mirror of
https://github.com/Bragin-Stepan/project-entity.git
synced 2026-03-05 07:41:10 +00:00
feat: add hero and body deal damage
This commit is contained in:
@@ -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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