feat: add teleport to target

This commit is contained in:
Bragin Stepan
2026-03-03 21:44:07 +05:00
parent 11e28b1e09
commit d3dce07cf5
11 changed files with 202 additions and 22 deletions

View File

@@ -64,7 +64,8 @@ namespace _Project.Develop.Runtime.Entities
.AddAttackCanceledEvent()
.AddAttackCooldownInitialTime()
.AddAttackCooldownCurrentTime()
.AddInAttackCooldown();
.AddInAttackCooldown()
.AddCurrentTarget();
ICompositeCondition canMove = new CompositeCondition()
.Add(new FuncCondition(() => entity.IsDead.Value == false));
@@ -218,6 +219,7 @@ namespace _Project.Develop.Runtime.Entities
.AddFindTeleportPointEvent()
.AddFindTeleportPointRequest()
.AddEndTeleportEvent()
.AddCurrentTarget()
.AddTeleportDamage(new ReactiveVariable<float>(50))
.AddTeleportDamageRadius(new ReactiveVariable<float>(6))
@@ -227,8 +229,8 @@ namespace _Project.Develop.Runtime.Entities
.AddTeleportSearchRadius(new ReactiveVariable<float>(6))
.AddTeleportCooldownInitialTime(new ReactiveVariable<float>(3))
.AddTeleportCooldownCurrentTime()
.AddInTeleportCooldown()
.AddTeleportCooldownCurrentTime(new ReactiveVariable<float>(3))
.AddInTeleportCooldown(new ReactiveVariable<bool>(true))
.AddCurrentEnergy(new ReactiveVariable<int>(60))
.AddMaxEnergy(new ReactiveVariable<int>(60))
@@ -258,7 +260,9 @@ namespace _Project.Develop.Runtime.Entities
ICompositeCondition canStartTeleport = new CompositeCondition()
.Add(new FuncCondition(() => entity.IsDead.Value == false))
.Add(new FuncCondition(() => entity.InTeleportCooldown.Value == false))
.Add(new FuncCondition(() => entity.CurrentEnergy.Value >= entity.TeleportEnergyCost.Value));
.Add(new FuncCondition(() => entity.CurrentEnergy.Value >= entity.TeleportEnergyCost.Value))
.Add(new FuncCondition(() => entity.CurrentEnergy.Value >= entity.MaxEnergy.Value * 0.4f))
.Add(new FuncCondition(() => entity.CurrentTarget.Value != null));
ICompositeCondition mustDie = new CompositeCondition()
.Add(new FuncCondition(() => entity.CurrentHealth.Value <= 0));
@@ -279,8 +283,6 @@ namespace _Project.Develop.Runtime.Entities
.AddMustSelfRelease(mustSelfRelease);
entity
.AddSystem(new TeleportByInputSystem(_playerInput))
// .AddSystem(new RegenEnergyByValueSystem())
.AddSystem(new RegenEnergyByPercentageSystem())
.AddSystem(new UseEnergySystem())
@@ -288,7 +290,8 @@ namespace _Project.Develop.Runtime.Entities
.AddSystem(new TeleportStartByEnergySystem())
.AddSystem(new TeleportProcessSystem())
.AddSystem(new FindRandomPointForTeleportSystem())
// .AddSystem(new FindRandomPointForTeleportSystem())
.AddSystem(new FindTargetPointForTeleportSystem())
.AddSystem(new EndTeleportSystem())
.AddSystem(new InstantTeleportSystem())
.AddSystem(new TeleportCooldownTimerSystem())

View File

@@ -2,6 +2,7 @@
using System.Collections.Generic;
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Selectors;
using _Project.Develop.Runtime.Utilities.Conditions;
using _Project.Develop.Runtime.Utils.InputManagement;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
@@ -46,9 +47,22 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
return brain;
}
public StateMachineBrain CreateDangerWizardBrain(Entity entity)
// самый лучший нейминг
public StateMachineBrain CreateDangerWizardBrain(Entity entity, ITargetSelector targetSelector)
{
return null;
AIStateMachine teleportStateMachine = CreateRandomTeleportStateMachine(entity);
FindTargetState findTargetState = new (_entitiesLifeContext, entity, targetSelector);
AIParallelState parallelState = new (findTargetState, teleportStateMachine);
AIStateMachine rootStateMachine = new ();
rootStateMachine.AddState(parallelState);
StateMachineBrain brain = new (rootStateMachine);
_aiBrainsContext.SetFor(entity, brain);
return brain;
}
public StateMachineBrain CreateMainHeroBrain(Entity entity, ITargetSelector targetSelector)
@@ -171,8 +185,8 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
AIStateMachine stateMachine = new ();
stateMachine.AddState(teleportTriggerState);
stateMachine.AddState(emptyState);
stateMachine.AddState(teleportTriggerState);
stateMachine.AddTransition(emptyState, teleportTriggerState, fromIdleToTeleportCondition);
stateMachine.AddTransition(teleportTriggerState, emptyState, fromTeleportToIdleCondition);

