mirror of
https://github.com/Bragin-Stepan/project-entity.git
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7 Commits
11e28b1e09
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d3dce07cf5 |
4
.gitignore
vendored
4
.gitignore
vendored
@@ -28,6 +28,7 @@
|
|||||||
# Visual Studio cache directory
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# Visual Studio cache directory
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||||||
.vs/
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.vs/
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||||||
.agent/
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.agent/
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||||||
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.agents/
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||||||
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||||||
# Gradle cache directory
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# Gradle cache directory
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||||||
.gradle/
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.gradle/
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||||||
@@ -65,6 +66,9 @@ sysinfo.txt
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|||||||
*.unitypackage.meta
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*.unitypackage.meta
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||||||
*.app
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*.app
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||||||
|
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||||||
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# AI
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||||||
|
Antigravity.Ide.Editor.csproj
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||||||
|
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||||||
# Crashlytics generated file
|
# Crashlytics generated file
|
||||||
crashlytics-build.properties
|
crashlytics-build.properties
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,3 @@
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|||||||
|
fileFormatVersion: 2
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||||||
|
guid: 47798a9b41024584bf29ffa69e9494cc
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||||||
|
timeCreated: 1773387604
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||||||
@@ -0,0 +1,8 @@
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|||||||
|
using UnityEngine;
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||||||
|
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||||||
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namespace _Project.Develop.Runtime.Configs.Gameplay.Entities
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||||||
|
{
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||||||
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public abstract class EntityConfigSO : ScriptableObject
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||||||
|
{
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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: 4dcd8eabefd749a8810f76f851e13888
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||||||
|
timeCreated: 1773387622
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||||||
@@ -0,0 +1,16 @@
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|||||||
|
using UnityEngine;
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||||||
|
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||||||
|
namespace _Project.Develop.Runtime.Configs.Gameplay.Entities
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||||||
|
{
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||||||
|
[CreateAssetMenu(menuName = "Configs/Gameplay/Entities/NewGhostConfig", fileName = "GhostConfig")]
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||||||
|
public class GhostConfigSO : EntityConfigSO
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||||||
|
{
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||||||
|
[field: SerializeField] public string PrefabPath { get; private set; } = "Entities/Ghost";
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||||||
|
[field: SerializeField, Min(0)] public float MoveSpeed { get; private set; } = 9;
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||||||
|
[field: SerializeField, Min(0)] public float RotationSpeed { get; private set; } = 900;
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||||||
|
[field: SerializeField, Min(0)] public float MaxHealth { get; private set; } = 100;
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||||||
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[field: SerializeField, Min(0)] public float BodyContactDamage { get; private set; } = 50;
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||||||
|
[field: SerializeField, Min(0)] public float DeathProcessTime { get; private set; } = 2;
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||||||
|
[field: SerializeField, Min(0)] public float SpawnProcessTime { get; private set; } = 2;
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||||||
|
}
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||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
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|||||||
|
fileFormatVersion: 2
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||||||
|
guid: 2ad52b8e426e442d8a1f4646107c8abf
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace _Project.Develop.Runtime.Configs.Gameplay.Entities
|
||||||
|
{
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||||||
|
[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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8df99bcd491f481c8c48d0d74110db7a
