mirror of
https://github.com/Bragin-Stepan/project-entity.git
synced 2026-04-19 21:19:41 +00:00
feat: att team feature
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@@ -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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