feat: att team feature

This commit is contained in:
Bragin Stepan
2026-03-13 14:46:21 +05:00
parent 1356b8bfb2
commit f9b0996922
34 changed files with 445 additions and 49 deletions

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fileFormatVersion: 2
guid: 47798a9b41024584bf29ffa69e9494cc
timeCreated: 1773387604

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using UnityEngine;
namespace _Project.Develop.Runtime.Configs.Gameplay.Entities
{
public abstract class EntityConfigSO : ScriptableObject
{
}
}

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fileFormatVersion: 2
guid: 4dcd8eabefd749a8810f76f851e13888
timeCreated: 1773387622

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using UnityEngine;
namespace _Project.Develop.Runtime.Configs.Gameplay.Entities
{
[CreateAssetMenu(menuName = "Configs/Gameplay/Entities/NewGhostConfig", fileName = "GhostConfig")]
public class GhostConfigSO : EntityConfigSO
{
[field: SerializeField] public string PrefabPath { get; private set; } = "Entities/Ghost";
[field: SerializeField, Min(0)] public float MoveSpeed { get; private set; } = 9;
[field: SerializeField, Min(0)] public float RotationSpeed { get; private set; } = 900;
[field: SerializeField, Min(0)] public float MaxHealth { get; private set; } = 100;
[field: SerializeField, Min(0)] public float BodyContactDamage { get; private set; } = 50;
[field: SerializeField, Min(0)] public float DeathProcessTime { get; private set; } = 2;
[field: SerializeField, Min(0)] public float SpawnProcessTime { get; private set; } = 2;
}
}

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using UnityEngine;
namespace _Project.Develop.Runtime.Configs.Gameplay.Entities
{
[CreateAssetMenu(menuName = "Configs/Gameplay/Entities/NewHeroConfig", fileName = "HeroConfig")]
public class HeroConfigSO : EntityConfigSO
{
[field: SerializeField] public string PrefabPath { get; private set; } = "Entities/Hero";
[field: SerializeField, Min(0)] public float MoveSpeed { get; private set; } = 10;
[field: SerializeField, Min(0)] public float RotationSpeed { get; private set; } = 900;
[field: SerializeField, Min(0)] public float AttackProcessTime { get; private set; } = 1f;
[field: SerializeField, Min(0)] public float AttackDelayTime { get; private set; } = 0.1f;
[field: SerializeField, Min(0)] public float AttackCooldown { get; private set; } = 1f;
[field: SerializeField, Min(0)] public float InstantAttackDamage { get; private set; } = 50;
[field: SerializeField, Min(0)] public float MaxHealth { get; private set; } = 150;
[field: SerializeField, Min(0)] public float DeathProcessTime { get; private set; } = 2;
}
}

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using UnityEngine;
namespace _Project.Develop.Runtime.Configs.Gameplay.Entities
{
[CreateAssetMenu(menuName = "Configs/Gameplay/Entities/NewWizardConfig", fileName = "WizardConfig")]
public class WizardConfigSO : EntityConfigSO
{
[field: SerializeField] public string PrefabPath { get; private set; } = "Entities/Wizard";
[field: SerializeField, Min(0)] public float MoveSpeed { get; private set; } = 9;
[field: SerializeField, Min(0)] public float RotationSpeed { get; private set; } = 900;
[field: SerializeField, Min(0)] public float MaxHealth { get; private set; } = 100;
[field: SerializeField, Min(0)] public float TeleportDamage { get; private set; } = 50;
[field: SerializeField, Min(0)] public float TeleportDamageRadius { get; private set; } = 6;
[field: SerializeField, Min(0)] public int TeleportEnergyCast { get; private set; } = 50;
[field: SerializeField, Min(0)] public float TeleportSearchRadius { get; private set; } = 50;
[field: SerializeField, Min(0)] public float TeleportCooldownTime { get; private set; } = 3;
[field: SerializeField, Min(0)] public int MaxEnergy { get; private set; } = 60;
[field: SerializeField, Min(0)] public int RegenEnergyAmount { get; private set; } = 10;
[field: SerializeField, Min(0)] public float AutoRegenEnergyTime { get; private set; } = 2;
[field: SerializeField, Min(0)] public float DeathProcessTime { get; private set; } = 2;
[field: SerializeField, Min(0)] public float SpawnProcessTime { get; private set; } = 2;
}
}

