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();
}
}
}

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@@ -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();
}
}
}

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

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@@ -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;
}
}
}

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@@ -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;
}
}

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