mirror of
https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-02 14:29:23 +00:00
feat: add shoot and cooldown systems
This commit is contained in:
@@ -34,6 +34,7 @@ namespace Assets._Project.Develop.Runtime.Utilities.SceneManagement
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public static class Entity
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{
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public const string Projectile = "Entities/Projectile";
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public const string Hero = "Entities/Hero";
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public const string Ghost = "Entities/Ghost";
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}
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@@ -1,5 +1,7 @@
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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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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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@@ -55,7 +57,12 @@ namespace _Project.Develop.Runtime.Entities
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.AddStartAttackEvent()
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.AddEndAttackEvent()
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.AddAttackDelayTime(new ReactiveVariable<float>(2))
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.AddAttackDelayEndEvent();
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.AddAttackDelayEndEvent()
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.AddInstantAttackDamage(new ReactiveVariable<float>(50))
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.AddAttackCanceledEvent()
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.AddAttackCooldownInitialTime()
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.AddAttackCooldownCurrentTime()
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.AddInAttackCooldown();
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ICompositeCondition canMove = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false));
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@@ -76,7 +83,12 @@ namespace _Project.Develop.Runtime.Entities
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ICompositeCondition canStartAttack = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false))
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.Add(new FuncCondition(() => entity.InAttackProcess.Value == false))
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.Add(new FuncCondition(() => entity.IsMoving.Value == false));
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.Add(new FuncCondition(() => entity.IsMoving.Value == false))
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.Add(new FuncCondition(() => entity.InAttackCooldown.Value == false));
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ICompositeCondition mustCancelAttack = new CompositeCondition(LogicOperationsUtils.Or)
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.Add(new FuncCondition(() => entity.IsDead.Value))
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.Add(new FuncCondition(() => entity.IsMoving.Value));
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entity
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.AddCanMove(canMove)
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@@ -84,18 +96,24 @@ namespace _Project.Develop.Runtime.Entities
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.AddCanApplyDamage(canApplyDamage)
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.AddMustDie(mustDie)
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.AddCanStartAttack(canStartAttack)
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.AddMustSelfRelease(mustSelfRelease);
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.AddMustSelfRelease(mustSelfRelease)
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.AddMustCancelAttack(mustCancelAttack);
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entity
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.AddSystem(new AttackByInputSystem(_playerInput))
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.AddSystem(new MoveDirectionByInputSystem(_playerInput))
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.AddSystem(new RotateDirectionByMoveInputSystem(_playerInput))
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.AddSystem(new RigidbodyMovementSystem())
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.AddSystem(new RigidbodyRotationSystem())
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.AddSystem(new AttackCancelSystem())
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.AddSystem(new StartAttackSystem())
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.AddSystem(new ProcessAttackTimerSystem())
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.AddSystem(new AttackDelayEndTriggerSystem())
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.AddSystem(new InstantShootSystem(this))
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.AddSystem(new EndAttackSystem())
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.AddSystem(new AttackCooldownTimerSystem())
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.AddSystem(new ApplyDamageSystem())
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@@ -178,6 +196,63 @@ 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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{
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Entity entity = CreateEmpty();
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_monoEntitiesFactory.Create(entity, position, PathToResources.Entity.Projectile);
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entity
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.AddContactsDetectingMask(Layers.CharactersMask | Layers.EnvironmentMask)
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.AddContactCollidersBuffer(new Buffer<Collider>(64))
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.AddContactEntitiesBuffer(new Buffer<Entity>(64))
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.AddMoveDirection(new ReactiveVariable<Vector3>(direction))
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.AddRotateDirection(new ReactiveVariable<Vector3>(direction))