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d0a272842ebd44ab92e7c414ba3371bd
|
||||||
|
timeCreated: 1773391238
|
||||||
@@ -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()
|
||||||
|
|||||||
@@ -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;
|
||||||
@@ -6,6 +7,7 @@ using _Project.Develop.Runtime.Logic.Gameplay.Features.Input;
|
|||||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.Systems;
|
using _Project.Develop.Runtime.Logic.Gameplay.Features.Lifetime.Systems;
|
||||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.Movement;
|
using _Project.Develop.Runtime.Logic.Gameplay.Features.Movement;
|
||||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.Systems;
|
using _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.Systems;
|
||||||
|
using _Project.Develop.Runtime.Logic.Gameplay.Features.Teams;
|
||||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems;
|
using _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems;
|
||||||
using _Project.Develop.Runtime.Utilities;
|
using _Project.Develop.Runtime.Utilities;
|
||||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||||
@@ -22,17 +24,15 @@ namespace _Project.Develop.Runtime.Entities
|
|||||||
private readonly EntitiesLifeContext _entitiesLifeContext;
|
private readonly EntitiesLifeContext _entitiesLifeContext;
|
||||||
private readonly MonoEntitiesFactory _monoEntitiesFactory;
|
private readonly MonoEntitiesFactory _monoEntitiesFactory;
|
||||||
private readonly CollidersRegistryService _collidersRegistryService;
|
private readonly CollidersRegistryService _collidersRegistryService;
|
||||||
private readonly IPlayerInput _playerInput;
|
|
||||||
|
|
||||||
public EntitiesFactory(DIContainer container)
|
public EntitiesFactory(DIContainer container)
|
||||||
{
|
{
|
||||||
_collidersRegistryService = container.Resolve<CollidersRegistryService>();
|
_collidersRegistryService = container.Resolve<CollidersRegistryService>();
|
||||||
_entitiesLifeContext = container.Resolve<EntitiesLifeContext>();
|
_entitiesLifeContext = container.Resolve<EntitiesLifeContext>();
|
||||||
_monoEntitiesFactory = container.Resolve<MonoEntitiesFactory>();
|
_monoEntitiesFactory = container.Resolve<MonoEntitiesFactory>();
|
||||||
_playerInput = container.Resolve<IPlayerInput>();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public Entity CreateHero(Vector3 position)
|
public Entity CreateHero(Vector3 position, HeroConfigSO config)
|
||||||
{
|
{
|
||||||
Entity entity = CreateEmpty();
|
Entity entity = CreateEmpty();
|
||||||
|
|
||||||
@@ -41,26 +41,26 @@ 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>(1))
|
.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()
|
||||||
@@ -122,12 +122,10 @@ 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();
|
||||||
|
|
||||||
@@ -139,17 +137,17 @@ 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()
|
||||||
@@ -191,12 +189,10 @@ 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();
|
||||||
|
|
||||||
@@ -207,8 +203,8 @@ 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)
|
||||||
@@ -218,35 +214,35 @@ namespace _Project.Develop.Runtime.Entities
|
|||||||
.AddFindTeleportPointEvent()
|
.AddFindTeleportPointEvent()
|
||||||
.AddFindTeleportPointRequest()
|
.AddFindTeleportPointRequest()
|
||||||
.AddEndTeleportEvent()
|
.AddEndTeleportEvent()
|
||||||
|
.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()
|
.AddTeleportCooldownCurrentTime(new ReactiveVariable<float>(config.TeleportCooldownTime))
|
||||||
.AddInTeleportCooldown()
|
.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()
|
||||||
@@ -258,7 +254,9 @@ namespace _Project.Develop.Runtime.Entities
|
|||||||
ICompositeCondition canStartTeleport = new CompositeCondition()
|
ICompositeCondition canStartTeleport = new CompositeCondition()
|
||||||
.Add(new FuncCondition(() => entity.IsDead.Value == false))
|
.Add(new FuncCondition(() => entity.IsDead.Value == false))
|
||||||
.Add(new FuncCondition(() => entity.InTeleportCooldown.Value == false))
|
.Add(new FuncCondition(() => entity.InTeleportCooldown.Value == false))
|
||||||
.Add(new FuncCondition(() => entity.CurrentEnergy.Value >= entity.TeleportEnergyCost.Value));
|
.Add(new FuncCondition(() => entity.CurrentEnergy.Value >= entity.TeleportEnergyCost.Value))
|
||||||
|
.Add(new FuncCondition(() => entity.CurrentEnergy.Value >= entity.MaxEnergy.Value * 0.4f))
|
||||||
|
.Add(new FuncCondition(() => entity.CurrentTarget.Value != null));
|
||||||
|
|
||||||
ICompositeCondition mustDie = new CompositeCondition()
|
ICompositeCondition mustDie = new CompositeCondition()
|
||||||
.Add(new FuncCondition(() => entity.CurrentHealth.Value <= 0));
|
.Add(new FuncCondition(() => entity.CurrentHealth.Value <= 0));
|
||||||
@@ -279,8 +277,6 @@ namespace _Project.Develop.Runtime.Entities
|
|||||||
.AddMustSelfRelease(mustSelfRelease);
|
.AddMustSelfRelease(mustSelfRelease);
|
||||||
|
|
||||||
entity
|
entity
|
||||||
.AddSystem(new TeleportByInputSystem(_playerInput))
|
|
||||||
|
|
||||||
// .AddSystem(new RegenEnergyByValueSystem())
|
// .AddSystem(new RegenEnergyByValueSystem())
|
||||||
.AddSystem(new RegenEnergyByPercentageSystem())
|
.AddSystem(new RegenEnergyByPercentageSystem())
|
||||||
.AddSystem(new UseEnergySystem())
|
.AddSystem(new UseEnergySystem())
|
||||||
@@ -288,7 +284,8 @@ namespace _Project.Develop.Runtime.Entities
|
|||||||
|
|
||||||
.AddSystem(new TeleportStartByEnergySystem())
|
.AddSystem(new TeleportStartByEnergySystem())
|
||||||
.AddSystem(new TeleportProcessSystem())
|
.AddSystem(new TeleportProcessSystem())
|
||||||
.AddSystem(new FindRandomPointForTeleportSystem())
|
// .AddSystem(new FindRandomPointForTeleportSystem())
|
||||||
|
.AddSystem(new FindTargetPointForTeleportSystem())
|
||||||
.AddSystem(new EndTeleportSystem())
