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:
@@ -2,21 +2,30 @@
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using _Project.Develop.Runtime.Utilities.Conditions;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack
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{
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public class StartAttackRequest : IEntityComponent { public ReactiveEvent Value; }
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public class StartAttackEvent : IEntityComponent { public ReactiveEvent Value; }
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public class InstantAttackDamage : IEntityComponent { public ReactiveVariable<float> Value; }
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public class ShootPoint : IEntityComponent { public Transform Value; }
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public class CanStartAttack : IEntityComponent { public ICompositeCondition Value; }
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public class StartAttackRequest : IEntityComponent { public ReactiveEvent Value; }
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public class StartAttackEvent : IEntityComponent { public ReactiveEvent Value; }
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public class EndAttackEvent : IEntityComponent { public ReactiveEvent Value; }
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public class AttackProcessInitialTime : IEntityComponent { public ReactiveVariable<float> Value; }
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public class AttackProcessCurrentTime : IEntityComponent { public ReactiveVariable<float> Value; }
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public class InAttackProcess : IEntityComponent { public ReactiveVariable<bool> Value; }
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public class AttackDelayTime : IEntityComponent { public ReactiveVariable<float> Value; }
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public class AttackDelayEndEvent : IEntityComponent { public ReactiveEvent Value; }
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public class MustCancelAttack : IEntityComponent { public ICompositeCondition Value; }
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public class AttackCanceledEvent : IEntityComponent { public ReactiveEvent Value; }
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public class AttackCooldownInitialTime : IEntityComponent { public ReactiveVariable<float> Value; }
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public class AttackCooldownCurrentTime : IEntityComponent { public ReactiveVariable<float> Value; }
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public class InAttackCooldown : IEntityComponent { public ReactiveVariable<bool> Value; }
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}
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@@ -0,0 +1,15 @@
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using _Project.Develop.Runtime.Entities;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack
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{
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public class ShootPointEntityRegistrator : MonoEntityRegistrator
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{
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[SerializeField] private Transform _shootPoint;
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public override void Register(Entity entity)
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{
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entity.AddShootPoint(_shootPoint);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 1675979b03c84ec3b990009a37f3d6d9
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timeCreated: 1771692788
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@@ -0,0 +1,35 @@
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utilities.Conditions;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems
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{
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public class AttackCancelSystem : IInitializableSystem, IUpdatableSystem
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{
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private ReactiveVariable<bool> _inAttackProcess;
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private ReactiveEvent _attackCanceledEvent;
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private ICompositeCondition _mustCancelAttack;
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public void OnInit(Entity entity)
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{
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_inAttackProcess = entity.InAttackProcess;
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_attackCanceledEvent = entity.AttackCanceledEvent;
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_mustCancelAttack = entity.MustCancelAttack;
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}
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public void OnUpdate(float deltaTime)
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{
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if (_inAttackProcess.Value == false)
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return;
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if (_mustCancelAttack.Evaluate())
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{
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_inAttackProcess.Value = false;
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_attackCanceledEvent.Invoke();
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}
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: afac0aa4f8e842d08a5326a7c89bcd53
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timeCreated: 1771693765
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@@ -0,0 +1,53 @@
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using System;
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems
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{
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public class AttackCooldownTimerSystem : IInitializableSystem, IUpdatableSystem, IDisposableSystem
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{
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private ReactiveVariable<float> _currentTime;
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private ReactiveVariable<float> _initialTime;
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private ReactiveVariable<bool> _inAttackCooldown;
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private ReactiveEvent _endAttackEvent;
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private IDisposable _endAttackEventDisposable;
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public void OnInit(Entity entity)
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{
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_currentTime = entity.AttackCooldownCurrentTime;
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_initialTime = entity.AttackCooldownInitialTime;
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_inAttackCooldown = entity.InAttackCooldown;
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_endAttackEvent = entity.EndAttackEvent;
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_endAttackEventDisposable = _endAttackEvent.Subscribe(OnEndAttack);
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}
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private void OnEndAttack()
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{
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_currentTime.Value = _initialTime.Value;
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_inAttackCooldown.Value = true;
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}
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public void OnUpdate(float deltaTime)
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{
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if (_inAttackCooldown.Value == false)
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return;
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_currentTime.Value -= deltaTime;
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if (CooldownIsOver())
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_inAttackCooldown.Value = false;
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}
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private bool CooldownIsOver() => _currentTime.Value <= 0;
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public void OnDispose()
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{
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_endAttackEventDisposable.Dispose();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 781d9ce92c044a06b9279a90539e041b
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timeCreated: 1771693960
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@@ -32,6 +32,11 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems
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{
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_inAttackProcess.Value = true;
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_startAttackEvent.Invoke();
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Debug.Log("Старт атаки");
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}
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else
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{
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Debug.Log("Не могу атаковать!");
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}
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}
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@@ -0,0 +1,50 @@
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using System;
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems.Shoot
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{
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public class InstantShootSystem : IInitializableSystem, IDisposableSystem
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{
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private readonly EntitiesFactory _entitiesFactory;
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private ReactiveEvent _attackDelayEndEvent;
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private Entity _entity;
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private ReactiveVariable<float> _damage;
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private Transform _shootPoint;
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private IDisposable _attackDelayEndDisposable;
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public InstantShootSystem(EntitiesFactory entitiesFactory)
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{
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_entitiesFactory = entitiesFactory;
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}
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public void OnInit(Entity entity)
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{
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_entity = entity;
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_attackDelayEndEvent = entity.AttackDelayEndEvent;
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_damage = entity.InstantAttackDamage;
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_shootPoint = entity.ShootPoint;
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_attackDelayEndDisposable = _attackDelayEndEvent.Subscribe(OnAttackDelayEnd);
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}
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private void OnAttackDelayEnd()
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{
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_entitiesFactory.CreateProjectile(_shootPoint.position, _shootPoint.forward, _damage.Value);
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}
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public void OnDispose()
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{
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_attackDelayEndDisposable.Dispose();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 8380bd6de9cc46cdbb48f281c3ce660e
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timeCreated: 1771693051
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