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

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@@ -1,5 +1,6 @@
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utilities.Conditions;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Damage
@@ -9,4 +10,6 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Damage
public class TakeDamageEvent : IEntityComponent { public ReactiveEvent<float> Value; }
public class CanApplyDamage : IEntityComponent { public ICompositeCondition Value; }
public class BodyContactDamage : IEntityComponent { public ReactiveVariable<float> Value; }
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 184b10356b354fbb9d4ec3e182cbe8e5
timeCreated: 1771676819

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@@ -3,6 +3,7 @@ using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utilities.Conditions;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Damage
{

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@@ -0,0 +1,56 @@
using System.Collections.Generic;
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utilities;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Damage
{
public class DealDamageOnContactSystem: IInitializableSystem, IUpdatableSystem
{
private Entity _entity;
private Buffer<Entity> _contacts;
private ReactiveVariable<float> _damage;
private List<Entity> _processedEntities;
public void OnInit(Entity entity)
{
_entity = entity;
_contacts = entity.ContactEntitiesBuffer;
_damage = entity.BodyContactDamage;
_processedEntities = new List<Entity>(_contacts.Items.Length);
}
public void OnUpdate(float deltaTime)
{
for (int i = 0; i < _contacts.Count; i++)
{
Entity contactEntity = _contacts.Items[i];
if(_processedEntities.Contains(contactEntity) == false)
{
_processedEntities.Add(contactEntity);
if (contactEntity.TryGetTakeDamageRequest(out ReactiveEvent<float> takeDamageRequest))
takeDamageRequest.Invoke(_damage.Value);
}
}
for (int i = _processedEntities.Count - 1; i >= 0; i--)
if (ContainInContacts(_processedEntities[i]) == false)
_processedEntities.RemoveAt(i);
}
private bool ContainInContacts(Entity entity)
{
for (int i = 0; i < _contacts.Count; i++)
if (_contacts.Items[i] == entity)
return true;
return false;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b87d3d31c8d940df81767830621e290f
timeCreated: 1771676878

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@@ -5,13 +5,13 @@ using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Movement
{
public class RotateDirectionByInputSystem : IInitializableSystem, IUpdatableSystem
public class RotateDirectionByMoveInputSystem : IInitializableSystem, IUpdatableSystem
{
private readonly IPlayerInput _playerInput;
private ReactiveVariable<Vector3> _rotateDirection;
public RotateDirectionByInputSystem(IPlayerInput playerInput)
public RotateDirectionByMoveInputSystem(IPlayerInput playerInput)
{
_playerInput = playerInput;
}

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@@ -0,0 +1,16 @@
using System.Collections.Generic;
using _Project.Develop.Runtime.Entities;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime
{
public class DisableCollidersOnDeathRegistrator : MonoEntityRegistrator
{
[SerializeField] private List<Collider> _colliders;
public override void Register(Entity entity)
{
entity.AddDisableCollidersOnDeath(_colliders);
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 801746c26fe0478e80182979f64c22f2
timeCreated: 1771677582

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@@ -1,6 +1,8 @@
using _Project.Develop.Runtime.Entities;
using System.Collections.Generic;
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utilities.Conditions;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime
{
@@ -14,4 +16,6 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime
public class DeathProcessInitialTime : IEntityComponent { public ReactiveVariable<float> Value; }
public class DeathProcessCurrentTime : IEntityComponent { public ReactiveVariable<float> Value; }
public class InDeathProcess : IEntityComponent { public ReactiveVariable<bool> Value; }
public class DisableCollidersOnDeath : IEntityComponent { public List<Collider> Value; }
}

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@@ -0,0 +1,36 @@
using System;
using System.Collections.Generic;
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.Systems
{
public class DisableCollidersOnDeathSystem : IInitializableSystem, IDisposableSystem
{
private List<Collider> _colliders;
private ReactiveVariable<bool> _isDead;
private IDisposable _isDeadChangedDisposable;
public void OnInit(Entity entity)
{
_colliders = entity.DisableCollidersOnDeath;
_isDead = entity.IsDead;
_isDeadChangedDisposable = _isDead.Subscribe(OnIsDeadChanged);
}
private void OnIsDeadChanged(bool arg1, bool isDead)
{
if (isDead)
foreach (Collider collider in _colliders)
collider.enabled = false;
}
public void OnDispose()
{
_isDeadChangedDisposable.Dispose();
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 79df8b8c7f584c9aafa1e98fea894da6
timeCreated: 1771677719

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@@ -3,7 +3,7 @@ using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors
{
public class CapsuleColliderRegistratorEntityRegistrator : MonoEntityRegistrator
public class CapsuleColliderRegistrator : MonoEntityRegistrator
{
[SerializeField] private CapsuleCollider _collider;