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fileFormatVersion: 2
guid: d0a272842ebd44ab92e7c414ba3371bd
timeCreated: 1773391238

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@@ -1,5 +1,6 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using _Project.Develop.Runtime.Configs.Gameplay.Entities;
using _Project.Develop.Runtime.Configs.Meta; using _Project.Develop.Runtime.Configs.Meta;
using _Project.Develop.Runtime.UI.Common; using _Project.Develop.Runtime.UI.Common;
using _Project.Develop.Runtime.UI.Features.LevelsMenuPopup; using _Project.Develop.Runtime.UI.Features.LevelsMenuPopup;
@@ -44,6 +45,9 @@ namespace Assets._Project.Develop.Runtime.Utilities.SceneManagement
{ {
{ typeof(StartWalletConfigSO), "Configs/Meta/Wallet/StartWalletConfig" }, { typeof(StartWalletConfigSO), "Configs/Meta/Wallet/StartWalletConfig" },
{ typeof(CurrencyIconsConfigSO), "Configs/Meta/Wallet/CurrencyIconsConfig" }, { typeof(CurrencyIconsConfigSO), "Configs/Meta/Wallet/CurrencyIconsConfig" },
{ typeof(HeroConfigSO), "Configs/Gameplay/Entities/HeroConfig" },
{ typeof(GhostConfigSO), "Configs/Gameplay/Entities/GhostConfig" },
{ typeof(WizardConfigSO), "Configs/Gameplay/Entities/WizardConfig" },
}; };
private static readonly Dictionary<Type, string> _uiPaths = new() private static readonly Dictionary<Type, string> _uiPaths = new()

