mirror of
https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-02 14:29:23 +00:00
feat: add hero and body deal damage
This commit is contained in:
@@ -34,7 +34,7 @@ namespace Assets._Project.Develop.Runtime.Utilities.SceneManagement
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public static class Entity
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{
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public const string TestEntity = "Entities/TestEntity";
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public const string Hero = "Entities/Hero";
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public const string Ghost = "Entities/Ghost";
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}
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@@ -27,16 +27,13 @@ namespace _Project.Develop.Runtime.Entities
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_playerInput = container.Resolve<IPlayerInput>();
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}
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public Entity CreateGhostEntity(Vector3 position)
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public Entity CreateHeroEntity(Vector3 position)
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{
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Entity entity = CreateEmpty();
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_monoEntitiesFactory.Create(entity, position, PathToResources.Entity.Ghost);
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_monoEntitiesFactory.Create(entity, position, PathToResources.Entity.Hero);
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entity
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.AddContactsDetectingMask(Layers.CharactersMask)
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.AddContactCollidersBuffer(new Buffer<Collider>(64))
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.AddContactEntitiesBuffer(new Buffer<Entity>(64))
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.AddMoveDirection()
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.AddRotateDirection()
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.AddMoveSpeed(new ReactiveVariable<float>(10))
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@@ -75,15 +72,79 @@ namespace _Project.Develop.Runtime.Entities
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.AddMustSelfRelease(mustSelfRelease);
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entity
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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 ApplyDamageSystem())
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.AddSystem(new DeathSwitcherSystem())
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.AddSystem(new DeathProcessTimerSystem())
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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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public Entity CreateGhostEntity(Vector3 position)
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{
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Entity entity = CreateEmpty();
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_monoEntitiesFactory.Create(entity, position, PathToResources.Entity.Ghost);
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entity
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.AddContactsDetectingMask(Layers.CharactersMask)
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.AddContactCollidersBuffer(new Buffer<Collider>(64))
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.AddContactEntitiesBuffer(new Buffer<Entity>(64))
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.AddMoveDirection()
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.AddRotateDirection()
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.AddMoveSpeed(new ReactiveVariable<float>(10))
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.AddRotationSpeed(new ReactiveVariable<float>(800))
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.AddMaxHealth(new ReactiveVariable<float>(150))
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.AddCurrentHealth(new ReactiveVariable<float>(150))
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.AddBodyContactDamage(new ReactiveVariable<float>(50))
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.AddTakeDamageRequest()
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.AddTakeDamageEvent()
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.AddIsDead()
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.AddIsMoving()
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.AddInDeathProcess()
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.AddDeathProcessInitialTime(new ReactiveVariable<float>(2))
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.AddDeathProcessCurrentTime();
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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.CurrentHealth.Value <= 0));
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ICompositeCondition mustSelfRelease = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value))
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.Add(new FuncCondition(() => entity.InDeathProcess.Value == false));
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ICompositeCondition canApplyDamage = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false));
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entity
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.AddCanMove(canMove)
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.AddCanRotate(canRotate)
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.AddCanApplyDamage(canApplyDamage)
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.AddMustDie(mustDie)
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.AddMustSelfRelease(mustSelfRelease);
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entity
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.AddSystem(new BodyContactsDetectingSystem())
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.AddSystem(new BodyContactsEntitiesFilterSystem(_collidersRegistryService))
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.AddSystem(new MoveDirectionByInputSystem(_playerInput))
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.AddSystem(new RotateDirectionByInputSystem(_playerInput))
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.AddSystem(new DealDamageOnContactSystem())
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.AddSystem(new ApplyDamageSystem())
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.AddSystem(new RigidbodyMovementSystem())
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.AddSystem(new RigidbodyRotationSystem())
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.AddSystem(new DeathSwitcherSystem())
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.AddSystem(new DeathProcessTimerSystem())
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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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@@ -403,6 +403,30 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.InDeathProcess() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DisableCollidersOnDeath DisableCollidersOnDeathC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DisableCollidersOnDeath>();
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public System.Collections.Generic.List<UnityEngine.Collider> DisableCollidersOnDeath => DisableCollidersOnDeathC.Value;
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public bool TryGetDisableCollidersOnDeath(out System.Collections.Generic.List<UnityEngine.Collider> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DisableCollidersOnDeath 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(System.Collections.Generic.List<UnityEngine.Collider>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddDisableCollidersOnDeath()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DisableCollidersOnDeath() { Value = new System.Collections.Generic.List<UnityEngine.Collider>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddDisableCollidersOnDeath(System.Collections.Generic.List<UnityEngine.Collider> value)
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{
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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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@@ -671,5 +695,29 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.CanApplyDamage() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.BodyContactDamage BodyContactDamageC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Damage.BodyContactDamage>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> BodyContactDamage => BodyContactDamageC.Value;
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public bool TryGetBodyContactDamage(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.Damage.BodyContactDamage 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 AddBodyContactDamage()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.BodyContactDamage() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddBodyContactDamage(_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.Damage.BodyContactDamage() {Value = value});
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}
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}
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}
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@@ -1,5 +1,6 @@
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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.Damage
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@@ -9,4 +10,6 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Damage
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public class TakeDamageEvent : IEntityComponent { public ReactiveEvent<float> Value; }
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public class CanApplyDamage : IEntityComponent { public ICompositeCondition Value; }
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public class BodyContactDamage : IEntityComponent { public ReactiveVariable<float> Value; }
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 184b10356b354fbb9d4ec3e182cbe8e5
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timeCreated: 1771676819
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@@ -3,6 +3,7 @@ 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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using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Damage
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{
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@@ -0,0 +1,56 @@
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using System.Collections.Generic;
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utilities;
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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.Damage
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{
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public class DealDamageOnContactSystem: IInitializableSystem, IUpdatableSystem
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{
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private Entity _entity;
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private Buffer<Entity> _contacts;