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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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.AddIsDead()
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.AddIsMoving()
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.AddDeathMask(Layers.CharactersMask | Layers.EnvironmentMask)
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.AddIsTouchDeathMask();
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ICompositeCondition canMove = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false));
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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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.Add(new FuncCondition(() => entity.IsTouchDeathMask.Value), 0);
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ICompositeCondition mustSelfRelease = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value));
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entity
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.AddCanMove(canMove)
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.AddCanRotate(canRotate)
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.AddMustDie(mustDie)
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.AddMustSelfRelease(mustSelfRelease);
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entity
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.AddSystem(new RigidbodyMovementSystem())
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.AddSystem(new RigidbodyRotationSystem())
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.AddSystem(new BodyContactsDetectingSystem())
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.AddSystem(new BodyContactsEntitiesFilterSystem(_collidersRegistryService))
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.AddSystem(new DealDamageOnContactSystem())
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.AddSystem(new DeathMaskTouchDetectorSystem())
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.AddSystem(new DeathSwitcherSystem())
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.AddSystem(new DisableCollidersOnDeathSystem())
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.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
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_entitiesLifeContext.Add(entity);
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return entity;
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}
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private Entity CreateEmpty() => new();
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}
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@@ -221,6 +221,207 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.IsTouchAnotherTeam() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection MoveDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> MoveDirection => MoveDirectionC.Value;
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public bool TryGetMoveDirection(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection 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<UnityEngine.Vector3>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveDirection()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveDirection(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed MoveSpeedC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> MoveSpeed => MoveSpeedC.Value;
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public bool TryGetMoveSpeed(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.Movement.MoveSpeed 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 AddMoveSpeed()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveSpeed(_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.Movement.MoveSpeed() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.IsMoving IsMovingC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.IsMoving>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> IsMoving => IsMovingC.Value;
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public bool TryGetIsMoving(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.Movement.IsMoving 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 AddIsMoving()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.IsMoving() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddIsMoving(_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.Movement.IsMoving() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanMove CanMoveC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanMove>();
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public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanMove => CanMoveC.Value;
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public bool TryGetCanMove(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.Movement.CanMove 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 AddCanMove(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanMove() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection RotateDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> RotateDirection => RotateDirectionC.Value;
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public bool TryGetRotateDirection(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection 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<UnityEngine.Vector3>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddRotateDirection()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddRotateDirection(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed RotationSpeedC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> RotationSpeed => RotationSpeedC.Value;
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public bool TryGetRotationSpeed(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.Movement.RotationSpeed 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 AddRotationSpeed()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddRotationSpeed(_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.Movement.RotationSpeed() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanRotate CanRotateC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanRotate>();
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public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanRotate => CanRotateC.Value;