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@@ -1,4 +1,5 @@
using _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems; using _Project.Develop.Runtime.Configs.Gameplay.Entities;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems.Shoot; using _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems.Shoot;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage; using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.Systems; using _Project.Develop.Runtime.Logic.Gameplay.Features.Energy.Systems;
@@ -30,7 +31,7 @@ namespace _Project.Develop.Runtime.Entities
_monoEntitiesFactory = container.Resolve<MonoEntitiesFactory>(); _monoEntitiesFactory = container.Resolve<MonoEntitiesFactory>();
} }
public Entity CreateHero(Vector3 position) public Entity CreateHero(Vector3 position, HeroConfigSO config)
{ {
Entity entity = CreateEmpty(); Entity entity = CreateEmpty();
@@ -39,31 +40,30 @@ namespace _Project.Develop.Runtime.Entities
entity entity
.AddMoveDirection() .AddMoveDirection()
.AddRotateDirection() .AddRotateDirection()
.AddMoveSpeed(new ReactiveVariable<float>(10)) .AddMoveSpeed(new ReactiveVariable<float>(config.MoveSpeed))
.AddRotationSpeed(new ReactiveVariable<float>(800)) .AddRotationSpeed(new ReactiveVariable<float>(config.RotationSpeed))
.AddMaxHealth(new ReactiveVariable<float>(150)) .AddMaxHealth(new ReactiveVariable<float>(config.MaxHealth))
.AddCurrentHealth(new ReactiveVariable<float>(150)) .AddCurrentHealth(new ReactiveVariable<float>(config.MaxHealth))
.AddTakeDamageRequest() .AddTakeDamageRequest()
.AddTakeDamageEvent() .AddTakeDamageEvent()
.AddIsDead() .AddIsDead()
.AddIsMoving() .AddIsMoving()
.AddInDeathProcess() .AddInDeathProcess()
.AddDeathProcessInitialTime(new ReactiveVariable<float>(2)) .AddDeathProcessInitialTime(new ReactiveVariable<float>(config.DeathProcessTime))
.AddDeathProcessCurrentTime() .AddDeathProcessCurrentTime()
.AddAttackProcessInitialTime(new ReactiveVariable<float>(1)) .AddAttackProcessInitialTime(new ReactiveVariable<float>(config.AttackProcessTime))
.AddAttackProcessCurrentTime() .AddAttackProcessCurrentTime()
.AddInAttackProcess() .AddInAttackProcess()
.AddStartAttackRequest() .AddStartAttackRequest()
.AddStartAttackEvent() .AddStartAttackEvent()
.AddEndAttackEvent() .AddEndAttackEvent()
.AddAttackDelayTime(new ReactiveVariable<float>(0.1f)) .AddAttackDelayTime(new ReactiveVariable<float>(config.AttackDelayTime))
.AddAttackDelayEndEvent() .AddAttackDelayEndEvent()
.AddInstantAttackDamage(new ReactiveVariable<float>(50)) .AddInstantAttackDamage(new ReactiveVariable<float>(config.InstantAttackDamage))
.AddAttackCanceledEvent() .AddAttackCanceledEvent()
.AddAttackCooldownInitialTime() .AddAttackCooldownInitialTime()
.AddAttackCooldownCurrentTime() .AddAttackCooldownCurrentTime()
.AddInAttackCooldown() .AddInAttackCooldown();
.AddCurrentTarget();
ICompositeCondition canMove = new CompositeCondition() ICompositeCondition canMove = new CompositeCondition()
.Add(new FuncCondition(() => entity.IsDead.Value == false)); .Add(new FuncCondition(() => entity.IsDead.Value == false));
@@ -121,12 +121,10 @@ namespace _Project.Develop.Runtime.Entities
.AddSystem(new DisableCollidersOnDeathSystem()) .AddSystem(new DisableCollidersOnDeathSystem())
.AddSystem(new SelfReleaseSystem(_entitiesLifeContext)); .AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
_entitiesLifeContext.Add(entity);
return entity; return entity;
} }
public Entity CreateGhost(Vector3 position) public Entity CreateGhost(Vector3 position, GhostConfigSO config)
{ {
Entity entity = CreateEmpty(); Entity entity = CreateEmpty();
@@ -138,17 +136,17 @@ namespace _Project.Develop.Runtime.Entities
.AddContactEntitiesBuffer(new Buffer<Entity>(64)) .AddContactEntitiesBuffer(new Buffer<Entity>(64))
.AddMoveDirection() .AddMoveDirection()
.AddRotateDirection() .AddRotateDirection()
.AddMoveSpeed(new ReactiveVariable<float>(10)) .AddMoveSpeed(new ReactiveVariable<float>(config.MoveSpeed))
.AddRotationSpeed(new ReactiveVariable<float>(800)) .AddRotationSpeed(new ReactiveVariable<float>(config.RotationSpeed))
.AddMaxHealth(new ReactiveVariable<float>(50)) .AddMaxHealth(new ReactiveVariable<float>(config.MaxHealth))
.AddCurrentHealth(new ReactiveVariable<float>(50)) .AddCurrentHealth(new ReactiveVariable<float>(config.MaxHealth))
.AddBodyContactDamage(new ReactiveVariable<float>(50)) .AddBodyContactDamage(new ReactiveVariable<float>(config.BodyContactDamage))
.AddTakeDamageRequest() .AddTakeDamageRequest()
.AddTakeDamageEvent() .AddTakeDamageEvent()
.AddIsDead() .AddIsDead()
.AddIsMoving() .AddIsMoving()
.AddInDeathProcess() .AddInDeathProcess()
.AddDeathProcessInitialTime(new ReactiveVariable<float>(2)) .AddDeathProcessInitialTime(new ReactiveVariable<float>(config.DeathProcessTime))
.AddDeathProcessCurrentTime(); .AddDeathProcessCurrentTime();
