mirror of
https://github.com/Bragin-Stepan/project-entity.git
synced 2026-04-19 21:19:41 +00:00
feat: att team feature
This commit is contained in:
@@ -1,4 +1,5 @@
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems;
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using _Project.Develop.Runtime.Configs.Gameplay.Entities;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems.Shoot;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.Systems;
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@@ -30,7 +31,7 @@ namespace _Project.Develop.Runtime.Entities
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_monoEntitiesFactory = container.Resolve<MonoEntitiesFactory>();
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}
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public Entity CreateHero(Vector3 position)
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public Entity CreateHero(Vector3 position, HeroConfigSO config)
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{
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Entity entity = CreateEmpty();
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@@ -39,31 +40,30 @@ namespace _Project.Develop.Runtime.Entities
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entity
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.AddMoveDirection()
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.AddRotateDirection()
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.AddMoveSpeed(new ReactiveVariable<float>(10))
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.AddRotationSpeed(new ReactiveVariable<float>(800))
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.AddMaxHealth(new ReactiveVariable<float>(150))
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.AddCurrentHealth(new ReactiveVariable<float>(150))
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.AddMoveSpeed(new ReactiveVariable<float>(config.MoveSpeed))
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.AddRotationSpeed(new ReactiveVariable<float>(config.RotationSpeed))
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.AddMaxHealth(new ReactiveVariable<float>(config.MaxHealth))
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.AddCurrentHealth(new ReactiveVariable<float>(config.MaxHealth))
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.AddTakeDamageRequest()
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.AddTakeDamageEvent()
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.AddIsDead()
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.AddIsMoving()
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.AddInDeathProcess()
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.AddDeathProcessInitialTime(new ReactiveVariable<float>(2))
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.AddDeathProcessInitialTime(new ReactiveVariable<float>(config.DeathProcessTime))
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.AddDeathProcessCurrentTime()
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.AddAttackProcessInitialTime(new ReactiveVariable<float>(1))
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.AddAttackProcessInitialTime(new ReactiveVariable<float>(config.AttackProcessTime))
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.AddAttackProcessCurrentTime()
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.AddInAttackProcess()
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.AddStartAttackRequest()
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.AddStartAttackEvent()
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.AddEndAttackEvent()
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.AddAttackDelayTime(new ReactiveVariable<float>(0.1f))
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.AddAttackDelayTime(new ReactiveVariable<float>(config.AttackDelayTime))
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.AddAttackDelayEndEvent()
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.AddInstantAttackDamage(new ReactiveVariable<float>(50))
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.AddInstantAttackDamage(new ReactiveVariable<float>(config.InstantAttackDamage))
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.AddAttackCanceledEvent()
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.AddAttackCooldownInitialTime()
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.AddAttackCooldownCurrentTime()
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.AddInAttackCooldown()
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.AddCurrentTarget();
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.AddInAttackCooldown();
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ICompositeCondition canMove = new CompositeCondition()
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.Add(new FuncCondition(() => entity.IsDead.Value == false));
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@@ -121,12 +121,10 @@ namespace _Project.Develop.Runtime.Entities
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.AddSystem(new DisableCollidersOnDeathSystem())
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.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
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_entitiesLifeContext.Add(entity);
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return entity;
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}
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public Entity CreateGhost(Vector3 position)
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public Entity CreateGhost(Vector3 position, GhostConfigSO config)
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{
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Entity entity = CreateEmpty();
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@@ -138,17 +136,17 @@ namespace _Project.Develop.Runtime.Entities
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.AddContactEntitiesBuffer(new Buffer<Entity>(64))
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.AddMoveDirection()
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.AddRotateDirection()
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.AddMoveSpeed(new ReactiveVariable<float>(10))
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.AddRotationSpeed(new ReactiveVariable<float>(800))
