feat: add deal damage after teleport system

This commit is contained in:
Bragin Stepan
2026-02-26 00:27:42 +05:00
parent e4532ae3c2
commit 99c88c071f
7 changed files with 380 additions and 20 deletions

View File

@@ -130,15 +130,6 @@ namespace _Project.Develop.Runtime.Entities
return entity;
}
public Entity CreateMage(Vector3 position)
{
Entity entity = CreateEmpty();
_monoEntitiesFactory.Create(entity, position, PathToResources.Entity.Mage);
return entity;
}
public Entity CreateGhost(Vector3 position)
{
Entity entity = CreateEmpty();
@@ -153,8 +144,8 @@ namespace _Project.Develop.Runtime.Entities
.AddRotateDirection()
.AddMoveSpeed(new ReactiveVariable<float>(10))
.AddRotationSpeed(new ReactiveVariable<float>(800))
.AddMaxHealth(new ReactiveVariable<float>(150))
.AddCurrentHealth(new ReactiveVariable<float>(150))
.AddMaxHealth(new ReactiveVariable<float>(50))
.AddCurrentHealth(new ReactiveVariable<float>(50))
.AddBodyContactDamage(new ReactiveVariable<float>(50))
.AddTakeDamageRequest()
.AddTakeDamageEvent()
@@ -231,6 +222,10 @@ namespace _Project.Develop.Runtime.Entities
.AddFindTeleportPointRequest()
.AddEndTeleportEvent()
.AddTeleportDamage(new ReactiveVariable<float>(50))
.AddTeleportDamageRadius(new ReactiveVariable<float>(6))
.AddTeleportDamageMask(Layers.CharactersMask)
.AddTeleportEnergyCost(new ReactiveVariable<int>(20))
.AddTeleportSearchRadius(new ReactiveVariable<float>(6))
@@ -294,6 +289,7 @@ namespace _Project.Develop.Runtime.Entities
.AddSystem(new FindRandomPointForTeleportSystem())
.AddSystem(new EndTeleportSystem())
.AddSystem(new InstantTeleportSystem())
.AddSystem(new DealDamageAfterTeleportSystem(_collidersRegistryService))
.AddSystem(new BodyContactsDetectingSystem())
.AddSystem(new BodyContactsEntitiesFilterSystem(_collidersRegistryService))

View File

@@ -327,6 +327,73 @@ namespace _Project.Develop.Runtime.Entities
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportEnergyCost() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamage TeleportDamageC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamage>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> TeleportDamage => TeleportDamageC.Value;
public bool TryGetTeleportDamage(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamage component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddTeleportDamage()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamage() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
}
public _Project.Develop.Runtime.Entities.Entity AddTeleportDamage(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamage() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageRadius TeleportDamageRadiusC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageRadius>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> TeleportDamageRadius => TeleportDamageRadiusC.Value;
public bool TryGetTeleportDamageRadius(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageRadius component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddTeleportDamageRadius()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageRadius() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
}
public _Project.Develop.Runtime.Entities.Entity AddTeleportDamageRadius(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageRadius() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageMask TeleportDamageMaskC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageMask>();
public UnityEngine.LayerMask TeleportDamageMask => TeleportDamageMaskC.Value;
public bool TryGetTeleportDamageMask(out UnityEngine.LayerMask value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageMask component);
if(result)
value = component.Value;
else
value = default(UnityEngine.LayerMask);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddTeleportDamageMask(UnityEngine.LayerMask value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageMask() {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;

View File

@@ -0,0 +1,71 @@
using System;
using System.Collections.Generic;
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
{
public class DealDamageAfterTeleportSystem : IInitializableSystem, IDisposableSystem
{
private Entity _entity;
private Transform _toPoint;
private ReactiveEvent _endTeleportEvent;
private float _damage;
private float _radius;
private LayerMask _mask;
private readonly CollidersRegistryService _collidersRegistryService;
private readonly Collider[] _contacts = new Collider[32];
private IDisposable _endTeleportDisposable;
public DealDamageAfterTeleportSystem(CollidersRegistryService collidersRegistryService)
{
_collidersRegistryService = collidersRegistryService;
}
public void OnInit(Entity entity)
{
_entity = entity;
_toPoint = entity.TeleportToPoint;
_endTeleportEvent = entity.EndTeleportEvent;
_damage = entity.TeleportDamage.Value;
_radius = entity.TeleportDamageRadius.Value;
_mask = entity.TeleportDamageMask;
_endTeleportDisposable = _endTeleportEvent.Subscribe(OnEndTeleport);
}
public void OnDispose()
{
_endTeleportDisposable.Dispose();
}
private void OnEndTeleport()
{
if (_radius <= 0 || _damage <= 0) return;
int count = Physics.OverlapSphereNonAlloc(
_toPoint.position,
_radius,
_contacts,
_mask,
QueryTriggerInteraction.Ignore);
for (int i = 0; i < count; i++)
{
Entity contactEntity = _collidersRegistryService.GetBy(_contacts[i]);
if (contactEntity != null
&& contactEntity != _entity
&& contactEntity.TryGetTakeDamageRequest(out ReactiveEvent<float> takeDamageRequest))
{
takeDamageRequest.Invoke(_damage);
}
}
}
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -22,4 +22,8 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport
public class EndTeleportEvent : IEntityComponent { public ReactiveEvent Value; }
public class TeleportEnergyCost : IEntityComponent { public ReactiveVariable<int> Value; }
public class TeleportDamage : IEntityComponent { public ReactiveVariable<float> Value; }
public class TeleportDamageRadius : IEntityComponent { public ReactiveVariable<float> Value; }
public class TeleportDamageMask : IEntityComponent { public LayerMask Value; }
}

View File

@@ -24,8 +24,11 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
public void Run()
{
_entity = _entitiesFactory.CreateTeleportWizard(Vector3.zero + Vector3.forward * 5);
// _entitiesFactory.CreateHero(Vector3.zero);
_entity = _entitiesFactory.CreateTeleportWizard(Vector3.zero);
_entitiesFactory.CreateGhost(Vector3.zero + Vector3.forward * 5);
_entitiesFactory.CreateGhost(Vector3.zero + Vector3.right * 5);
_entitiesFactory.CreateGhost(Vector3.zero + Vector3.left * 5);
_isRunning = true;
}
@@ -41,12 +44,8 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
if (_entity == null)
return;
GUI.Label(new Rect(10, 20, 200, 50), $"Energy: {_entity.CurrentEnergy.Value}/{_entity.MaxEnergy.Value}");
// GUI.Label(new Rect(10, 40, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}");
// GUI.Label(new Rect(10, 60, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}");
// GUI.Label(new Rect(10, 80, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}");
// GUI.Label(new Rect(10, 100, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}");
// GUI.Label(new Rect(10, 120, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}");
GUI.Label(new Rect(10, 20, 200, 50), $"Health: {_entity.CurrentHealth.Value}/{_entity.MaxHealth.Value}");
GUI.Label(new Rect(10, 40, 200, 50), $"Energy: {_entity.CurrentEnergy.Value}/{_entity.MaxEnergy.Value}");
}
}
}

View File

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