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https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-05 07:41:10 +00:00
feat: add hero and body deal damage
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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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