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.AddMaxHealth(new ReactiveVariable<float>(50))
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.AddCurrentHealth(new ReactiveVariable<float>(50))
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.AddBodyContactDamage(new ReactiveVariable<float>(50))
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.AddMoveSpeed(new ReactiveVariable<float>(config.MoveSpeed))
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.AddRotationSpeed(new ReactiveVariable<float>(config.RotationSpeed))
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.AddMaxHealth(new ReactiveVariable<float>(config.MaxHealth))
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.AddCurrentHealth(new ReactiveVariable<float>(config.MaxHealth))
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.AddBodyContactDamage(new ReactiveVariable<float>(config.BodyContactDamage))
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.AddTakeDamageRequest()
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.AddTakeDamageEvent()
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.AddIsDead()
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.AddIsMoving()
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.AddInDeathProcess()
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.AddDeathProcessInitialTime(new ReactiveVariable<float>(2))
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.AddDeathProcessInitialTime(new ReactiveVariable<float>(config.DeathProcessTime))
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.AddDeathProcessCurrentTime();
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ICompositeCondition canMove = new CompositeCondition()
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@@ -190,12 +188,10 @@ namespace _Project.Develop.Runtime.Entities
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.AddSystem(new DisableCollidersOnDeathSystem())
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.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
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_entitiesLifeContext.Add(entity);
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return entity;
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}
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public Entity CreateTeleportWizard(Vector3 position)
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public Entity CreateTeleportWizard(Vector3 position, WizardConfigSO config)
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{
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Entity entity = CreateEmpty();
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@@ -206,8 +202,8 @@ namespace _Project.Develop.Runtime.Entities
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.AddContactCollidersBuffer(new Buffer<Collider>(32))
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.AddContactEntitiesBuffer(new Buffer<Entity>(32))
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.AddMaxHealth(new ReactiveVariable<float>(150))
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.AddCurrentHealth(new ReactiveVariable<float>(150))
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.AddMaxHealth(new ReactiveVariable<float>(config.MaxHealth))
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.AddCurrentHealth(new ReactiveVariable<float>(config.MaxHealth))
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.AddTeleportSource(entity.Transform)
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.AddTeleportToPoint(entity.Transform)
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@@ -219,34 +215,33 @@ namespace _Project.Develop.Runtime.Entities
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.AddEndTeleportEvent()
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.AddCurrentTarget()
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.AddTeleportDamage(new ReactiveVariable<float>(50))
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.AddTeleportDamageRadius(new ReactiveVariable<float>(6))
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.AddTeleportDamage(new ReactiveVariable<float>(config.TeleportDamage))
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.AddTeleportDamageRadius(new ReactiveVariable<float>(config.TeleportDamageRadius))
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.AddTeleportDamageMask(Layers.CharactersMask)
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.AddTeleportEnergyCost(new ReactiveVariable<int>(20))
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.AddTeleportSearchRadius(new ReactiveVariable<float>(6))
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.AddTeleportEnergyCost(new ReactiveVariable<int>(config.TeleportEnergyCast))
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.AddTeleportSearchRadius(new ReactiveVariable<float>(config.TeleportSearchRadius))
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.AddTeleportCooldownInitialTime(new ReactiveVariable<float>(3))
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.AddTeleportCooldownCurrentTime(new ReactiveVariable<float>(3))
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.AddTeleportCooldownInitialTime(new ReactiveVariable<float>(config.TeleportCooldownTime))
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.AddTeleportCooldownCurrentTime(new ReactiveVariable<float>(config.TeleportCooldownTime))
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.AddInTeleportCooldown(new ReactiveVariable<bool>(true))
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.AddCurrentEnergy(new ReactiveVariable<int>(60))
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.AddMaxEnergy(new ReactiveVariable<int>(60))
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.AddCurrentEnergy(new ReactiveVariable<int>(config.MaxEnergy))
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.AddMaxEnergy(new ReactiveVariable<int>(config.MaxEnergy))
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.AddUseEnergyEvent()
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.AddUseEnergyRequest()
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.AddRegenEnergyEvent()
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.AddRegenEnergyRequest()
