feat: add shoot and cooldown systems

This commit is contained in:
Bragin Stepan
2026-02-21 23:53:45 +05:00
parent 2affd03993
commit af20400b84
25 changed files with 1174 additions and 233 deletions

View File

@@ -34,6 +34,7 @@ namespace Assets._Project.Develop.Runtime.Utilities.SceneManagement
public static class Entity
{
public const string Projectile = "Entities/Projectile";
public const string Hero = "Entities/Hero";
public const string Ghost = "Entities/Ghost";
}

View File

@@ -1,5 +1,7 @@
using _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems.Shoot;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Input;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.Systems;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Movement;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.Systems;
@@ -55,7 +57,12 @@ namespace _Project.Develop.Runtime.Entities
.AddStartAttackEvent()
.AddEndAttackEvent()
.AddAttackDelayTime(new ReactiveVariable<float>(2))
.AddAttackDelayEndEvent();
.AddAttackDelayEndEvent()
.AddInstantAttackDamage(new ReactiveVariable<float>(50))
.AddAttackCanceledEvent()
.AddAttackCooldownInitialTime()
.AddAttackCooldownCurrentTime()
.AddInAttackCooldown();
ICompositeCondition canMove = new CompositeCondition()
.Add(new FuncCondition(() => entity.IsDead.Value == false));
@@ -76,7 +83,12 @@ namespace _Project.Develop.Runtime.Entities
ICompositeCondition canStartAttack = new CompositeCondition()
.Add(new FuncCondition(() => entity.IsDead.Value == false))
.Add(new FuncCondition(() => entity.InAttackProcess.Value == false))
.Add(new FuncCondition(() => entity.IsMoving.Value == false));
.Add(new FuncCondition(() => entity.IsMoving.Value == false))
.Add(new FuncCondition(() => entity.InAttackCooldown.Value == false));
ICompositeCondition mustCancelAttack = new CompositeCondition(LogicOperationsUtils.Or)
.Add(new FuncCondition(() => entity.IsDead.Value))
.Add(new FuncCondition(() => entity.IsMoving.Value));
entity
.AddCanMove(canMove)
@@ -84,18 +96,24 @@ namespace _Project.Develop.Runtime.Entities
.AddCanApplyDamage(canApplyDamage)
.AddMustDie(mustDie)
.AddCanStartAttack(canStartAttack)
.AddMustSelfRelease(mustSelfRelease);
.AddMustSelfRelease(mustSelfRelease)
.AddMustCancelAttack(mustCancelAttack);
entity
.AddSystem(new AttackByInputSystem(_playerInput))
.AddSystem(new MoveDirectionByInputSystem(_playerInput))
.AddSystem(new RotateDirectionByMoveInputSystem(_playerInput))
.AddSystem(new RigidbodyMovementSystem())
.AddSystem(new RigidbodyRotationSystem())
.AddSystem(new AttackCancelSystem())
.AddSystem(new StartAttackSystem())
.AddSystem(new ProcessAttackTimerSystem())
.AddSystem(new AttackDelayEndTriggerSystem())
.AddSystem(new InstantShootSystem(this))
.AddSystem(new EndAttackSystem())
.AddSystem(new AttackCooldownTimerSystem())
.AddSystem(new ApplyDamageSystem())
@@ -178,6 +196,63 @@ namespace _Project.Develop.Runtime.Entities
return entity;
}
public Entity CreateProjectile(Vector3 position, Vector3 direction, float damage)
{
Entity entity = CreateEmpty();
_monoEntitiesFactory.Create(entity, position, PathToResources.Entity.Projectile);
entity
.AddContactsDetectingMask(Layers.CharactersMask | Layers.EnvironmentMask)
.AddContactCollidersBuffer(new Buffer<Collider>(64))
.AddContactEntitiesBuffer(new Buffer<Entity>(64))
.AddMoveDirection(new ReactiveVariable<Vector3>(direction))
.AddRotateDirection(new ReactiveVariable<Vector3>(direction))
.AddMoveSpeed(new ReactiveVariable<float>(16))
.AddRotationSpeed(new ReactiveVariable<float>(9999))
.AddBodyContactDamage(new ReactiveVariable<float>(damage))
.AddIsDead()
.AddIsMoving()
.AddDeathMask(Layers.CharactersMask | Layers.EnvironmentMask)
.AddIsTouchDeathMask();
ICompositeCondition canMove = new CompositeCondition()
.Add(new FuncCondition(() => entity.IsDead.Value == false));
ICompositeCondition canRotate = new CompositeCondition()
.Add(new FuncCondition(() => entity.IsDead.Value == false));
ICompositeCondition mustDie = new CompositeCondition()
.Add(new FuncCondition(() => entity.IsTouchDeathMask.Value), 0);
ICompositeCondition mustSelfRelease = new CompositeCondition()
.Add(new FuncCondition(() => entity.IsDead.Value));
entity
.AddCanMove(canMove)
.AddCanRotate(canRotate)
.AddMustDie(mustDie)
.AddMustSelfRelease(mustSelfRelease);
entity
.AddSystem(new RigidbodyMovementSystem())
.AddSystem(new RigidbodyRotationSystem())
.AddSystem(new BodyContactsDetectingSystem())
.AddSystem(new BodyContactsEntitiesFilterSystem(_collidersRegistryService))
.AddSystem(new DealDamageOnContactSystem())
.AddSystem(new DeathMaskTouchDetectorSystem())
.AddSystem(new DeathSwitcherSystem())
.AddSystem(new DisableCollidersOnDeathSystem())
.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
_entitiesLifeContext.Add(entity);
return entity;
}
private Entity CreateEmpty() => new();
}