|
.AddSystem(new EndTeleportSystem())
|
||||||
.AddSystem(new InstantTeleportSystem())
|
.AddSystem(new InstantTeleportSystem())
|
||||||
.AddSystem(new TeleportCooldownTimerSystem())
|
.AddSystem(new TeleportCooldownTimerSystem())
|
||||||
@@ -297,7 +294,7 @@ 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())
|
||||||
@@ -306,12 +303,10 @@ 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 CreateProjectile(Vector3 position, Vector3 direction, float damage)
|
public Entity CreateProjectile(Vector3 position, Vector3 direction, float damage, Entity owner)
|
||||||
{
|
{
|
||||||
Entity entity = CreateEmpty();
|
Entity entity = CreateEmpty();
|
||||||
|
|
||||||
@@ -326,10 +321,12 @@ namespace _Project.Develop.Runtime.Entities
|
|||||||
.AddMoveSpeed(new ReactiveVariable<float>(16))
|
.AddMoveSpeed(new ReactiveVariable<float>(16))
|
||||||
.AddRotationSpeed(new ReactiveVariable<float>(9999))
|
.AddRotationSpeed(new ReactiveVariable<float>(9999))
|
||||||
.AddBodyContactDamage(new ReactiveVariable<float>(damage))
|
.AddBodyContactDamage(new ReactiveVariable<float>(damage))
|
||||||
|
.AddTeam(new ReactiveVariable<Teams>(owner.Team.Value))
|
||||||
.AddIsDead()
|
.AddIsDead()
|
||||||
.AddIsMoving()
|
.AddIsMoving()
|
||||||
.AddDeathMask(Layers.CharactersMask | Layers.EnvironmentMask)
|
.AddDeathMask(Layers.CharactersMask | Layers.EnvironmentMask)
|
||||||
.AddIsTouchDeathMask();
|
.AddIsTouchDeathMask()
|
||||||
|
.AddIsTouchAnotherTeam();
|
||||||
|
|
||||||
ICompositeCondition canMove = new CompositeCondition()
|
ICompositeCondition canMove = new CompositeCondition()
|
||||||
.Add(new FuncCondition(() => entity.IsDead.Value == false));
|
.Add(new FuncCondition(() => entity.IsDead.Value == false));
|
||||||
@@ -337,7 +334,8 @@ namespace _Project.Develop.Runtime.Entities
|
|||||||
ICompositeCondition canRotate = new CompositeCondition()
|
ICompositeCondition canRotate = new CompositeCondition()
|
||||||
.Add(new FuncCondition(() => entity.IsDead.Value == false));
|
.Add(new FuncCondition(() => entity.IsDead.Value == false));
|
||||||
|
|
||||||
ICompositeCondition mustDie = new CompositeCondition()
|
ICompositeCondition mustDie = new CompositeCondition(LogicOperationsUtils.Or)
|
||||||
|
.Add(new FuncCondition(() => entity.IsTouchAnotherTeam.Value))
|
||||||
.Add(new FuncCondition(() => entity.IsTouchDeathMask.Value));
|
.Add(new FuncCondition(() => entity.IsTouchDeathMask.Value));
|
||||||
|
|
||||||
ICompositeCondition mustSelfRelease = new CompositeCondition()
|
ICompositeCondition mustSelfRelease = new CompositeCondition()
|
||||||
@@ -360,6 +358,7 @@ namespace _Project.Develop.Runtime.Entities
|
|||||||
.AddSystem(new DeathMaskTouchDetectorSystem())
|
.AddSystem(new DeathMaskTouchDetectorSystem())
|
||||||
.AddSystem(new DeathSwitcherSystem())
|
.AddSystem(new DeathSwitcherSystem())
|
||||||
|
|
||||||
|
.AddSystem(new AnotherTeamTouchDetectorSystem())
|
||||||
.AddSystem(new DisableCollidersOnDeathSystem())
|
.AddSystem(new DisableCollidersOnDeathSystem())
|
||||||
.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
|
.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,19 @@
|
|||||||
|
using _Project.Develop.Runtime.Logic.Gameplay.Features.Teams;
|
||||||
|
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||||
|
|
||||||
|
namespace _Project.Develop.Runtime.Entities
|
||||||
|
{
|
||||||
|
public static class EntitiesHelper
|
||||||
|
{
|
||||||
|
public static bool AreOnSameTeam(Entity first, Entity second)
|
||||||
|
{
|
||||||
|
if (first.TryGetTeam(out ReactiveVariable<Teams> firstTeam) &&
|
||||||
|
second.TryGetTeam(out ReactiveVariable<Teams> secondTeam))
|
||||||
|
{
|
||||||
|
return firstTeam.Value == secondTeam.Value;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 240aa716b4304420b9ff4ef3cbb14b6b
|
||||||
|
timeCreated: 1773396722
|
||||||
@@ -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;
|
||||||
|
|||||||
@@ -46,18 +46,32 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
|
|||||||
return brain;
|
return brain;
|
||||||
}
|
}
|
||||||
|
|
||||||
public StateMachineBrain CreateDangerWizardBrain(Entity entity)
|
// самый лучший нейминг
|
||||||
|
public StateMachineBrain CreateDangerWizardBrain(Entity entity, ITargetSelector targetSelector)
|
||||||
{
|
{
|
||||||
return null;
|
AIStateMachine teleportStateMachine = CreateRandomTeleportStateMachine(entity);
|
||||||
|
|
||||||
|
FindTargetState findTargetState = new (_entitiesLifeContext, entity, targetSelector);
|
||||||
|
AIParallelState parallelState = new (findTargetState, teleportStateMachine);
|
||||||
|
|
||||||
|
AIStateMachine rootStateMachine = new ();
|
||||||
|
|
||||||
|
rootStateMachine.AddState(parallelState);
|
||||||
|
|
||||||
|
StateMachineBrain brain = new (rootStateMachine);
|
||||||
|
|
||||||
|
_aiBrainsContext.SetFor(entity, brain);
|
||||||
|
|
||||||
|
return brain;
|
||||||
}
|
}
|
||||||
|
|
||||||
public StateMachineBrain CreateMainHeroBrain(Entity entity, ITargetSelector targetSelector)
|
public StateMachineBrain CreateArcheroHeroBrain(Entity entity, ITargetSelector targetSelector)
|
||||||
{
|
{
|
||||||
AIStateMachine combatState = CreateAutoAttackStateMachine(entity);
|
AIStateMachine combatState = CreateAutoAttackStateMachine(entity);
|
||||||
PlayerInputMovementState movementState = new (entity, _playerInput);
|
PlayerInputMovementState movementState = new (entity, _playerInput);
|
||||||
|
|
||||||
ReactiveVariable<Entity> currentTarget = entity.CurrentTarget;
|
ReactiveVariable<Entity> currentTarget = entity.CurrentTarget;
|
||||||
|
|
||||||
ICompositeCondition fromMovementToCombatStateCondition = new CompositeCondition()
|
ICompositeCondition fromMovementToCombatStateCondition = new CompositeCondition()
|
||||||
