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

@@ -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});
}
}
}