ICompositeCondition canMove = new CompositeCondition() ICompositeCondition canMove = new CompositeCondition()
@@ -190,12 +188,10 @@ namespace _Project.Develop.Runtime.Entities
.AddSystem(new DisableCollidersOnDeathSystem()) .AddSystem(new DisableCollidersOnDeathSystem())
.AddSystem(new SelfReleaseSystem(_entitiesLifeContext)); .AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
_entitiesLifeContext.Add(entity);
return entity; return entity;
} }
public Entity CreateTeleportWizard(Vector3 position) public Entity CreateTeleportWizard(Vector3 position, WizardConfigSO config)
{ {
Entity entity = CreateEmpty(); Entity entity = CreateEmpty();
@@ -206,8 +202,8 @@ namespace _Project.Develop.Runtime.Entities
.AddContactCollidersBuffer(new Buffer<Collider>(32)) .AddContactCollidersBuffer(new Buffer<Collider>(32))
.AddContactEntitiesBuffer(new Buffer<Entity>(32)) .AddContactEntitiesBuffer(new Buffer<Entity>(32))
.AddMaxHealth(new ReactiveVariable<float>(150)) .AddMaxHealth(new ReactiveVariable<float>(config.MaxHealth))
.AddCurrentHealth(new ReactiveVariable<float>(150)) .AddCurrentHealth(new ReactiveVariable<float>(config.MaxHealth))
.AddTeleportSource(entity.Transform) .AddTeleportSource(entity.Transform)
.AddTeleportToPoint(entity.Transform) .AddTeleportToPoint(entity.Transform)
@@ -219,34 +215,33 @@ namespace _Project.Develop.Runtime.Entities
.AddEndTeleportEvent() .AddEndTeleportEvent()
.AddCurrentTarget() .AddCurrentTarget()
.AddTeleportDamage(new ReactiveVariable<float>(50)) .AddTeleportDamage(new ReactiveVariable<float>(config.TeleportDamage))
.AddTeleportDamageRadius(new ReactiveVariable<float>(6)) .AddTeleportDamageRadius(new ReactiveVariable<float>(config.TeleportDamageRadius))
.AddTeleportDamageMask(Layers.CharactersMask) .AddTeleportDamageMask(Layers.CharactersMask)
.AddTeleportEnergyCost(new ReactiveVariable<int>(20)) .AddTeleportEnergyCost(new ReactiveVariable<int>(config.TeleportEnergyCast))
.AddTeleportSearchRadius(new ReactiveVariable<float>(6)) .AddTeleportSearchRadius(new ReactiveVariable<float>(config.TeleportSearchRadius))
.AddTeleportCooldownInitialTime(new ReactiveVariable<float>(3)) .AddTeleportCooldownInitialTime(new ReactiveVariable<float>(config.TeleportCooldownTime))
.AddTeleportCooldownCurrentTime(new ReactiveVariable<float>(3)) .AddTeleportCooldownCurrentTime(new ReactiveVariable<float>(config.TeleportCooldownTime))
.AddInTeleportCooldown(new ReactiveVariable<bool>(true)) .AddInTeleportCooldown(new ReactiveVariable<bool>(true))
.AddCurrentEnergy(new ReactiveVariable<int>(60)) .AddCurrentEnergy(new ReactiveVariable<int>(config.MaxEnergy))
.AddMaxEnergy(new ReactiveVariable<int>(60)) .AddMaxEnergy(new ReactiveVariable<int>(config.MaxEnergy))
.AddUseEnergyEvent() .AddUseEnergyEvent()
.AddUseEnergyRequest() .AddUseEnergyRequest()
.AddRegenEnergyEvent() .AddRegenEnergyEvent()
.AddRegenEnergyRequest() .AddRegenEnergyRequest()
.AddAutoRegenEnergyAmount(new ReactiveVariable<int>(10)) .AddAutoRegenEnergyAmount(new ReactiveVariable<int>(config.RegenEnergyAmount))
.AddIsAutoRegenEnergy(new ReactiveVariable<bool>(true)) .AddIsAutoRegenEnergy(new ReactiveVariable<bool>(true))
.AddEnergyAutoRegenCurrentTime() .AddEnergyAutoRegenCurrentTime()
.AddEnergyAutoRegenInitialTime(new ReactiveVariable<float>(3)) .AddEnergyAutoRegenInitialTime(new ReactiveVariable<float>(config.AutoRegenEnergyTime))
.AddBodyContactDamage(new ReactiveVariable<float>(50))
.AddTakeDamageRequest() .AddTakeDamageRequest()
.AddTakeDamageEvent() .AddTakeDamageEvent()
.AddIsDead() .AddIsDead()
.AddInDeathProcess() .AddInDeathProcess()
.AddDeathProcessInitialTime(new ReactiveVariable<float>(2)) .AddDeathProcessInitialTime(new ReactiveVariable<float>(config.DeathProcessTime))
.AddDeathProcessCurrentTime(); .AddDeathProcessCurrentTime();
ICompositeCondition canRegenEnergy = new CompositeCondition() ICompositeCondition canRegenEnergy = new CompositeCondition()
@@ -298,7 +293,7 @@ namespace _Project.Develop.Runtime.Entities
.AddSystem(new BodyContactsDetectingSystem()) .AddSystem(new BodyContactsDetectingSystem())
.AddSystem(new BodyContactsEntitiesFilterSystem(_collidersRegistryService)) .AddSystem(new BodyContactsEntitiesFilterSystem(_collidersRegistryService))
.AddSystem(new DealDamageOnContactSystem()) // .AddSystem(new DealDamageOnContactSystem())
.AddSystem(new ApplyDamageSystem()) .AddSystem(new ApplyDamageSystem())
.AddSystem(new DeathSwitcherSystem()) .AddSystem(new DeathSwitcherSystem())
@@ -307,8 +302,6 @@ namespace _Project.Develop.Runtime.Entities
.AddSystem(new DisableCollidersOnDeathSystem()) .AddSystem(new DisableCollidersOnDeathSystem())
.AddSystem(new SelfReleaseSystem(_entitiesLifeContext)); .AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
_entitiesLifeContext.Add(entity);
return entity; return entity;
} }