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public bool TryGetCanRotate(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.Movement.CanRotate 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 AddCanRotate(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanRotate() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce JumpForceC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> JumpForce => JumpForceC.Value;
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public bool TryGetJumpForce(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.Movement.JumpForce 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 AddJumpForce()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddJumpForce(_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.Movement.JumpForce() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump CanJumpC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump>();
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public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanJump => CanJumpC.Value;
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public bool TryGetCanJump(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.Movement.CanJump 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 AddCanJump(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.CurrentHealth CurrentHealthC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.CurrentHealth>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> CurrentHealth => CurrentHealthC.Value;
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@@ -427,207 +628,6 @@ 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.Movement.MoveDirection MoveDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> MoveDirection => MoveDirectionC.Value;
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public bool TryGetMoveDirection(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection 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<UnityEngine.Vector3>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveDirection()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveDirection(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed MoveSpeedC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> MoveSpeed => MoveSpeedC.Value;
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public bool TryGetMoveSpeed(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.Movement.MoveSpeed 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 AddMoveSpeed()
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{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddMoveSpeed(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.IsMoving IsMovingC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.IsMoving>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> IsMoving => IsMovingC.Value;
|
||||
|
||||
public bool TryGetIsMoving(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.IsMoving 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 AddIsMoving()
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.IsMoving() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddIsMoving(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.IsMoving() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanMove CanMoveC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanMove>();
|
||||
|
||||
public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanMove => CanMoveC.Value;
|
||||
|
||||
public bool TryGetCanMove(out _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanMove component);
|
||||
if(result)
|
||||
value = component.Value;
|
||||
else
|
||||
value = default(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition);
|
||||
return result;
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddCanMove(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanMove() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection RotateDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> RotateDirection => RotateDirectionC.Value;
|
||||
|
||||
public bool TryGetRotateDirection(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection component);
|
||||
if(result)
|
||||
value = component.Value;
|
||||
else
|
||||
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>);
|
||||
return result;
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddRotateDirection()
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>() });
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddRotateDirection(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed RotationSpeedC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> RotationSpeed => RotationSpeedC.Value;
|
||||
|
||||
public bool TryGetRotationSpeed(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed 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 AddRotationSpeed()
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddRotationSpeed(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanRotate CanRotateC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanRotate>();
|
||||
|
||||
public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanRotate => CanRotateC.Value;
|
||||
|
||||
public bool TryGetCanRotate(out _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanRotate component);
|
||||
if(result)
|
||||
value = component.Value;
|
||||
else
|
||||
value = default(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition);
|
||||
return result;
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddCanRotate(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanRotate() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce JumpForceC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> JumpForce => JumpForceC.Value;
|
||||
|
||||
public bool TryGetJumpForce(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce 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 AddJumpForce()
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddJumpForce(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump CanJumpC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump>();
|
||||
|
||||
public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanJump => CanJumpC.Value;
|
||||
|
||||
public bool TryGetCanJump(out _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump component);
|
||||
if(result)
|
||||
value = component.Value;
|
||||
else
|