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.AddAutoRegenEnergyAmount(new ReactiveVariable<int>(10))
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.AddAutoRegenEnergyAmount(new ReactiveVariable<int>(config.RegenEnergyAmount))
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.AddIsAutoRegenEnergy(new ReactiveVariable<bool>(true))
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.AddEnergyAutoRegenCurrentTime()
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.AddEnergyAutoRegenInitialTime(new ReactiveVariable<float>(3))
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.AddBodyContactDamage(new ReactiveVariable<float>(50))
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.AddEnergyAutoRegenInitialTime(new ReactiveVariable<float>(config.AutoRegenEnergyTime))
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.AddTakeDamageRequest()
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.AddTakeDamageEvent()
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.AddIsDead()
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.AddInDeathProcess()
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.AddDeathProcessInitialTime(new ReactiveVariable<float>(2))
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.AddDeathProcessInitialTime(new ReactiveVariable<float>(config.DeathProcessTime))
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.AddDeathProcessCurrentTime();
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ICompositeCondition canRegenEnergy = new CompositeCondition()
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@@ -298,7 +293,7 @@ namespace _Project.Develop.Runtime.Entities
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.AddSystem(new BodyContactsDetectingSystem())
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.AddSystem(new BodyContactsEntitiesFilterSystem(_collidersRegistryService))
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.AddSystem(new DealDamageOnContactSystem())
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// .AddSystem(new DealDamageOnContactSystem())
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.AddSystem(new ApplyDamageSystem())
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.AddSystem(new DeathSwitcherSystem())
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@@ -307,8 +302,6 @@ namespace _Project.Develop.Runtime.Entities
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.AddSystem(new DisableCollidersOnDeathSystem())
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.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
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_entitiesLifeContext.Add(entity);
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return entity;
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}
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@@ -466,6 +466,30 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageMask() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Team TeamC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Team>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<_Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Teams> Team => TeamC.Value;
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public bool TryGetTeam(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<_Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Teams> value)
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{
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bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Team 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<_Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Teams>);
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return result;
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}
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public _Project.Develop.Runtime.Entities.Entity AddTeam()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Team() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<_Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Teams>() });
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}
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public _Project.Develop.Runtime.Entities.Entity AddTeam(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<_Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Teams> value)
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Team() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.CapsuleColliderComponent CapsuleColliderC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.CapsuleColliderComponent>();
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public UnityEngine.CapsuleCollider CapsuleCollider => CapsuleColliderC.Value;
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@@ -810,6 +834,13 @@ namespace _Project.Develop.Runtime.Entities
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump() {Value = value});
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.MainHero.IsMainHero IsMainHeroC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.MainHero.IsMainHero>();
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public _Project.Develop.Runtime.Entities.Entity AddIsMainHero()
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{
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return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.MainHero.IsMainHero() );
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}
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public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.CurrentHealth CurrentHealthC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.CurrentHealth>();
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public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> CurrentHealth => CurrentHealthC.Value;
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 073e06f2bd1243408c61652926dbac9a
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timeCreated: 1773390931
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@@ -0,0 +1,52 @@
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using System;
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using _Project.Develop.Runtime.Configs.Gameplay.Entities;