.Add(new FuncCondition(() => currentTarget.Value != null))
|
.Add(new FuncCondition(() => currentTarget.Value != null))
|
||||||
.Add(new FuncCondition(() => _playerInput.Move.Value == Vector2.zero));
|
.Add(new FuncCondition(() => _playerInput.Move.Value == Vector2.zero));
|
||||||
@@ -65,6 +79,39 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
|
|||||||
ICompositeCondition fromCombatToMovementStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
|
ICompositeCondition fromCombatToMovementStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
|
||||||
.Add(new FuncCondition(() => currentTarget.Value == null))
|
.Add(new FuncCondition(() => currentTarget.Value == null))
|
||||||
.Add(new FuncCondition(() => _playerInput.Move.Value != Vector2.zero));
|
.Add(new FuncCondition(() => _playerInput.Move.Value != Vector2.zero));
|
||||||
|
|
||||||
|
AIStateMachine behaviour = new ();
|
||||||
|
|
||||||
|
behaviour.AddState(combatState);
|
||||||
|
behaviour.AddState(movementState);
|
||||||
|
|
||||||
|
behaviour.AddTransition(combatState, movementState, fromCombatToMovementStateCondition);
|
||||||
|
behaviour.AddTransition(movementState, combatState, fromMovementToCombatStateCondition);
|
||||||
|
|
||||||
|
FindTargetState findTargetState = new (_entitiesLifeContext, entity, targetSelector);
|
||||||
|
AIParallelState parallelState = new (findTargetState, behaviour);
|
||||||
|
|
||||||
|
AIStateMachine rootStateMachine = new ();
|
||||||
|
|
||||||
|
rootStateMachine.AddState(parallelState);
|
||||||
|
|
||||||
|
StateMachineBrain brain = new (rootStateMachine);
|
||||||
|
|
||||||
|
_aiBrainsContext.SetFor(entity, brain);
|
||||||
|
|
||||||
|
return brain;
|
||||||
|
}
|
||||||
|
|
||||||
|
public StateMachineBrain CreateMainHeroBrain(Entity entity)
|
||||||
|
{
|
||||||
|
AIStateMachine combatState = CreateSteeringAttackStateMachine(entity);
|
||||||
|
PlayerInputMovementState movementState = new (entity, _playerInput);
|
||||||
|
|
||||||
|
ICompositeCondition fromMovementToCombatStateCondition = new CompositeCondition()
|
||||||
|
.Add(new FuncCondition(() => _playerInput.Move.Value == Vector2.zero));
|
||||||
|
|
||||||
|
ICompositeCondition fromCombatToMovementStateCondition = new CompositeCondition()
|
||||||
|
.Add(new FuncCondition(() => _playerInput.Move.Value != Vector2.zero));
|
||||||
|
|
||||||
AIStateMachine behaviour = new ();
|
AIStateMachine behaviour = new ();
|
||||||
|
|
||||||
@@ -74,15 +121,8 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
|
|||||||
behaviour.AddTransition(combatState, movementState, fromCombatToMovementStateCondition);
|
behaviour.AddTransition(combatState, movementState, fromCombatToMovementStateCondition);
|
||||||
behaviour.AddTransition(movementState, combatState, fromMovementToCombatStateCondition);
|
behaviour.AddTransition(movementState, combatState, fromMovementToCombatStateCondition);
|
||||||
|
|
||||||
FindTargetState findTargetState = new (_entitiesLifeContext, entity, targetSelector);
|
StateMachineBrain brain = new (behaviour);
|
||||||
AIParallelState parallelState = new (findTargetState, behaviour);
|
|
||||||
|
|
||||||
AIStateMachine rootStateMachine = new ();
|
|
||||||
|
|
||||||
rootStateMachine.AddState(parallelState);
|
|
||||||
|
|
||||||
StateMachineBrain brain = new (rootStateMachine);
|
|
||||||
|
|
||||||
_aiBrainsContext.SetFor(entity, brain);
|
_aiBrainsContext.SetFor(entity, brain);
|
||||||
|
|
||||||
return brain;
|
return brain;
|
||||||
@@ -116,6 +156,43 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
|
|||||||
|
|
||||||
return stateMachine;
|
return stateMachine;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// На сколько хорошая идея дробить на маленькие стейтмашины?
|
||||||
|
private AIStateMachine CreateSteeringAttackStateMachine(Entity entity)
|
||||||
|
{
|
||||||
|
AIStateMachine steeringState = CreateSteeringInputStateMachine(entity); // просто это уже 3 по вложенности
|
||||||
|
PlayerInputAttackTriggerState attackTriggerState = new (entity, _playerInput);
|
||||||
|
|
||||||
|
AIParallelState parallelState = new (steeringState, attackTriggerState);
|
||||||
|
|
||||||
|
AIStateMachine stateMachine = new ();
|
||||||
|
|
||||||
|
stateMachine.AddState(parallelState);
|
||||||
|
|
||||||
|
return stateMachine;
|
||||||
|
}
|
||||||
|
|
||||||
|
private AIStateMachine CreateSteeringInputStateMachine(Entity entity)
|
||||||
|
{
|
||||||
|
EmptyState emptyState = new ();
|
||||||
|
PlayerInputRotationState rotationState = new (entity, _playerInput);
|
||||||
|
|
||||||
|
ICondition fromIdleToRotateStateCondition = new CompositeCondition()
|
||||||
|
.Add(new FuncCondition(() => _playerInput.Look.Value != Vector2.zero));
|
||||||
|
|
||||||
|
ICondition fromRotateToIdleStateCondition = new CompositeCondition()
|
||||||
|
.Add(new FuncCondition(() => _playerInput.Look.Value == Vector2.zero));
|
||||||
|
|
||||||
|
AIStateMachine stateMachine = new ();
|
||||||
|
|
||||||
|
stateMachine.AddState(emptyState);
|
||||||
|
stateMachine.AddState(rotationState);
|
||||||
|
|
||||||
|
stateMachine.AddTransition(rotationState, emptyState, fromRotateToIdleStateCondition);
|
||||||
|
stateMachine.AddTransition(emptyState, rotationState, fromIdleToRotateStateCondition);
|
||||||
|
|
||||||
|
return stateMachine;
|
||||||
|
}
|
||||||
|
|
||||||
private AIStateMachine CreateAutoAttackStateMachine(Entity entity)
|
private AIStateMachine CreateAutoAttackStateMachine(Entity entity)
|
||||||
{
|
{
|
||||||
@@ -171,8 +248,8 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
|
|||||||
|
|
||||||
AIStateMachine stateMachine = new ();
|
AIStateMachine stateMachine = new ();
|
||||||
|
|
||||||
stateMachine.AddState(teleportTriggerState);
|
|
||||||
stateMachine.AddState(emptyState);
|
stateMachine.AddState(emptyState);