||||
value = default(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition);
|
||||
return result;
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddCanJump(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.TakeDamageRequest TakeDamageRequestC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Damage.TakeDamageRequest>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent<System.Single> TakeDamageRequest => TakeDamageRequestC.Value;
|
||||
@@ -719,6 +719,68 @@ namespace _Project.Develop.Runtime.Entities
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.BodyContactDamage() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InstantAttackDamage InstantAttackDamageC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InstantAttackDamage>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> InstantAttackDamage => InstantAttackDamageC.Value;
|
||||
|
||||
public bool TryGetInstantAttackDamage(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InstantAttackDamage 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 AddInstantAttackDamage()
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InstantAttackDamage() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddInstantAttackDamage(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InstantAttackDamage() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.ShootPoint ShootPointC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.ShootPoint>();
|
||||
|
||||
public UnityEngine.Transform ShootPoint => ShootPointC.Value;
|
||||
|
||||
public bool TryGetShootPoint(out UnityEngine.Transform value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.ShootPoint component);
|
||||
if(result)
|
||||
value = component.Value;
|
||||
else
|
||||
value = default(UnityEngine.Transform);
|
||||
return result;
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddShootPoint(UnityEngine.Transform value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.ShootPoint() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.CanStartAttack CanStartAttackC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.CanStartAttack>();
|
||||
|
||||
public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanStartAttack => CanStartAttackC.Value;
|
||||
|
||||
public bool TryGetCanStartAttack(out _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.CanStartAttack component);
|
||||
if(result)
|
||||
value = component.Value;
|
||||
else
|
||||
value = default(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition);
|
||||
return result;
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddCanStartAttack(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.CanStartAttack() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.StartAttackRequest StartAttackRequestC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.StartAttackRequest>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent StartAttackRequest => StartAttackRequestC.Value;
|
||||
@@ -767,25 +829,6 @@ namespace _Project.Develop.Runtime.Entities
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.StartAttackEvent() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.CanStartAttack CanStartAttackC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.CanStartAttack>();
|
||||
|
||||
public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanStartAttack => CanStartAttackC.Value;
|
||||
|
||||
public bool TryGetCanStartAttack(out _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.CanStartAttack component);
|
||||
if(result)
|
||||
value = component.Value;
|
||||
else
|
||||
value = default(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition);
|
||||
return result;
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddCanStartAttack(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.CanStartAttack() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.EndAttackEvent EndAttackEventC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.EndAttackEvent>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent EndAttackEvent => EndAttackEventC.Value;
|
||||
@@ -930,5 +973,120 @@ namespace _Project.Develop.Runtime.Entities
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackDelayEndEvent() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.MustCancelAttack MustCancelAttackC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.MustCancelAttack>();
|
||||
|
||||
public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition MustCancelAttack => MustCancelAttackC.Value;
|
||||
|
||||
public bool TryGetMustCancelAttack(out _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.MustCancelAttack component);
|
||||
if(result)
|
||||
value = component.Value;
|
||||
else
|
||||
value = default(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition);
|
||||
return result;
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddMustCancelAttack(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.MustCancelAttack() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCanceledEvent AttackCanceledEventC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCanceledEvent>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent AttackCanceledEvent => AttackCanceledEventC.Value;
|
||||
|
||||
public bool TryGetAttackCanceledEvent(out _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCanceledEvent component);
|
||||
if(result)
|
||||
value = component.Value;
|
||||
else
|
||||
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent);
|
||||
return result;
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddAttackCanceledEvent()
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCanceledEvent() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent() });
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddAttackCanceledEvent(_Project.Develop.Runtime.Utils.ReactiveManagement.Event.ReactiveEvent value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCanceledEvent() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCooldownInitialTime AttackCooldownInitialTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCooldownInitialTime>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> AttackCooldownInitialTime => AttackCooldownInitialTimeC.Value;
|
||||
|
||||
public bool TryGetAttackCooldownInitialTime(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCooldownInitialTime 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 AddAttackCooldownInitialTime()