View File

@@ -221,6 +221,207 @@ namespace _Project.Develop.Runtime.Entities
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.IsTouchAnotherTeam() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection MoveDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> MoveDirection => MoveDirectionC.Value;
public bool TryGetMoveDirection(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection 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 AddMoveDirection()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>() });
}
public _Project.Develop.Runtime.Entities.Entity AddMoveDirection(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed MoveSpeedC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> MoveSpeed => MoveSpeedC.Value;
public bool TryGetMoveSpeed(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed 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 AddMoveSpeed()
{
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.Lifetime.CurrentHealth CurrentHealthC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.CurrentHealth>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> CurrentHealth => CurrentHealthC.Value;
@@ -427,207 +628,6 @@ namespace _Project.Develop.Runtime.Entities
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DisableCollidersOnDeath() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection MoveDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> MoveDirection => MoveDirectionC.Value;
public bool TryGetMoveDirection(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection 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 AddMoveDirection()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>() });
}
public _Project.Develop.Runtime.Entities.Entity AddMoveDirection(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed MoveSpeedC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> MoveSpeed => MoveSpeedC.Value;
public bool TryGetMoveSpeed(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed 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 AddMoveSpeed()
{
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});
}
}
}

View File

@@ -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; }
}

View File

@@ -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);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1675979b03c84ec3b990009a37f3d6d9
timeCreated: 1771692788

View File

@@ -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();
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: afac0aa4f8e842d08a5326a7c89bcd53
timeCreated: 1771693765

View File

@@ -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();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 781d9ce92c044a06b9279a90539e041b
timeCreated: 1771693960

View File

@@ -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!");
}
}

View File

@@ -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();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8380bd6de9cc46cdbb48f281c3ce660e
timeCreated: 1771693051

View File

@@ -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;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3b9a5877786f409aa00af044e4b0ab10
timeCreated: 1771695880

View File

@@ -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
{

View File

@@ -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
{

View File

@@ -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;

View File

@@ -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;
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3d117def644741f292aef71042b65c6b
timeCreated: 1771695342

View File

@@ -83,6 +83,37 @@ MeshRenderer:
m_SortingLayer: 0
m_SortingOrder: 0
m_AdditionalVertexStreams: {fileID: 0}
--- !u!1 &3442931992363786575
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 8100612580556652068}
m_Layer: 3
m_Name: ShootPoint
m_TagString: Untagged
m_Icon: {fileID: 7174288486110832750, guid: 0000000000000000d000000000000000, type: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &8100612580556652068
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3442931992363786575}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 1}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 3873158065058763651}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &3463170684557075332
GameObject:
m_ObjectHideFlags: 0
@@ -232,6 +263,10 @@ PrefabInstance:
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects:
- targetCorrespondingSourceObject: {fileID: 7422541279803945012, guid: 3ff07ac6b3173eb45a2ebf7f8d2afb2f,
type: 3}
insertIndex: -1
addedObject: {fileID: 8100612580556652068}
- targetCorrespondingSourceObject: {fileID: 5353776208456886876, guid: 3ff07ac6b3173eb45a2ebf7f8d2afb2f,
type: 3}
insertIndex: -1
@@ -257,6 +292,10 @@ PrefabInstance:
type: 3}
insertIndex: -1
addedObject: {fileID: 4422967739020777235}
- targetCorrespondingSourceObject: {fileID: 8474685674288101080, guid: 3ff07ac6b3173eb45a2ebf7f8d2afb2f,
type: 3}
insertIndex: -1
addedObject: {fileID: 458033393650918821}
- targetCorrespondingSourceObject: {fileID: 8474685674288101080, guid: 3ff07ac6b3173eb45a2ebf7f8d2afb2f,
type: 3}
insertIndex: -1
@@ -329,6 +368,19 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
_collider: {fileID: 2163109570078651387}
--- !u!114 &458033393650918821
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2836758634261632367}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 1675979b03c84ec3b990009a37f3d6d9, type: 3}
m_Name:
m_EditorClassIdentifier:
_shootPoint: {fileID: 8100612580556652068}
--- !u!54 &6434875925373515566
Rigidbody:
m_ObjectHideFlags: 0
@@ -379,3 +431,9 @@ CapsuleCollider:
m_Height: 1.87
m_Direction: 1
m_Center: {x: 0, y: 0, z: 0}
--- !u!4 &3873158065058763651 stripped
Transform:
m_CorrespondingSourceObject: {fileID: 7422541279803945012, guid: 3ff07ac6b3173eb45a2ebf7f8d2afb2f,
type: 3}
m_PrefabInstance: {fileID: 5963347870339261367}
m_PrefabAsset: {fileID: 0}