|
||||||
|
stateMachine.AddState(teleportTriggerState);
|
||||||
|
|
||||||
stateMachine.AddTransition(emptyState, teleportTriggerState, fromIdleToTeleportCondition);
|
stateMachine.AddTransition(emptyState, teleportTriggerState, fromIdleToTeleportCondition);
|
||||||
stateMachine.AddTransition(teleportTriggerState, emptyState, fromTeleportToIdleCondition);
|
stateMachine.AddTransition(teleportTriggerState, emptyState, fromTeleportToIdleCondition);
|
||||||
|
|||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 5efdb899e3ea4373b66f0610ea05b5c5
|
|
||||||
timeCreated: 1772538727
|
|
||||||
@@ -0,0 +1,39 @@
|
|||||||
|
using _Project.Develop.Runtime.Entities;
|
||||||
|
using _Project.Develop.Runtime.Utils.InputManagement;
|
||||||
|
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
|
||||||
|
using Assets._Project.Develop.Runtime.Utilities.StateMachineCore;
|
||||||
|
|
||||||
|
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States
|
||||||
|
{
|
||||||
|
public class PlayerInputAttackTriggerState : State, IUpdatableState
|
||||||
|
{
|
||||||
|
private readonly IPlayerInput _playerInput;
|
||||||
|
private ReactiveEvent _request;
|
||||||
|
|
||||||
|
public PlayerInputAttackTriggerState(Entity entity, IPlayerInput playerInput)
|
||||||
|
{
|
||||||
|
_playerInput = playerInput;
|
||||||
|
_request = entity.StartAttackRequest;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Enter()
|
||||||
|
{
|
||||||
|
base.Enter();
|
||||||
|
_playerInput.Attack.Enter += OnAttack;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Update(float deltaTime)
|
||||||
|
{ }
|
||||||
|
|
||||||
|
public override void Exit()
|
||||||
|
{
|
||||||
|
base.Exit();
|
||||||
|
_playerInput.Attack.Enter -= OnAttack;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnAttack(float value)
|
||||||
|
{
|
||||||
|
_request.Invoke();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6e82caaf47984b6982642cf87f3bf1fc
|
||||||
|
timeCreated: 1772810576
|
||||||
@@ -10,21 +10,18 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States
|
|||||||
{
|
{
|
||||||
private readonly IPlayerInput _playerInput;
|
private readonly IPlayerInput _playerInput;
|
||||||
|
|
||||||
private ReactiveVariable<Vector3> _rotateDirection;
|
|
||||||
private ReactiveVariable<Vector3> _moveDirection;
|
private ReactiveVariable<Vector3> _moveDirection;
|
||||||
|
|
||||||
public PlayerInputMovementState(Entity entity, IPlayerInput playerInput)
|
public PlayerInputMovementState(Entity entity, IPlayerInput playerInput)
|
||||||
{
|
{
|
||||||
_playerInput = playerInput;
|
_playerInput = playerInput;
|
||||||
|
|
||||||
_rotateDirection = entity.RotateDirection;
|
|
||||||
_moveDirection = entity.MoveDirection;
|
_moveDirection = entity.MoveDirection;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update(float deltaTime)
|
public void Update(float deltaTime)
|
||||||
{
|
{
|
||||||
_moveDirection.Value = new Vector3(_playerInput.Move.Value.x, 0, _playerInput.Move.Value.y);
|
_moveDirection.Value = new Vector3(_playerInput.Move.Value.x, 0, _playerInput.Move.Value.y);
|
||||||
_rotateDirection.Value = new Vector3(_playerInput.Move.Value.x, 0, _playerInput.Move.Value.y);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Exit()
|
public override void Exit()
|
||||||
|
|||||||
@@ -0,0 +1,52 @@
|
|||||||
|
using _Project.Develop.Runtime.Entities;
|
||||||
|
using _Project.Develop.Runtime.Utils.InputManagement;
|
||||||
|
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||||
|
using Assets._Project.Develop.Runtime.Utilities.StateMachineCore;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States
|
||||||
|
{
|
||||||
|
public class PlayerInputRotationState : State, IUpdatableState
|
||||||
|
{
|
||||||
|
private readonly IPlayerInput _playerInput;
|
||||||
|
private readonly Transform _transform;
|
||||||
|
|
||||||
|
private ReactiveVariable<Vector3> _rotateDirection;
|
||||||
|
|
||||||
|
private const float Sensitivity = 0.5f;
|
||||||
|
private const float DeadZone = 0.1f;
|
||||||
|
|
||||||
|
public PlayerInputRotationState(Entity entity, IPlayerInput playerInput)
|
||||||
|
{
|
||||||
|
_playerInput = playerInput;
|
||||||
|
_transform = entity.Transform;
|
||||||
|
|
||||||
|
_rotateDirection = entity.RotateDirection;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Update(float deltaTime)
|
||||||
|
{
|
||||||
|
float lookX = _playerInput.Look.Value.x;
|
||||||
|
|
||||||
|
if (Mathf.Abs(lookX) > DeadZone)
|
||||||
|
{
|
||||||
|
Vector3 currentDirection = _rotateDirection.Value;
|
||||||
|
|
||||||
|
if (currentDirection == Vector3.zero)
|
||||||
|
currentDirection = _transform.forward;
|
||||||
|
|
||||||
|
currentDirection.y = 0;
|
||||||
|
|
||||||
|
if (currentDirection.sqrMagnitude < DeadZone)
|
||||||
|
currentDirection = Vector3.forward;
|
||||||
|
|
||||||
|
currentDirection.Normalize();
|
||||||
|
|
||||||
|
float angle = lookX * Sensitivity;
|
||||||
|
Quaternion rotation = Quaternion.Euler(0, angle, 0);
|
||||||
|
|
||||||
|
_rotateDirection.Value = rotation * currentDirection;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f85bcb531011e7049b6d03f311ff377f
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
using System;
|
using System;
|
||||||
using _Project.Develop.Runtime.Entities;
|
using _Project.Develop.Runtime.Entities;
|
||||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||||
@@ -14,15 +14,21 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems
|
|||||||
private ReactiveVariable<bool> _inAttackProcess;
|
private ReactiveVariable<bool> _inAttackProcess;
|
||||||
private ICompositeCondition _canStartAttack;
|
private ICompositeCondition _canStartAttack;
|
||||||
|
|
||||||
|
private Entity _entity;
|
||||||
|
private ReactiveVariable<Entity> _currentTarget;