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCooldownInitialTime() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddAttackCooldownInitialTime(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCooldownInitialTime() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCooldownCurrentTime AttackCooldownCurrentTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCooldownCurrentTime>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> AttackCooldownCurrentTime => AttackCooldownCurrentTimeC.Value;
|
||||
|
||||
public bool TryGetAttackCooldownCurrentTime(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCooldownCurrentTime 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 AddAttackCooldownCurrentTime()
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCooldownCurrentTime() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddAttackCooldownCurrentTime(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.AttackCooldownCurrentTime() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackCooldown InAttackCooldownC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackCooldown>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> InAttackCooldown => InAttackCooldownC.Value;
|
||||
|
||||
public bool TryGetInAttackCooldown(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackCooldown 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 AddInAttackCooldown()
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackCooldown() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddInAttackCooldown(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackCooldown() {Value = value});
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,21 +2,30 @@
|
||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
|
||||
using UnityEngine;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack
|
||||
{
|
||||
public class StartAttackRequest : IEntityComponent { public ReactiveEvent Value; }
|
||||
public class StartAttackEvent : IEntityComponent { public ReactiveEvent Value; }
|
||||
public class InstantAttackDamage : IEntityComponent { public ReactiveVariable<float> Value; }
|
||||
|
||||
public class ShootPoint : IEntityComponent { public Transform Value; }
|
||||
|
||||
public class CanStartAttack : IEntityComponent { public ICompositeCondition Value; }
|
||||
|
||||
public class StartAttackRequest : IEntityComponent { public ReactiveEvent Value; }
|
||||
public class StartAttackEvent : IEntityComponent { public ReactiveEvent Value; }
|
||||
public class EndAttackEvent : IEntityComponent { public ReactiveEvent Value; }
|
||||
|
||||
|
||||
public class AttackProcessInitialTime : IEntityComponent { public ReactiveVariable<float> Value; }
|
||||
public class AttackProcessCurrentTime : IEntityComponent { public ReactiveVariable<float> Value; }
|
||||
|
||||
public class InAttackProcess : IEntityComponent { public ReactiveVariable<bool> Value; }
|
||||
|
||||
public class AttackDelayTime : IEntityComponent { public ReactiveVariable<float> Value; }
|
||||
public class AttackDelayEndEvent : IEntityComponent { public ReactiveEvent Value; }
|
||||
|
||||
public class MustCancelAttack : IEntityComponent { public ICompositeCondition Value; }
|
||||
public class AttackCanceledEvent : IEntityComponent { public ReactiveEvent Value; }
|
||||
|
||||
public class AttackCooldownInitialTime : IEntityComponent { public ReactiveVariable<float> Value; }
|
||||
public class AttackCooldownCurrentTime : IEntityComponent { public ReactiveVariable<float> Value; }
|
||||
public class InAttackCooldown : IEntityComponent { public ReactiveVariable<bool> Value; }
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using UnityEngine;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack
|
||||
{
|
||||
public class ShootPointEntityRegistrator : MonoEntityRegistrator
|
||||
{
|
||||
[SerializeField] private Transform _shootPoint;
|
||||
|
||||
public override void Register(Entity entity)
|
||||
{
|
||||
entity.AddShootPoint(_shootPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1675979b03c84ec3b990009a37f3d6d9
|
||||
timeCreated: 1771692788
|
||||
@@ -0,0 +1,35 @@
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems
|
||||
{
|
||||
public class AttackCancelSystem : IInitializableSystem, IUpdatableSystem
|
||||
{
|
||||
private ReactiveVariable<bool> _inAttackProcess;
|
||||
private ReactiveEvent _attackCanceledEvent;
|
||||
|
||||
private ICompositeCondition _mustCancelAttack;
|
||||
|
||||
public void OnInit(Entity entity)
|
||||
{
|
||||
_inAttackProcess = entity.InAttackProcess;
|
||||
_attackCanceledEvent = entity.AttackCanceledEvent;
|
||||
|
||||
_mustCancelAttack = entity.MustCancelAttack;
|
||||
}
|
||||
|
||||
public void OnUpdate(float deltaTime)
|
||||
{
|
||||
if (_inAttackProcess.Value == false)
|
||||
return;
|
||||
|
||||
if (_mustCancelAttack.Evaluate())
|
||||
{
|
||||
_inAttackProcess.Value = false;
|
||||
_attackCanceledEvent.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: afac0aa4f8e842d08a5326a7c89bcd53
|
||||
timeCreated: 1771693765
|
||||
@@ -0,0 +1,53 @@
|
||||
using System;
|
||||
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.Attack.Systems
|
||||
{
|
||||
public class AttackCooldownTimerSystem : IInitializableSystem, IUpdatableSystem, IDisposableSystem
|
||||
{
|
||||
private ReactiveVariable<float> _currentTime;
|
||||
private ReactiveVariable<float> _initialTime;
|
||||
private ReactiveVariable<bool> _inAttackCooldown;
|
||||
|
||||
private ReactiveEvent _endAttackEvent;
|
||||
|
||||
private IDisposable _endAttackEventDisposable;
|
||||
|
||||
public void OnInit(Entity entity)
|
||||
{
|
||||
_currentTime = entity.AttackCooldownCurrentTime;
|
||||
_initialTime = entity.AttackCooldownInitialTime;
|
||||
_inAttackCooldown = entity.InAttackCooldown;
|
||||
_endAttackEvent = entity.EndAttackEvent;
|
||||
|
||||
_endAttackEventDisposable = _endAttackEvent.Subscribe(OnEndAttack);
|
||||
}
|
||||
|
||||
private void OnEndAttack()
|
||||
{
|
||||
_currentTime.Value = _initialTime.Value;
|
||||
_inAttackCooldown.Value = true;
|
||||
}
|
||||
|
||||
public void OnUpdate(float deltaTime)
|
||||
{
|
||||
if (_inAttackCooldown.Value == false)
|
||||
return;
|
||||
|
||||
_currentTime.Value -= deltaTime;
|
||||
|
||||
if (CooldownIsOver())
|
||||