View File

@@ -0,0 +1,269 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!1 &4825500070918632087
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 4068327021959854356}
- component: {fileID: 6986875278744086031}
- component: {fileID: 6039384679111288233}
- component: {fileID: 5623129036705138240}
- component: {fileID: 2620582635740165898}
- component: {fileID: 6279225968249412253}
- component: {fileID: 4829205802544652}
- component: {fileID: 7920897212951265246}
m_Layer: 6
m_Name: Projectile
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &4068327021959854356
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4825500070918632087}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 3664062506950950245}
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &6986875278744086031
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4825500070918632087}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 0fa38a390e3026e4da73b8535ef0c601, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!114 &6039384679111288233
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4825500070918632087}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b7fdeece4c60497ea61a1006e47bfbc5, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!114 &5623129036705138240
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4825500070918632087}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b3d77209b50f4ecf9185ae250a76b909, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!114 &2620582635740165898
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4825500070918632087}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 801746c26fe0478e80182979f64c22f2, type: 3}
m_Name:
m_EditorClassIdentifier:
_colliders:
- {fileID: 7920897212951265246}
--- !u!114 &6279225968249412253
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4825500070918632087}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 72015d8dc01449c1b86801cc47ccd4a1, type: 3}
m_Name:
m_EditorClassIdentifier:
_collider: {fileID: 7920897212951265246}
--- !u!54 &4829205802544652
Rigidbody:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4825500070918632087}
serializedVersion: 4
m_Mass: 1
m_Drag: 0
m_AngularDrag: 0.05
m_CenterOfMass: {x: 0, y: 0, z: 0}
m_InertiaTensor: {x: 1, y: 1, z: 1}
m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_ImplicitCom: 1
m_ImplicitTensor: 1
m_UseGravity: 0
m_IsKinematic: 0
m_Interpolate: 1
m_Constraints: 80
m_CollisionDetection: 0
--- !u!136 &7920897212951265246
CapsuleCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4825500070918632087}
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 4294967295
m_LayerOverridePriority: 0
m_IsTrigger: 0
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 2
m_Radius: 0.2
m_Height: 1
m_Direction: 1
m_Center: {x: 0, y: 0, z: 0}
--- !u!1 &7029576717413718260
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3664062506950950245}
m_Layer: 0
m_Name: ViewContainer
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &3664062506950950245
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7029576717413718260}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 6501206515914570390}
m_Father: {fileID: 4068327021959854356}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &8082364550922563573
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 6501206515914570390}
- component: {fileID: 153098785271525497}
- component: {fileID: 3055021133403032600}
m_Layer: 0
m_Name: Body
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &6501206515914570390
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8082364550922563573}
serializedVersion: 2
m_LocalRotation: {x: 0.70710576, y: -0, z: -0, w: 0.7071079}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0.3, y: 0.3, z: 0.3}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 3664062506950950245}
m_LocalEulerAnglesHint: {x: 90, y: 0, z: 0}
--- !u!33 &153098785271525497
MeshFilter:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8082364550922563573}
m_Mesh: {fileID: 10208, guid: 0000000000000000e000000000000000, type: 0}
--- !u!23 &3055021133403032600
MeshRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8082364550922563573}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_AdditionalVertexStreams: {fileID: 0}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 005cd8f4991704342a8e1e5bbd09b4cb
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -123,6 +123,111 @@ NavMeshSettings:
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
--- !u!1 &63063970
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 63063974}
- component: {fileID: 63063973}
- component: {fileID: 63063972}
- component: {fileID: 63063971}
m_Layer: 7
m_Name: r
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!65 &63063971
BoxCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 63063970}
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_LayerOverridePriority: 0
m_IsTrigger: 0
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Size: {x: 1, y: 1, z: 1}
m_Center: {x: 0, y: 0, z: 0}
--- !u!23 &63063972
MeshRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 63063970}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_AdditionalVertexStreams: {fileID: 0}
--- !u!33 &63063973
MeshFilter:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 63063970}
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
--- !u!4 &63063974
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 63063970}
serializedVersion: 2
m_LocalRotation: {x: -0, y: 0.70710576, z: -0, w: 0.70710784}
m_LocalPosition: {x: -0.31, y: 1.57, z: 17.87}
m_LocalScale: {x: 1, y: 4.3882, z: -9.5648985}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 90, z: 0}
--- !u!1 &92564817
GameObject:
m_ObjectHideFlags: 0
@@ -135,7 +240,7 @@ GameObject:
- component: {fileID: 92564820}
- component: {fileID: 92564819}
- component: {fileID: 92564818}
m_Layer: 0
m_Layer: 7
m_Name: Ground
m_TagString: Untagged
m_Icon: {fileID: 0}
@@ -677,3 +782,4 @@ SceneRoots:
- {fileID: 993779571}
- {fileID: 1616281628}
- {fileID: 92564821}
- {fileID: 63063974}

View File

@@ -11,8 +11,8 @@ TagManager:
- Characters
- Water
- UI
-
-
- Projectiles
- Environment
-
-
-