feat: add hero and body deal damage

This commit is contained in:
Bragin Stepan
2026-02-21 18:23:43 +05:00
parent 6e04b47ac2
commit dfd7b5ccf3
26 changed files with 977 additions and 225 deletions

View File

@@ -27,16 +27,13 @@ namespace _Project.Develop.Runtime.Entities
_playerInput = container.Resolve<IPlayerInput>();
}
public Entity CreateGhostEntity(Vector3 position)
public Entity CreateHeroEntity(Vector3 position)
{
Entity entity = CreateEmpty();
_monoEntitiesFactory.Create(entity, position, PathToResources.Entity.Ghost);
_monoEntitiesFactory.Create(entity, position, PathToResources.Entity.Hero);
entity
.AddContactsDetectingMask(Layers.CharactersMask)
.AddContactCollidersBuffer(new Buffer<Collider>(64))
.AddContactEntitiesBuffer(new Buffer<Entity>(64))
.AddMoveDirection()
.AddRotateDirection()
.AddMoveSpeed(new ReactiveVariable<float>(10))
@@ -75,15 +72,79 @@ namespace _Project.Develop.Runtime.Entities
.AddMustSelfRelease(mustSelfRelease);
entity
.AddSystem(new MoveDirectionByInputSystem(_playerInput))
.AddSystem(new RotateDirectionByMoveInputSystem(_playerInput))
.AddSystem(new RigidbodyMovementSystem())
.AddSystem(new RigidbodyRotationSystem())
.AddSystem(new ApplyDamageSystem())
.AddSystem(new DeathSwitcherSystem())
.AddSystem(new DeathProcessTimerSystem())
.AddSystem(new DisableCollidersOnDeathSystem())
.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
_entitiesLifeContext.Add(entity);
return entity;
}
public Entity CreateGhostEntity(Vector3 position)
{
Entity entity = CreateEmpty();
_monoEntitiesFactory.Create(entity, position, PathToResources.Entity.Ghost);
entity
.AddContactsDetectingMask(Layers.CharactersMask)
.AddContactCollidersBuffer(new Buffer<Collider>(64))
.AddContactEntitiesBuffer(new Buffer<Entity>(64))
.AddMoveDirection()
.AddRotateDirection()
.AddMoveSpeed(new ReactiveVariable<float>(10))
.AddRotationSpeed(new ReactiveVariable<float>(800))
.AddMaxHealth(new ReactiveVariable<float>(150))
.AddCurrentHealth(new ReactiveVariable<float>(150))
.AddBodyContactDamage(new ReactiveVariable<float>(50))
.AddTakeDamageRequest()
.AddTakeDamageEvent()
.AddIsDead()
.AddIsMoving()
.AddInDeathProcess()
.AddDeathProcessInitialTime(new ReactiveVariable<float>(2))
.AddDeathProcessCurrentTime();
ICompositeCondition canMove = new CompositeCondition()
.Add(new FuncCondition(() => entity.IsDead.Value == false));
ICompositeCondition canRotate = new CompositeCondition()
.Add(new FuncCondition(() => entity.IsDead.Value == false));
ICompositeCondition mustDie = new CompositeCondition()
.Add(new FuncCondition(() => entity.CurrentHealth.Value <= 0));
ICompositeCondition mustSelfRelease = new CompositeCondition()
.Add(new FuncCondition(() => entity.IsDead.Value))
.Add(new FuncCondition(() => entity.InDeathProcess.Value == false));
ICompositeCondition canApplyDamage = new CompositeCondition()
.Add(new FuncCondition(() => entity.IsDead.Value == false));
entity
.AddCanMove(canMove)
.AddCanRotate(canRotate)
.AddCanApplyDamage(canApplyDamage)
.AddMustDie(mustDie)
.AddMustSelfRelease(mustSelfRelease);
entity
.AddSystem(new BodyContactsDetectingSystem())
.AddSystem(new BodyContactsEntitiesFilterSystem(_collidersRegistryService))
.AddSystem(new MoveDirectionByInputSystem(_playerInput))
.AddSystem(new RotateDirectionByInputSystem(_playerInput))
.AddSystem(new DealDamageOnContactSystem())
.AddSystem(new ApplyDamageSystem())
.AddSystem(new RigidbodyMovementSystem())
.AddSystem(new RigidbodyRotationSystem())
.AddSystem(new DeathSwitcherSystem())
.AddSystem(new DeathProcessTimerSystem())
.AddSystem(new DisableCollidersOnDeathSystem())
.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
_entitiesLifeContext.Add(entity);

View File

@@ -403,6 +403,30 @@ namespace _Project.Develop.Runtime.Entities
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.InDeathProcess() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DisableCollidersOnDeath DisableCollidersOnDeathC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DisableCollidersOnDeath>();
public System.Collections.Generic.List<UnityEngine.Collider> DisableCollidersOnDeath => DisableCollidersOnDeathC.Value;
public bool TryGetDisableCollidersOnDeath(out System.Collections.Generic.List<UnityEngine.Collider> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DisableCollidersOnDeath component);
if(result)
value = component.Value;
else
value = default(System.Collections.Generic.List<UnityEngine.Collider>);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddDisableCollidersOnDeath()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DisableCollidersOnDeath() { Value = new System.Collections.Generic.List<UnityEngine.Collider>() });
}
public _Project.Develop.Runtime.Entities.Entity AddDisableCollidersOnDeath(System.Collections.Generic.List<UnityEngine.Collider> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.DisableCollidersOnDeath() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection MoveDirectionC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Movement.MoveDirection>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<UnityEngine.Vector3> MoveDirection => MoveDirectionC.Value;
@@ -671,5 +695,29 @@ namespace _Project.Develop.Runtime.Entities
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.CanApplyDamage() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.BodyContactDamage BodyContactDamageC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Damage.BodyContactDamage>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> BodyContactDamage => BodyContactDamageC.Value;
public bool TryGetBodyContactDamage(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.BodyContactDamage 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 AddBodyContactDamage()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.BodyContactDamage() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
}
public _Project.Develop.Runtime.Entities.Entity AddBodyContactDamage(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Damage.BodyContactDamage() {Value = value});
}
}
}