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private ReactiveVariable<float> _damage;
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private List<Entity> _processedEntities;
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public void OnInit(Entity entity)
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{
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_entity = entity;
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_contacts = entity.ContactEntitiesBuffer;
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_damage = entity.BodyContactDamage;
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_processedEntities = new List<Entity>(_contacts.Items.Length);
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}
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public void OnUpdate(float deltaTime)
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{
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for (int i = 0; i < _contacts.Count; i++)
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{
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Entity contactEntity = _contacts.Items[i];
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if(_processedEntities.Contains(contactEntity) == false)
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{
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_processedEntities.Add(contactEntity);
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if (contactEntity.TryGetTakeDamageRequest(out ReactiveEvent<float> takeDamageRequest))
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takeDamageRequest.Invoke(_damage.Value);
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}
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}
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for (int i = _processedEntities.Count - 1; i >= 0; i--)
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if (ContainInContacts(_processedEntities[i]) == false)
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_processedEntities.RemoveAt(i);
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}
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private bool ContainInContacts(Entity entity)
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{
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for (int i = 0; i < _contacts.Count; i++)
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if (_contacts.Items[i] == entity)
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return true;
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return false;
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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: b87d3d31c8d940df81767830621e290f
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timeCreated: 1771676878
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@@ -5,13 +5,13 @@ using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
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{
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public class RotateDirectionByInputSystem : IInitializableSystem, IUpdatableSystem
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public class RotateDirectionByMoveInputSystem : IInitializableSystem, IUpdatableSystem
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{
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private readonly IPlayerInput _playerInput;
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private ReactiveVariable<Vector3> _rotateDirection;
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public RotateDirectionByInputSystem(IPlayerInput playerInput)
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public RotateDirectionByMoveInputSystem(IPlayerInput playerInput)
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{
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_playerInput = playerInput;
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}
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@@ -0,0 +1,16 @@
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using System.Collections.Generic;
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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.Lifetime
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{
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public class DisableCollidersOnDeathRegistrator : MonoEntityRegistrator
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{
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[SerializeField] private List<Collider> _colliders;
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public override void Register(Entity entity)
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{
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entity.AddDisableCollidersOnDeath(_colliders);
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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: 801746c26fe0478e80182979f64c22f2
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timeCreated: 1771677582
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@@ -1,6 +1,8 @@
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using _Project.Develop.Runtime.Entities;
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using System.Collections.Generic;
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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 UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime
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{
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@@ -14,4 +16,6 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime
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public class DeathProcessInitialTime : IEntityComponent { public ReactiveVariable<float> Value; }
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public class DeathProcessCurrentTime : IEntityComponent { public ReactiveVariable<float> Value; }
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public class InDeathProcess : IEntityComponent { public ReactiveVariable<bool> Value; }
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public class DisableCollidersOnDeath : IEntityComponent { public List<Collider> Value; }
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}
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@@ -0,0 +1,36 @@
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using System;
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using System.Collections.Generic;
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.Systems
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{
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public class DisableCollidersOnDeathSystem : IInitializableSystem, IDisposableSystem
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{
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private List<Collider> _colliders;
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private ReactiveVariable<bool> _isDead;
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private IDisposable _isDeadChangedDisposable;
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public void OnInit(Entity entity)
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{
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_colliders = entity.DisableCollidersOnDeath;
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_isDead = entity.IsDead;
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_isDeadChangedDisposable = _isDead.Subscribe(OnIsDeadChanged);
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}
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private void OnIsDeadChanged(bool arg1, bool isDead)
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{
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if (isDead)
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foreach (Collider collider in _colliders)
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collider.enabled = false;
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}
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public void OnDispose()
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{
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_isDeadChangedDisposable.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: 79df8b8c7f584c9aafa1e98fea894da6
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timeCreated: 1771677719
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@@ -3,7 +3,7 @@ using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors
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{
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public class CapsuleColliderRegistratorEntityRegistrator : MonoEntityRegistrator
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public class CapsuleColliderRegistrator : MonoEntityRegistrator
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{
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[SerializeField] private CapsuleCollider _collider;
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@@ -10,8 +10,6 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
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private DIContainer _container;
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private EntitiesFactory _entitiesFactory;
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private Entity _entity;
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|
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private bool _isRunning;
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public void Initialize(DIContainer container)
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@@ -24,7 +22,8 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
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public void Run()
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{
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_entity = _entitiesFactory.CreateGhostEntity(Vector3.zero);
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_entitiesFactory.CreateGhostEntity(Vector3.zero + Vector3.forward * 5);
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_entitiesFactory.CreateHeroEntity(Vector3.zero);
|
||||
|
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_isRunning = true;
|
||||
}
|
||||
|
||||
78
Assets/_Project/Resources/Entities/CharacterOriginal.prefab
Normal file
78
Assets/_Project/Resources/Entities/CharacterOriginal.prefab
Normal file
@@ -0,0 +1,78 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Component:
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- component: {fileID: 5353776208456886876}
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m_GameObject: {fileID: 1653930396661636771}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 7422541279803945012}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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GameObject:
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m_ObjectHideFlags: 0
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m_Component:
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m_Layer: 3
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m_Name: CharacterOriginal
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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Transform:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8474685674288101080}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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Reference in New Issue
Block a user