|
||||||
private IDisposable _attackRequestDisposable;
|
private IDisposable _attackRequestDisposable;
|
||||||
|
|
||||||
public void OnInit(Entity entity)
|
public void OnInit(Entity entity)
|
||||||
{
|
{
|
||||||
|
_entity = entity;
|
||||||
_startAttackRequest = entity.StartAttackRequest;
|
_startAttackRequest = entity.StartAttackRequest;
|
||||||
_startAttackEvent = entity.StartAttackEvent;
|
_startAttackEvent = entity.StartAttackEvent;
|
||||||
_inAttackProcess = entity.InAttackProcess;
|
_inAttackProcess = entity.InAttackProcess;
|
||||||
_canStartAttack = entity.CanStartAttack;
|
_canStartAttack = entity.CanStartAttack;
|
||||||
|
|
||||||
|
if (entity.TryGetCurrentTarget(out var currentTarget))
|
||||||
|
_currentTarget = currentTarget;
|
||||||
|
|
||||||
_attackRequestDisposable = _startAttackRequest.Subscribe(OnAttackRequest);
|
_attackRequestDisposable = _startAttackRequest.Subscribe(OnAttackRequest);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -30,6 +36,15 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems
|
|||||||
{
|
{
|
||||||
if (_canStartAttack.Evaluate())
|
if (_canStartAttack.Evaluate())
|
||||||
{
|
{
|
||||||
|
if (_currentTarget != null && _currentTarget.Value != null)
|
||||||
|
{
|
||||||
|
if (EntitiesHelper.AreOnSameTeam(_entity, _currentTarget.Value))
|
||||||
|
{
|
||||||
|
Debug.Log("Не могу атаковать своего!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
_inAttackProcess.Value = true;
|
_inAttackProcess.Value = true;
|
||||||
_startAttackEvent.Invoke();
|
_startAttackEvent.Invoke();
|
||||||
Debug.Log("Старт атаки");
|
Debug.Log("Старт атаки");
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
using System;
|
using System;
|
||||||
using _Project.Develop.Runtime.Entities;
|
using _Project.Develop.Runtime.Entities;
|
||||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||||
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
|
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
|
||||||
@@ -38,7 +38,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems.Shoot
|
|||||||
|
|
||||||
private void OnAttackDelayEnd()
|
private void OnAttackDelayEnd()
|
||||||
{
|
{
|
||||||
_entitiesFactory.CreateProjectile(_shootPoint.position, _shootPoint.forward, _damage.Value);
|
_entitiesFactory.CreateProjectile(_shootPoint.position, _shootPoint.forward, _damage.Value, _entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnDispose()
|
public void OnDispose()
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
using _Project.Develop.Runtime.Entities;
|
using _Project.Develop.Runtime.Entities;
|
||||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||||
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
|
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
using System;
|
using System;
|
||||||
using _Project.Develop.Runtime.Entities;
|
using _Project.Develop.Runtime.Entities;
|
||||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using _Project.Develop.Runtime.Entities;
|
using _Project.Develop.Runtime.Entities;
|
||||||
using _Project.Develop.Runtime.Utilities;
|
using _Project.Develop.Runtime.Utilities;
|
||||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||||
@@ -33,6 +33,9 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Damage
|
|||||||
if(_processedEntities.Contains(contactEntity) == false)
|
if(_processedEntities.Contains(contactEntity) == false)
|
||||||
{
|
{
|
||||||
_processedEntities.Add(contactEntity);
|
_processedEntities.Add(contactEntity);
|
||||||
|
|
||||||
|
if (EntitiesHelper.AreOnSameTeam(contactEntity, _entity))
|
||||||
|
continue;
|
||||||
|
|
||||||
if (contactEntity.TryGetTakeDamageRequest(out ReactiveEvent<float> takeDamageRequest))
|
if (contactEntity.TryGetTakeDamageRequest(out ReactiveEvent<float> takeDamageRequest))
|
||||||
takeDamageRequest.Invoke(_damage.Value);
|
takeDamageRequest.Invoke(_damage.Value);
|
||||||
|
|||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 073e06f2bd1243408c61652926dbac9a
|
||||||
|
timeCreated: 1773390931
|
||||||
@@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 51102a09ab584bd8a413995baf3ed9b9
|
||||||
|
timeCreated: 1773390941
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3bfebd749d5b44a295ddf91039d598a4
|
||||||
|
timeCreated: 1773389854
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
using _Project.Develop.Runtime.Entities;
|
||||||
|
|
||||||
|
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.MainHero
|
||||||
|
{
|
||||||
|
public class IsMainHero : IEntityComponent { }
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1d7f214ebbb94ba3a40b05d47a56ea32
|
||||||
|
timeCreated: 1773389869
|
||||||
@@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f02ea9aeb6334badac37cab0a5e69da0
|
||||||
|
timeCreated: 1773390441
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9cad98614dbc342418111ffa383350b3
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,62 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using _Project.Develop.Runtime.Entities;
|
||||||
|
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States;
|
||||||
|
using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage;
|
||||||
|
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||||
|
|
||||||
|
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Selectors
|
||||||
|
{
|
||||||
|
public class LowestHealthTargetSelector : ITargetSelector
|
||||||
|
{
|
||||||
|
private readonly Entity _source;
|
||||||
|
|
||||||
|
public LowestHealthTargetSelector(Entity entity)
|
||||||
|
{
|
||||||
|
_source = entity;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Entity SelectTargetFrom(IEnumerable<Entity> targets)
|
||||||
|
{
|
||||||
|
IEnumerable<Entity> selectedTargets = FindSelectedTargets(targets);
|
||||||
|
|
||||||
