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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@@ -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