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@@ -466,6 +466,30 @@ namespace _Project.Develop.Runtime.Entities
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageMask() {Value = value}); return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamageMask() {Value = value});
} }
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Team TeamC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Team>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<_Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Teams> Team => TeamC.Value;
public bool TryGetTeam(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<_Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Teams> value)
{
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Team component);
if(result)
value = component.Value;
else
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<_Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Teams>);
return result;
}
public _Project.Develop.Runtime.Entities.Entity AddTeam()
{
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>() });
}
public _Project.Develop.Runtime.Entities.Entity AddTeam(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<_Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Teams> value)
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teams.Team() {Value = value});
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.CapsuleColliderComponent CapsuleColliderC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.CapsuleColliderComponent>(); public _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.CapsuleColliderComponent CapsuleColliderC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.CapsuleColliderComponent>();
public UnityEngine.CapsuleCollider CapsuleCollider => CapsuleColliderC.Value; public UnityEngine.CapsuleCollider CapsuleCollider => CapsuleColliderC.Value;
@@ -810,6 +834,13 @@ namespace _Project.Develop.Runtime.Entities
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump() {Value = value}); return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Movement.CanJump() {Value = value});
} }
public _Project.Develop.Runtime.Logic.Gameplay.Features.MainHero.IsMainHero IsMainHeroC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.MainHero.IsMainHero>();
public _Project.Develop.Runtime.Entities.Entity AddIsMainHero()
{
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.MainHero.IsMainHero() );
}
public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.CurrentHealth CurrentHealthC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.CurrentHealth>(); public _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.CurrentHealth CurrentHealthC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.CurrentHealth>();
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> CurrentHealth => CurrentHealthC.Value; public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> CurrentHealth => CurrentHealthC.Value;