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.AI;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Selectors;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using Assets._Project.Develop.Runtime.Infrastructure.DI;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Enemies
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{
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public class EnemiesFactory
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{
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private readonly EntitiesFactory _entitiesFactory;
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private readonly BrainsFactory _brainsFactory;
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private readonly EntitiesLifeContext _entitiesLifeContext;
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public EnemiesFactory(DIContainer container)
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{
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_entitiesFactory = container.Resolve<EntitiesFactory>();
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_brainsFactory = container.Resolve<BrainsFactory>();
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_entitiesLifeContext = container.Resolve<EntitiesLifeContext>();
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}
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public Entity Create(Vector3 position, EntityConfigSO config)
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{
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Entity entity;
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switch (config)
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{
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case GhostConfigSO ghostConfig:
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entity = _entitiesFactory.CreateGhost(position, ghostConfig);
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_brainsFactory.CreateGhostBrain(entity);
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break;
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case WizardConfigSO wizardConfig:
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entity = _entitiesFactory.CreateTeleportWizard(position, wizardConfig);
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_brainsFactory.CreateDangerWizardBrain(entity, new LowestHealthTargetSelector(entity));
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break;
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default:
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throw new ArgumentException($"Not support {config.GetType()} type config");
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}
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entity.AddTeam(new ReactiveVariable<Teams.Teams>(Teams.Teams.Enemies));
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_entitiesLifeContext.Add(entity);
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return entity;
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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: 51102a09ab584bd8a413995baf3ed9b9
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timeCreated: 1773390941
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 3bfebd749d5b44a295ddf91039d598a4
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timeCreated: 1773389854
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@@ -0,0 +1,6 @@
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using _Project.Develop.Runtime.Entities;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.MainHero
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{
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public class IsMainHero : IEntityComponent { }
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 1d7f214ebbb94ba3a40b05d47a56ea32
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timeCreated: 1773389869
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@@ -0,0 +1,44 @@
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using _Project.Develop.Runtime.Configs.Gameplay.Entities;
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using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.AI;
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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using Assets._Project.Develop.Runtime.Infrastructure.DI;
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using Assets._Project.Develop.Runtime.Utilities.ConfigsManagement;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Logic.Gameplay.Features.MainHero
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{
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public class MainHeroFactory
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{
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private readonly EntitiesFactory _entitiesFactory;
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private readonly BrainsFactory _brainsFactory;
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private readonly ConfigsProviderService _configLoader;
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private readonly EntitiesLifeContext _entitiesLifeContext;
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public MainHeroFactory(DIContainer container)
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{
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_entitiesFactory = container.Resolve<EntitiesFactory>();
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_brainsFactory = container.Resolve<BrainsFactory>();
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_configLoader = container.Resolve<ConfigsProviderService>();
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_entitiesLifeContext = container.Resolve<EntitiesLifeContext>();
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}
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public Entity Create(Vector3 position)
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{
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HeroConfigSO config = _configLoader.GetConfig<HeroConfigSO>();
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Entity entity = _entitiesFactory.CreateHero(position, config);
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entity
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.AddIsMainHero()
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.AddTeam(new ReactiveVariable<Teams.Teams>(Teams.Teams.MainHero));
