mirror of
https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-05 07:41:10 +00:00
feat: add shoot and cooldown systems
This commit is contained in:
@@ -1,5 +1,7 @@
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems.Shoot;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Input;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.Systems;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Movement;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.Systems;
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@@ -55,7 +57,12 @@ namespace _Project.Develop.Runtime.Entities
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.AddStartAttackEvent()
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.AddEndAttackEvent()
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.AddAttackDelayTime(new ReactiveVariable<float>(2))
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.AddAttackDelayEndEvent();
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.AddAttackDelayEndEvent()
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.AddInstantAttackDamage(new ReactiveVariable<float>(50))
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.AddAttackCanceledEvent()
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.AddAttackCooldownInitialTime()
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.AddAttackCooldownCurrentTime()
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.AddInAttackCooldown();
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ICompositeCondition canMove = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false));
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@@ -76,7 +83,12 @@ namespace _Project.Develop.Runtime.Entities
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ICompositeCondition canStartAttack = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false))
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.Add(new FuncCondition(() => entity.InAttackProcess.Value == false))
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.Add(new FuncCondition(() => entity.IsMoving.Value == false));
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.Add(new FuncCondition(() => entity.IsMoving.Value == false))
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.Add(new FuncCondition(() => entity.InAttackCooldown.Value == false));
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ICompositeCondition mustCancelAttack = new CompositeCondition(LogicOperationsUtils.Or)
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.Add(new FuncCondition(() => entity.IsDead.Value))
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.Add(new FuncCondition(() => entity.IsMoving.Value));
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entity
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.AddCanMove(canMove)
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@@ -84,18 +96,24 @@ namespace _Project.Develop.Runtime.Entities
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.AddCanApplyDamage(canApplyDamage)
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.AddMustDie(mustDie)
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.AddCanStartAttack(canStartAttack)
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.AddMustSelfRelease(mustSelfRelease);
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.AddMustSelfRelease(mustSelfRelease)
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.AddMustCancelAttack(mustCancelAttack);
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entity
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.AddSystem(new AttackByInputSystem(_playerInput))
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.AddSystem(new MoveDirectionByInputSystem(_playerInput))
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.AddSystem(new RotateDirectionByMoveInputSystem(_playerInput))
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.AddSystem(new RigidbodyMovementSystem())
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.AddSystem(new RigidbodyRotationSystem())
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.AddSystem(new AttackCancelSystem())
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.AddSystem(new StartAttackSystem())
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.AddSystem(new ProcessAttackTimerSystem())
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.AddSystem(new AttackDelayEndTriggerSystem())
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.AddSystem(new InstantShootSystem(this))
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.AddSystem(new EndAttackSystem())
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.AddSystem(new AttackCooldownTimerSystem())
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.AddSystem(new ApplyDamageSystem())
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@@ -178,6 +196,63 @@ namespace _Project.Develop.Runtime.Entities
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return entity;
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}
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public Entity CreateProjectile(Vector3 position, Vector3 direction, float damage)
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{
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Entity entity = CreateEmpty();
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_monoEntitiesFactory.Create(entity, position, PathToResources.Entity.Projectile);
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entity
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.AddContactsDetectingMask(Layers.CharactersMask | Layers.EnvironmentMask)
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.AddContactCollidersBuffer(new Buffer<Collider>(64))
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.AddContactEntitiesBuffer(new Buffer<Entity>(64))
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.AddMoveDirection(new ReactiveVariable<Vector3>(direction))
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.AddRotateDirection(new ReactiveVariable<Vector3>(direction))
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.AddMoveSpeed(new ReactiveVariable<float>(16))
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.AddRotationSpeed(new ReactiveVariable<float>(9999))
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.AddBodyContactDamage(new ReactiveVariable<float>(damage))
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.AddIsDead()
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.AddIsMoving()
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.AddDeathMask(Layers.CharactersMask | Layers.EnvironmentMask)
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.AddIsTouchDeathMask();
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ICompositeCondition canMove = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false));
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ICompositeCondition canRotate = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false));
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ICompositeCondition mustDie = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsTouchDeathMask.Value), 0);
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ICompositeCondition mustSelfRelease = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value));
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entity
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.AddCanMove(canMove)
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.AddCanRotate(canRotate)
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.AddMustDie(mustDie)
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.AddMustSelfRelease(mustSelfRelease);
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entity
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.AddSystem(new RigidbodyMovementSystem())
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.AddSystem(new RigidbodyRotationSystem())
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.AddSystem(new BodyContactsDetectingSystem())
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.AddSystem(new BodyContactsEntitiesFilterSystem(_collidersRegistryService))
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.AddSystem(new DealDamageOnContactSystem())
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.AddSystem(new DeathMaskTouchDetectorSystem())
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.AddSystem(new DeathSwitcherSystem())
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.AddSystem(new DisableCollidersOnDeathSystem())
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.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
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_entitiesLifeContext.Add(entity);
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return entity;
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}
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private Entity CreateEmpty() => new();
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}
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@@ -221,6 +221,207 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.IsTouchAnotherTeam() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection MoveDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> MoveDirection => MoveDirectionC.Value;
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public bool TryGetMoveDirection(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveDirection()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveDirection(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed MoveSpeedC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> MoveSpeed => MoveSpeedC.Value;
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public bool TryGetMoveSpeed(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveSpeed()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveSpeed(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.IsMoving IsMovingC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.IsMoving>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> IsMoving => IsMovingC.Value;
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public bool TryGetIsMoving(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.IsMoving component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddIsMoving()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.IsMoving() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddIsMoving(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.IsMoving() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanMove CanMoveC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanMove>();
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public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanMove => CanMoveC.Value;
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public bool TryGetCanMove(out _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanMove component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddCanMove(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanMove() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection RotateDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> RotateDirection => RotateDirectionC.Value;
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public bool TryGetRotateDirection(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddRotateDirection()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddRotateDirection(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotateDirection() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed RotationSpeedC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> RotationSpeed => RotationSpeedC.Value;
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public bool TryGetRotationSpeed(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddRotationSpeed()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddRotationSpeed(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.RotationSpeed() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanRotate CanRotateC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanRotate>();
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public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanRotate => CanRotateC.Value;
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public bool TryGetCanRotate(out _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanRotate component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddCanRotate(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanRotate() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce JumpForceC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> JumpForce => JumpForceC.Value;
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public bool TryGetJumpForce(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddJumpForce()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddJumpForce(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.JumpForce() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump CanJumpC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump>();
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public _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition CanJump => CanJumpC.Value;
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public bool TryGetCanJump(out _Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddCanJump(_Project.Develop.Runtime.Utilities.Conditions.ICompositeCondition value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.CurrentHealth CurrentHealthC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.CurrentHealth>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> CurrentHealth => CurrentHealthC.Value;
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@@ -427,207 +628,6 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DisableCollidersOnDeath() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection MoveDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> MoveDirection => MoveDirectionC.Value;
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public bool TryGetMoveDirection(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveDirection()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveDirection(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed MoveSpeedC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> MoveSpeed => MoveSpeedC.Value;
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public bool TryGetMoveSpeed(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed component);
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if(result)
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value = component.Value;
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else
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value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveSpeed()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddMoveSpeed(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveSpeed() {Value = value});
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}
|
||||
|
||||
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});
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user