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fileFormatVersion: 2
guid: 073e06f2bd1243408c61652926dbac9a
timeCreated: 1773390931

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@@ -0,0 +1,52 @@
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.Selectors;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using Assets._Project.Develop.Runtime.Infrastructure.DI;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Enemies
{
public class EnemiesFactory
{
private readonly EntitiesFactory _entitiesFactory;
private readonly BrainsFactory _brainsFactory;
private readonly EntitiesLifeContext _entitiesLifeContext;
public EnemiesFactory(DIContainer container)
{
_entitiesFactory = container.Resolve<EntitiesFactory>();
_brainsFactory = container.Resolve<BrainsFactory>();
_entitiesLifeContext = container.Resolve<EntitiesLifeContext>();
}
public Entity Create(Vector3 position, EntityConfigSO config)
{
Entity entity;
switch (config)
{
case GhostConfigSO ghostConfig:
entity = _entitiesFactory.CreateGhost(position, ghostConfig);
_brainsFactory.CreateGhostBrain(entity);
break;
case WizardConfigSO wizardConfig:
entity = _entitiesFactory.CreateTeleportWizard(position, wizardConfig);
_brainsFactory.CreateDangerWizardBrain(entity, new LowestHealthTargetSelector(entity));
break;
default:
throw new ArgumentException($"Not support {config.GetType()} type config");
}
entity.AddTeam(new ReactiveVariable<Teams.Teams>(Teams.Teams.Enemies));
_entitiesLifeContext.Add(entity);
return entity;
}
}
}

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fileFormatVersion: 2
guid: 51102a09ab584bd8a413995baf3ed9b9
timeCreated: 1773390941

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fileFormatVersion: 2
guid: 3bfebd749d5b44a295ddf91039d598a4
timeCreated: 1773389854

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@@ -0,0 +1,6 @@
using _Project.Develop.Runtime.Entities;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.MainHero
{
public class IsMainHero : IEntityComponent { }
}

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fileFormatVersion: 2
guid: 1d7f214ebbb94ba3a40b05d47a56ea32
timeCreated: 1773389869

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@@ -0,0 +1,44 @@
using _Project.Develop.Runtime.Configs.Gameplay.Entities;
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
using Assets._Project.Develop.Runtime.Infrastructure.DI;
using Assets._Project.Develop.Runtime.Utilities.ConfigsManagement;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.MainHero
{
public class MainHeroFactory
{
private readonly EntitiesFactory _entitiesFactory;
private readonly BrainsFactory _brainsFactory;
private readonly ConfigsProviderService _configLoader;
private readonly EntitiesLifeContext _entitiesLifeContext;
public MainHeroFactory(DIContainer container)
{
_entitiesFactory = container.Resolve<EntitiesFactory>();
_brainsFactory = container.Resolve<BrainsFactory>();
_configLoader = container.Resolve<ConfigsProviderService>();
_entitiesLifeContext = container.Resolve<EntitiesLifeContext>();
}
public Entity Create(Vector3 position)
{
HeroConfigSO config = _configLoader.GetConfig<HeroConfigSO>();
Entity entity = _entitiesFactory.CreateHero(position, config);
entity
.AddIsMainHero()
.AddTeam(new ReactiveVariable<Teams.Teams>(Teams.Teams.MainHero));
entity.AddCurrentTarget();
_brainsFactory.CreateMainHeroBrain(entity);
_entitiesLifeContext.Add(entity);
return entity;
}
}
}

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fileFormatVersion: 2
guid: f02ea9aeb6334badac37cab0a5e69da0
timeCreated: 1773390441

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fileFormatVersion: 2
guid: 2bf870f1fd6247d7aaa3343f010cfd52
timeCreated: 1773394525

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@@ -0,0 +1,8 @@
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teams
{
public enum Teams
{
MainHero,
Enemies
}
}

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@@ -0,0 +1,10 @@
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teams
{
public class Team : IEntityComponent
{
public ReactiveVariable<Teams> Value;
}
}

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fileFormatVersion: 2
guid: 2d8073d07bb648c5b6e3dc920591e9db
timeCreated: 1773394552