|
IEnumerable<Entity> enumerable = selectedTargets.ToList();
|
||||||
|
|
||||||
|
if (enumerable.Any() == false)
|
||||||
|
return null;
|
||||||
|
|
||||||
|
Entity lowestHealthTarget = enumerable.First();
|
||||||
|
float minHealth = lowestHealthTarget.CurrentHealth.Value;
|
||||||
|
|
||||||
|
foreach (Entity target in enumerable)
|
||||||
|
{
|
||||||
|
float health = target.CurrentHealth.Value;
|
||||||
|
|
||||||
|
if (health < minHealth)
|
||||||
|
{
|
||||||
|
minHealth = health;
|
||||||
|
lowestHealthTarget = target;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return lowestHealthTarget;
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerable<Entity> FindSelectedTargets(IEnumerable<Entity> targets)
|
||||||
|
{
|
||||||
|
return targets.Where(target =>
|
||||||
|
{
|
||||||
|
bool result = target.HasComponent<TakeDamageRequest>();
|
||||||
|
|
||||||
|
if (target.TryGetCanApplyDamage(out ICompositeCondition value))
|
||||||
|
result = result && value.Evaluate();
|
||||||
|
|
||||||
|
result = result
|
||||||
|
&& (target != _source)
|
||||||
|
&& (EntitiesHelper.AreOnSameTeam(_source, target) == false);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1fb30a1545f3a234ea08e5b6bc188a6c
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -1,11 +1,12 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using _Project.Develop.Runtime.Entities;
|
using _Project.Develop.Runtime.Entities;
|
||||||
|
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States;
|
||||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage;
|
using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage;
|
||||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States
|
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Selectors
|
||||||
{
|
{
|
||||||
public class NearestDamageableTargetSelector : ITargetSelector
|
public class NearestDamageableTargetSelector : ITargetSelector
|
||||||
{
|
{
|
||||||
@@ -53,7 +54,9 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States
|
|||||||
if (target.TryGetCanApplyDamage(out ICompositeCondition value))
|
if (target.TryGetCanApplyDamage(out ICompositeCondition value))
|
||||||
result = result && value.Evaluate();
|
result = result && value.Evaluate();
|
||||||
|
|
||||||
result = result && (target != _source);
|
result = result
|
||||||
|
&& (target != _source)
|
||||||
|
&& (EntitiesHelper.AreOnSameTeam(_source, target) == false);
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
});
|
});
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b545627e47777f64d9ce0c2c27de4469
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,39 @@
|
|||||||
|
using _Project.Develop.Runtime.Entities;
|
||||||
|
using _Project.Develop.Runtime.Utilities;
|
||||||
|
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||||
|
|
||||||
|
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Sensors.Systems
|
||||||
|
{
|
||||||
|
public class AnotherTeamTouchDetectorSystem : IInitializableSystem, IUpdatableSystem
|
||||||
|
{
|
||||||
|
private Buffer<Entity> _contacts;
|
||||||
|
private ReactiveVariable<bool> _isTouchAnotherTeam;
|
||||||
|
private ReactiveVariable<Teams.Teams> _sourceTeam;
|
||||||
|
|
||||||
|
public void OnInit(Entity entity)
|
||||||
|
{
|
||||||
|
_contacts = entity.ContactEntitiesBuffer;
|
||||||
|
_isTouchAnotherTeam = entity.IsTouchAnotherTeam;
|
||||||
|
_sourceTeam = entity.Team;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnUpdate(float deltaTime)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < _contacts.Count; i++)
|
||||||
|
{
|
||||||
|
Entity contact = _contacts.Items[i];
|
||||||
|
|
||||||
|
if (contact.TryGetTeam(out ReactiveVariable<Teams.Teams> anotherTeam))
|
||||||
|
{
|
||||||
|
if (_sourceTeam.Value != anotherTeam.Value)
|
||||||
|
{
|
||||||
|
_isTouchAnotherTeam.Value = true;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_isTouchAnotherTeam.Value = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 54420a8777b740ce9a5300530cd661be
|
||||||
|
timeCreated: 1773397526
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2bf870f1fd6247d7aaa3343f010cfd52
|
||||||
|
timeCreated: 1773394525
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teams
|
||||||
|
{
|
||||||
|
public enum Teams
|
||||||
|
{
|
||||||
|
MainHero,
|
||||||
|
Enemies
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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;
|
||||||
|
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||||
|
|
||||||
|
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teams
|
||||||
|
{
|
||||||
|
public class Team : IEntityComponent
|
||||||
|
{
|
||||||
|
public ReactiveVariable<Teams> Value;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2d8073d07bb648c5b6e3dc920591e9db
|
||||||
|
timeCreated: 1773394552
|
||||||
@@ -46,7 +46,8 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
|
|||||||
|
|
||||||
private void OnEndTeleport()
|
private void OnEndTeleport()
|
||||||
{
|
{
|
||||||
if (_radius <= 0 || _damage <= 0) return;
|
if (_radius <= 0 || _damage <= 0)
|
||||||
|
return;
|
||||||
|
|
||||||
int count = Physics.OverlapSphereNonAlloc(
|
int count = Physics.OverlapSphereNonAlloc(
|
||||||
_toPoint.position,
|
_toPoint.position,
|
||||||
@@ -63,6 +64,9 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
|
|||||||
&& contactEntity != _entity
|
&& contactEntity != _entity
|
||||||
&& contactEntity.TryGetTakeDamageRequest(out ReactiveEvent<float> takeDamageRequest))
|
&& contactEntity.TryGetTakeDamageRequest(out ReactiveEvent<float> takeDamageRequest))
|
||||||
{
|
{
|
||||||
|
if (EntitiesHelper.AreOnSameTeam(contactEntity, _entity))
|
||||||
|
continue;
|
||||||
|
|
||||||
takeDamageRequest.Invoke(_damage);
|