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entity.AddCurrentTarget();
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_brainsFactory.CreateMainHeroBrain(entity);
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_entitiesLifeContext.Add(entity);
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return entity;
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}
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}
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}
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@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f02ea9aeb6334badac37cab0a5e69da0
|
||||
timeCreated: 1773390441
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2bf870f1fd6247d7aaa3343f010cfd52
|
||||
timeCreated: 1773394525
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teams
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{
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public enum Teams
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{
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MainHero,
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Enemies
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}
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||||
}
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||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6b5919366f522d048bcde4e406462f16
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,10 @@
|
||||
using _Project.Develop.Runtime.Entities;
|
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using _Project.Develop.Runtime.Utils.ReactiveManagement;
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||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teams
|
||||
{
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||||
public class Team : IEntityComponent
|
||||
{
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||||
public ReactiveVariable<Teams> Value;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d8073d07bb648c5b6e3dc920591e9db
|
||||
timeCreated: 1773394552
|
||||
@@ -1,5 +1,7 @@
|
||||
using _Project.Develop.Runtime.Entities;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.AI;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.Enemies;
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using _Project.Develop.Runtime.Logic.Gameplay.Features.MainHero;
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using _Project.Develop.Runtime.UI;
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using _Project.Develop.Runtime.UI.Core;
|
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using _Project.Develop.Runtime.UI.Screens.Gameplay;
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||||
@@ -25,12 +27,17 @@ namespace Assets._Project.Develop.Runtime.Gameplay.Infrastructure
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||||
container.RegisterAsSingle(CreateAIBrainContext);
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container.RegisterAsSingle(CreateBrainsFactory);
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||||
container.RegisterAsSingle(CreateMonoEntitiesFactory).NonLazy();
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||||
container.RegisterAsSingle(CreateMainHeroFactory);
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||||
container.RegisterAsSingle(CreateEnemiesFactory);
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||||
}
|
||||
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||||
private static AIBrainsContext CreateAIBrainContext(DIContainer c) => new();
|
||||
private static BrainsFactory CreateBrainsFactory(DIContainer c) => new(c);
|
||||
private static EntitiesLifeContext CreateEntitiesLifeContext(DIContainer c) => new();
|
||||
|
||||
private static EnemiesFactory CreateEnemiesFactory(DIContainer c) => new (c);
|
||||
private static MainHeroFactory CreateMainHeroFactory(DIContainer c) => new (c);
|
||||
|
||||
private static EntitiesFactory CreateEntitiesFactory(DIContainer c) => new(c);
|
||||
|
||||
private static GameplayPresentersFactory CreateGameplayPresentersFactory(DIContainer c) => new(c);
|
||||
|
||||
@@ -1,9 +1,14 @@
|
||||
using System;
|
||||
using _Project.Develop.Runtime.Configs.Gameplay.Entities;
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI;
|
||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.Enemies;
|
||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.MainHero;
|
||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.Selectors;
|
||||
using _Project.Develop.Runtime.Utils.InputManagement;
|
||||
using Assets._Project.Develop.Runtime.Infrastructure.DI;
|
||||
using Assets._Project.Develop.Runtime.Utilities.AssetsManagement;
|
||||
using Assets._Project.Develop.Runtime.Utilities.ConfigsManagement;
|
||||
using UnityEngine;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features
|
||||
@@ -11,7 +16,8 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
|
||||
public class TestGameplay : MonoBehaviour
|
||||
{
|
||||
private DIContainer _container;
|
||||
private EntitiesFactory _entitiesFactory;
|
||||
private EnemiesFactory _enemiesFactory;
|
||||
private MainHeroFactory _mainHeroFactory;
|
||||
private BrainsFactory _brainsFactory;
|
||||
|
||||
private Entity _hero;
|
||||
@@ -24,14 +30,15 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
|
||||
_container = container;
|
||||
|
||||
_container.Resolve<IPlayerInput>().Enable();
|
||||
_entitiesFactory = _container.Resolve<EntitiesFactory>();
|
||||
|
||||
_enemiesFactory = _container.Resolve<EnemiesFactory>();
|
||||
_mainHeroFactory = _container.Resolve<MainHeroFactory>();
|
||||
_brainsFactory = _container.Resolve<BrainsFactory>();
|
||||
|
||||
_hero = _entitiesFactory.CreateHero(Vector3.zero);
|
||||
_brainsFactory.CreateMainHeroBrain(_hero);
|
||||
|
||||
_enemy = _entitiesFactory.CreateTeleportWizard(Vector3.zero + Vector3.forward * 5);
|
||||
_brainsFactory.CreateDangerWizardBrain(_enemy, new LowestHealthTargetSelector(_enemy));
|
||||
_hero = _mainHeroFactory.Create(Vector3.zero);
|
||||
_enemy = _enemiesFactory.Create(
|
||||
Vector3.zero + Vector3.forward * 5,
|
||||
_container.Resolve<ConfigsProviderService>().GetConfig<WizardConfigSO>());
|
||||
}
|
||||
|
||||
public void Run()
|
||||
|
||||
Reference in New Issue
Block a user