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@@ -1,5 +1,7 @@
using _Project.Develop.Runtime.Entities; using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI; 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.UI; using _Project.Develop.Runtime.UI;
using _Project.Develop.Runtime.UI.Core; using _Project.Develop.Runtime.UI.Core;
using _Project.Develop.Runtime.UI.Screens.Gameplay; using _Project.Develop.Runtime.UI.Screens.Gameplay;
@@ -25,12 +27,17 @@ namespace Assets._Project.Develop.Runtime.Gameplay.Infrastructure
container.RegisterAsSingle(CreateAIBrainContext); container.RegisterAsSingle(CreateAIBrainContext);
container.RegisterAsSingle(CreateBrainsFactory); container.RegisterAsSingle(CreateBrainsFactory);
container.RegisterAsSingle(CreateMonoEntitiesFactory).NonLazy(); container.RegisterAsSingle(CreateMonoEntitiesFactory).NonLazy();
container.RegisterAsSingle(CreateMainHeroFactory);
container.RegisterAsSingle(CreateEnemiesFactory);
} }
private static AIBrainsContext CreateAIBrainContext(DIContainer c) => new(); private static AIBrainsContext CreateAIBrainContext(DIContainer c) => new();
private static BrainsFactory CreateBrainsFactory(DIContainer c) => new(c); private static BrainsFactory CreateBrainsFactory(DIContainer c) => new(c);
private static EntitiesLifeContext CreateEntitiesLifeContext(DIContainer c) => new(); 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 EntitiesFactory CreateEntitiesFactory(DIContainer c) => new(c);
private static GameplayPresentersFactory CreateGameplayPresentersFactory(DIContainer c) => new(c); private static GameplayPresentersFactory CreateGameplayPresentersFactory(DIContainer c) => new(c);

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@@ -1,9 +1,14 @@
using System; using System;
using _Project.Develop.Runtime.Configs.Gameplay.Entities;
using _Project.Develop.Runtime.Entities; using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI; 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.Logic.Gameplay.Features.Selectors;
using _Project.Develop.Runtime.Utils.InputManagement; using _Project.Develop.Runtime.Utils.InputManagement;
using Assets._Project.Develop.Runtime.Infrastructure.DI; using Assets._Project.Develop.Runtime.Infrastructure.DI;
using Assets._Project.Develop.Runtime.Utilities.AssetsManagement;
using Assets._Project.Develop.Runtime.Utilities.ConfigsManagement;
using UnityEngine; using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features namespace _Project.Develop.Runtime.Logic.Gameplay.Features
@@ -11,7 +16,8 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
public class TestGameplay : MonoBehaviour public class TestGameplay : MonoBehaviour
{ {
private DIContainer _container; private DIContainer _container;
private EntitiesFactory _entitiesFactory; private EnemiesFactory _enemiesFactory;
private MainHeroFactory _mainHeroFactory;
private BrainsFactory _brainsFactory; private BrainsFactory _brainsFactory;
private Entity _hero; private Entity _hero;
@@ -24,14 +30,15 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
_container = container; _container = container;
_container.Resolve<IPlayerInput>().Enable(); _container.Resolve<IPlayerInput>().Enable();
_entitiesFactory = _container.Resolve<EntitiesFactory>();
_enemiesFactory = _container.Resolve<EnemiesFactory>();
_mainHeroFactory = _container.Resolve<MainHeroFactory>();
_brainsFactory = _container.Resolve<BrainsFactory>(); _brainsFactory = _container.Resolve<BrainsFactory>();
_hero = _entitiesFactory.CreateHero(Vector3.zero); _hero = _mainHeroFactory.Create(Vector3.zero);
_brainsFactory.CreateMainHeroBrain(_hero); _enemy = _enemiesFactory.Create(
Vector3.zero + Vector3.forward * 5,
_enemy = _entitiesFactory.CreateTeleportWizard(Vector3.zero + Vector3.forward * 5); _container.Resolve<ConfigsProviderService>().GetConfig<WizardConfigSO>());
_brainsFactory.CreateDangerWizardBrain(_enemy, new LowestHealthTargetSelector(_enemy));
} }
public void Run() public void Run()

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