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5efdb899e3ea4373b66f0610ea05b5c5
timeCreated: 1772538727

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9cad98614dbc342418111ffa383350b3
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,60 @@
using System.Collections.Generic;
using System.Linq;
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage;
using _Project.Develop.Runtime.Utilities.Conditions;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Selectors
{
public class LowestHealthTargetSelector : ITargetSelector
{
private readonly Entity _source;
public LowestHealthTargetSelector(Entity entity)
{
_source = entity;
}
public Entity SelectTargetFrom(IEnumerable<Entity> targets)
{
IEnumerable<Entity> selectedTargets = FindSelectedTargets(targets);
IEnumerable<Entity> enumerable = selectedTargets.ToList();
if (enumerable.Any() == false)
return null;
Entity lowestHealthTarget = enumerable.First();
float minHealth = lowestHealthTarget.CurrentHealth.Value;
foreach (Entity target in enumerable)
{
float health = target.CurrentHealth.Value;
if (health < minHealth)
{
minHealth = health;
lowestHealthTarget = target;
}
}
return lowestHealthTarget;
}
private IEnumerable<Entity> FindSelectedTargets(IEnumerable<Entity> targets)
{
return targets.Where(target =>
{
bool result = target.HasComponent<TakeDamageRequest>();
if (target.TryGetCanApplyDamage(out ICompositeCondition value))
result = result && value.Evaluate();
result = result && (target != _source);
return result;
});
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 1fb30a1545f3a234ea08e5b6bc188a6c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,11 +1,12 @@
using System.Collections.Generic;
using System.Linq;
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage;
using _Project.Develop.Runtime.Utilities.Conditions;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Selectors
{
public class NearestDamageableTargetSelector : ITargetSelector
{

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b545627e47777f64d9ce0c2c27de4469
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,62 @@
using System;
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
{
public class FindTargetPointForTeleportSystem : IInitializableSystem, IDisposableSystem
{
private Transform _source;
private Transform _toPoint;
private ReactiveEvent _findPointRequest;
private ReactiveEvent _findPointEvent;
private ReactiveVariable<float> _radius;
private ReactiveVariable<Entity> _currentTarget;
private IDisposable _findPointRequestDisposable;
public void OnInit(Entity entity)
{
_source = entity.TeleportSource;
_toPoint = entity.TeleportToPoint;
_radius = entity.TeleportSearchRadius;
_currentTarget = entity.CurrentTarget;
_findPointRequest = entity.FindTeleportPointRequest;
_findPointEvent = entity.FindTeleportPointEvent;
_findPointRequestDisposable = _findPointRequest.Subscribe(OnFindPointRequest);
}
public void OnDispose()
{
_findPointRequestDisposable.Dispose();
}
private void OnFindPointRequest()
{
Entity target = _currentTarget.Value;
if (target == null)
{
_toPoint.position = _source.position;
_findPointEvent.Invoke();
return;
}
Vector3 sourcePosition = _source.position;
Vector3 targetPosition = target.Transform.position;
Vector3 direction = targetPosition - sourcePosition;
if (direction.magnitude <= _radius.Value)
_toPoint.position = targetPosition;
else
_toPoint.position = sourcePosition + direction.normalized * _radius.Value;
_findPointEvent.Invoke();
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d40bb9d705ad5024dbda23882203437a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,7 +1,7 @@
using System;
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI;
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Selectors;
using _Project.Develop.Runtime.Utils.InputManagement;
using Assets._Project.Develop.Runtime.Infrastructure.DI;
using UnityEngine;
@@ -26,17 +26,19 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
_container.Resolve<IPlayerInput>().Enable();
_entitiesFactory = _container.Resolve<EntitiesFactory>();
_brainsFactory = _container.Resolve<BrainsFactory>();
_hero = _entitiesFactory.CreateHero(Vector3.zero);
_brainsFactory.CreateMainHeroBrain(_hero, new NearestDamageableTargetSelector(_hero));
// _enemy = _entitiesFactory.CreateTeleportWizard(Vector3.zero + Vector3.forward * 5);
// _brainsFactory.CreateWizardBrain(_enemy);
_enemy = _entitiesFactory.CreateTeleportWizard(Vector3.zero + Vector3.forward * 5);
_brainsFactory.CreateDangerWizardBrain(_enemy, new LowestHealthTargetSelector(_enemy));
}
public void Run()
{
_hero = _entitiesFactory.CreateHero(Vector3.zero);
_hero.AddCurrentTarget();
_brainsFactory.CreateMainHeroBrain(_hero, new NearestDamageableTargetSelector(_hero));
_enemy = _entitiesFactory.CreateTeleportWizard(Vector3.zero + Vector3.forward * 5);
_brainsFactory.CreateWizardBrain(_enemy);
_isRunning = true;
}