadius(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.Teleport.TeleportDamageRadius 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 AddTeleportDamageRadius()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageRadius() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddTeleportDamageRadius(_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.Teleport.TeleportDamageRadius() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageMask TeleportDamageMaskC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageMask>();
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public UnityEngine.LayerMask TeleportDamageMask => TeleportDamageMaskC.Value;
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public bool TryGetTeleportDamageMask(out UnityEngine.LayerMask value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageMask 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(UnityEngine.LayerMask);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddTeleportDamageMask(UnityEngine.LayerMask value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageMask() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.CapsuleColliderComponent CapsuleColliderC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.CapsuleColliderComponent>();
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public UnityEngine.CapsuleCollider CapsuleCollider => CapsuleColliderC.Value;
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@@ -0,0 +1,71 @@
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using System;
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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.Utils.ReactiveManagement;
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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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{
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public class DealDamageAfterTeleportSystem : IInitializableSystem, IDisposableSystem
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{
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private Entity _entity;
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private Transform _toPoint;
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private ReactiveEvent _endTeleportEvent;
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private float _damage;
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private float _radius;
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private LayerMask _mask;
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private readonly CollidersRegistryService _collidersRegistryService;
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private readonly Collider[] _contacts = new Collider[32];
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private IDisposable _endTeleportDisposable;
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public DealDamageAfterTeleportSystem(CollidersRegistryService collidersRegistryService)
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{
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_collidersRegistryService = collidersRegistryService;
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}
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public void OnInit(Entity entity)
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{
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_entity = entity;
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_toPoint = entity.TeleportToPoint;
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_endTeleportEvent = entity.EndTeleportEvent;
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_damage = entity.TeleportDamage.Value;
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_radius = entity.TeleportDamageRadius.Value;
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_mask = entity.TeleportDamageMask;
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_endTeleportDisposable = _endTeleportEvent.Subscribe(OnEndTeleport);
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}
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public void OnDispose()
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{
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_endTeleportDisposable.Dispose();
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}
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private void OnEndTeleport()
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{
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if (_radius <= 0 || _damage <= 0) return;
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int count = Physics.OverlapSphereNonAlloc(
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_toPoint.position,
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_radius,
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_contacts,
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_mask,
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QueryTriggerInteraction.Ignore);
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for (int i = 0; i < count; i++)
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{
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Entity contactEntity = _collidersRegistryService.GetBy(_contacts[i]);
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if (contactEntity != null
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&& contactEntity != _entity
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&& contactEntity.TryGetTakeDamageRequest(out ReactiveEvent<float> takeDamageRequest))
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{
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takeDamageRequest.Invoke(_damage);
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}
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ad75604cc8b98c14cb3fc0c6e331efc0
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -22,4 +22,8 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport
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public class EndTeleportEvent : IEntityComponent { public ReactiveEvent Value; }
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public class TeleportEnergyCost : IEntityComponent { public ReactiveVariable<int> Value; }
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public class TeleportDamage : IEntityComponent { public ReactiveVariable<float> Value; }
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public class TeleportDamageRadius : IEntityComponent { public ReactiveVariable<float> Value; }
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public class TeleportDamageMask : IEntityComponent { public LayerMask Value; }
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}
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@@ -24,8 +24,11 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
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public void Run()
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{
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_entity = _entitiesFactory.CreateTeleportWizard(Vector3.zero + Vector3.forward * 5);
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// _entitiesFactory.CreateHero(Vector3.zero);
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_entity = _entitiesFactory.CreateTeleportWizard(Vector3.zero);
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_entitiesFactory.CreateGhost(Vector3.zero + Vector3.forward * 5);
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_entitiesFactory.CreateGhost(Vector3.zero + Vector3.right * 5);
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_entitiesFactory.CreateGhost(Vector3.zero + Vector3.left * 5);
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_isRunning = true;
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}
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@@ -41,12 +44,8 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
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if (_entity == null)
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return;
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GUI.Label(new Rect(10, 20, 200, 50), $"Energy: {_entity.CurrentEnergy.Value}/{_entity.MaxEnergy.Value}");
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// GUI.Label(new Rect(10, 40, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}");
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// GUI.Label(new Rect(10, 60, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}");
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// GUI.Label(new Rect(10, 80, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}");
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// GUI.Label(new Rect(10, 100, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}");
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// GUI.Label(new Rect(10, 120, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}");
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GUI.Label(new Rect(10, 20, 200, 50), $"Health: {_entity.CurrentHealth.Value}/{_entity.MaxHealth.Value}");
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GUI.Label(new Rect(10, 40, 200, 50), $"Energy: {_entity.CurrentEnergy.Value}/{_entity.MaxEnergy.Value}");
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}
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}
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}
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