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

@@ -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});
}
}
}