_inAttackCooldown.Value = false;
|
||||
}
|
||||
|
||||
private bool CooldownIsOver() => _currentTime.Value <= 0;
|
||||
|
||||
public void OnDispose()
|
||||
{
|
||||
_endAttackEventDisposable.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 781d9ce92c044a06b9279a90539e041b
|
||||
timeCreated: 1771693960
|
||||
@@ -32,6 +32,11 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems
|
||||
{
|
||||
_inAttackProcess.Value = true;
|
||||
_startAttackEvent.Invoke();
|
||||
Debug.Log("Старт атаки");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Не могу атаковать!");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,50 @@
|
||||
using System;
|
||||
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.Attack.Systems.Shoot
|
||||
{
|
||||
public class InstantShootSystem : IInitializableSystem, IDisposableSystem
|
||||
{
|
||||
private readonly EntitiesFactory _entitiesFactory;
|
||||
|
||||
private ReactiveEvent _attackDelayEndEvent;
|
||||
|
||||
private Entity _entity;
|
||||
|
||||
private ReactiveVariable<float> _damage;
|
||||
private Transform _shootPoint;
|
||||
|
||||
private IDisposable _attackDelayEndDisposable;
|
||||
|
||||
public InstantShootSystem(EntitiesFactory entitiesFactory)
|
||||
{
|
||||
_entitiesFactory = entitiesFactory;
|
||||
}
|
||||
|
||||
public void OnInit(Entity entity)
|
||||
{
|
||||
_entity = entity;
|
||||
|
||||
_attackDelayEndEvent = entity.AttackDelayEndEvent;
|
||||
|
||||
_damage = entity.InstantAttackDamage;
|
||||
_shootPoint = entity.ShootPoint;
|
||||
|
||||
_attackDelayEndDisposable = _attackDelayEndEvent.Subscribe(OnAttackDelayEnd);
|
||||
}
|
||||
|
||||
private void OnAttackDelayEnd()
|
||||
{
|
||||
_entitiesFactory.CreateProjectile(_shootPoint.position, _shootPoint.forward, _damage.Value);
|
||||
}
|
||||
|
||||
public void OnDispose()
|
||||
{
|
||||
_attackDelayEndDisposable.Dispose();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8380bd6de9cc46cdbb48f281c3ce660e
|
||||
timeCreated: 1771693051
|
||||
@@ -0,0 +1,36 @@
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Utils.InputManagement;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
|
||||
using UnityEngine;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Input
|
||||
{
|
||||
public class AttackByInputSystem : IInitializableSystem, IDisposableSystem
|
||||
{
|
||||
private readonly IPlayerInput _playerInput;
|
||||
|
||||
private ReactiveEvent _startAttackRequest;
|
||||
|
||||
public AttackByInputSystem(IPlayerInput playerInput)
|
||||
{
|
||||
_playerInput = playerInput;
|
||||
}
|
||||
|
||||
public void OnInit(Entity entity)
|
||||
{
|
||||
_startAttackRequest = entity.StartAttackRequest;
|
||||
|
||||
_playerInput.Interact.Enter += OnAttackRequest;
|
||||
}
|
||||
|
||||
private void OnAttackRequest(float value)
|
||||
{
|
||||
_startAttackRequest.Invoke();
|
||||
}
|
||||
|
||||
public void OnDispose()
|
||||
{
|
||||
_playerInput.Interact.Enter -= OnAttackRequest;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3b9a5877786f409aa00af044e4b0ab10
|
||||
timeCreated: 1771695880
|
||||
@@ -3,7 +3,7 @@ using _Project.Develop.Runtime.Utils.InputManagement;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||
using UnityEngine;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Input
|
||||
{
|
||||
public class MoveDirectionByInputSystem : IInitializableSystem, IUpdatableSystem
|
||||
{
|
||||
|
||||
@@ -3,7 +3,7 @@ using _Project.Develop.Runtime.Utils.InputManagement;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||
using UnityEngine;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Input
|
||||
{
|
||||
public class RotateDirectionByMoveInputSystem : IInitializableSystem, IUpdatableSystem
|
||||
{
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -9,6 +10,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
|
||||
private ReactiveVariable<Vector3> _direction;
|
||||
private ReactiveVariable<float> _speed;
|
||||
private Transform _transform;
|
||||
private ICompositeCondition _canRotate;
|
||||
|
||||
private const float DeadZone = 0.1f;
|
||||
|
||||
@@ -17,10 +19,17 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
|
||||
_direction = entity.RotateDirection;
|
||||
_speed = entity.RotationSpeed;
|
||||
_transform = entity.Transform;
|
||||
_canRotate = entity.CanRotate;
|
||||
|
||||
if (_direction.Value != Vector3.zero)
|
||||
_transform.rotation = Quaternion.LookRotation(_direction.Value.normalized);
|
||||
}
|
||||
|
||||
public void OnUpdate(float deltaTime)
|
||||
{
|
||||
if (_canRotate.Evaluate() == false)
|
||||
return;
|
||||
|
||||
if (_direction.Value.magnitude < DeadZone)
|
||||
return;
|
||||
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Utilities;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||
using UnityEngine;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.Systems
|
||||
{
|
||||
public class DeathMaskTouchDetectorSystem : IInitializableSystem, IUpdatableSystem
|
||||
{
|
||||
private Buffer<Collider> _contacts;
|
||||
private ReactiveVariable<bool> _isTouchDeathMask;
|
||||
private LayerMask _deathMask;
|
||||
|
||||
public void OnInit(Entity entity)
|
||||
{
|
||||
_contacts = entity.ContactCollidersBuffer;
|
||||
_isTouchDeathMask = entity.IsTouchDeathMask;
|
||||
_deathMask = entity.DeathMask;
|
||||
}
|
||||
|
||||
public void OnUpdate(float deltaTime)
|
||||
{
|
||||
for (int i = 0; i < _contacts.Count; i++)
|
||||
{
|
||||
if (MatchWithDeathLayer(_contacts.Items[i]))
|
||||
{
|
||||
_isTouchDeathMask.Value = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
_isTouchDeathMask.Value = false;
|
||||
}
|
||||
|
||||
private bool MatchWithDeathLayer(Collider collider) => ((1 << collider.gameObject.layer) & _deathMask) != 0;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
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fileFormatVersion: 2
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guid: 3d117def644741f292aef71042b65c6b
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timeCreated: 1771695342
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@@ -83,6 +83,37 @@ MeshRenderer:
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@@ -232,6 +263,10 @@ PrefabInstance:
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269
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Reference in New Issue
Block a user