takeDamageRequest.Invoke(_damage);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -44,6 +44,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
|
|||||||
private Vector3 GetRandomPointInRadius(Vector3 center, float radius)
|
private Vector3 GetRandomPointInRadius(Vector3 center, float radius)
|
||||||
{
|
{
|
||||||
Vector2 randomPoint = Random.insideUnitCircle * radius;
|
Vector2 randomPoint = Random.insideUnitCircle * radius;
|
||||||
|
|
||||||
return center + new Vector3(randomPoint.x, 0f, randomPoint.y);
|
return center + new Vector3(randomPoint.x, 0f, randomPoint.y);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,62 @@
|
|||||||
|
using System;
|
||||||
|
using _Project.Develop.Runtime.Entities;
|
||||||
|
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||||
|
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
|
||||||
|
{
|
||||||
|
public class FindTargetPointForTeleportSystem : IInitializableSystem, IDisposableSystem
|
||||||
|
{
|
||||||
|
private Transform _source;
|
||||||
|
private Transform _toPoint;
|
||||||
|
|
||||||
|
private ReactiveEvent _findPointRequest;
|
||||||
|
private ReactiveEvent _findPointEvent;
|
||||||
|
|
||||||
|
private ReactiveVariable<float> _radius;
|
||||||
|
private ReactiveVariable<Entity> _currentTarget;
|
||||||
|
|
||||||
|
private IDisposable _findPointRequestDisposable;
|
||||||
|
|
||||||
|
public void OnInit(Entity entity)
|
||||||
|
{
|
||||||
|
_source = entity.TeleportSource;
|
||||||
|
_toPoint = entity.TeleportToPoint;
|
||||||
|
_radius = entity.TeleportSearchRadius;
|
||||||
|
_currentTarget = entity.CurrentTarget;
|
||||||
|
_findPointRequest = entity.FindTeleportPointRequest;
|
||||||
|
_findPointEvent = entity.FindTeleportPointEvent;
|
||||||
|
|
||||||
|
_findPointRequestDisposable = _findPointRequest.Subscribe(OnFindPointRequest);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnDispose()
|
||||||
|
{
|
||||||
|
_findPointRequestDisposable.Dispose();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnFindPointRequest()
|
||||||
|
{
|
||||||
|
Entity target = _currentTarget.Value;
|
||||||
|
|
||||||
|
if (target == null)
|
||||||
|
{
|
||||||
|
_toPoint.position = _source.position;
|
||||||
|
_findPointEvent.Invoke();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 sourcePosition = _source.position;
|
||||||
|
Vector3 targetPosition = target.Transform.position;
|
||||||
|
Vector3 direction = targetPosition - sourcePosition;
|
||||||
|
|
||||||
|
if (direction.magnitude <= _radius.Value)
|
||||||
|
_toPoint.position = targetPosition;
|
||||||
|
else
|
||||||
|
_toPoint.position = sourcePosition + direction.normalized * _radius.Value;
|
||||||
|
|
||||||
|
_findPointEvent.Invoke();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d40bb9d705ad5024dbda23882203437a
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -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);
|
||||||
|
|||||||
@@ -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.AI.States;
|
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 _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;
|
||||||
@@ -24,19 +30,19 @@ 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 = _mainHeroFactory.Create(Vector3.zero);
|
||||||
|
_enemy = _enemiesFactory.Create(
|
||||||
|
Vector3.zero + Vector3.forward * 5,
|
||||||
|
_container.Resolve<ConfigsProviderService>().GetConfig<WizardConfigSO>());
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Run()
|
public void Run()
|
||||||
{
|
{
|
||||||
_hero = _entitiesFactory.CreateHero(Vector3.zero);
|
|
||||||
_hero.AddCurrentTarget();
|
|
||||||
_brainsFactory.CreateMainHeroBrain(_hero, new NearestDamageableTargetSelector(_hero));
|
|
||||||
|
|
||||||
_enemy = _entitiesFactory.CreateTeleportWizard(Vector3.zero + Vector3.forward * 5);
|
|
||||||
_brainsFactory.CreateWizardBrain(_enemy);
|
|
||||||
|
|
||||||
_isRunning = true;
|
_isRunning = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -28,7 +28,7 @@ namespace _Project.Develop.Runtime.Utils.InputManagement
|
|||||||
|
|
||||||
ICompositeCondition playerToUiStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
|
ICompositeCondition playerToUiStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
|
||||||
.Add(new FuncCondition(() => _uiInput.IsEnabled));
|
.Add(new FuncCondition(() => _uiInput.IsEnabled));
|
||||||
// .Add(new FuncCondition(() => _playerHorseInput.IsEnabled));
|
// .Add(new FuncCondition(() => _playerHorseInput.IsEnabled)); просто как пример что включен только 1 вариант
|
||||||
|
|
||||||
ICompositeCondition uiToPlayerStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
|
ICompositeCondition uiToPlayerStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
|
||||||
.Add(new FuncCondition(() => _playerInput.IsEnabled));
|
.Add(new FuncCondition(() => _playerInput.IsEnabled));
|
||||||
|
|||||||
@@ -73,6 +73,8 @@ namespace Assets._Project.Develop.Runtime.Utilities.StateMachineCore
|
|||||||
|
|
||||||
if (_currentState == null)
|
if (_currentState == null)
|
||||||
SwitchState(_states[0]);
|
SwitchState(_states[0]);
|
||||||
|
else
|
||||||
|
_currentState.State.Enter();
|
||||||
|
|
||||||
_isRunning = true;
|
_isRunning = true;
|
||||||
}
|
}
|
||||||
|
|||||||
8
Assets/_Project/Resources/Configs/Gameplay/Entities.meta
Normal file
8
Assets/_Project/Resources/Configs/Gameplay/Entities.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fc56c1fb94541f1438fa6474b69863f8
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,21 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: 2ad52b8e426e442d8a1f4646107c8abf, type: 3}
|
||||||
|
m_Name: GhostConfig
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
<PrefabPath>k__BackingField: Entities/Ghost
|
||||||
|
<MoveSpeed>k__BackingField: 9
|
||||||
|
<RotationSpeed>k__BackingField: 900
|
||||||
|
<MaxHealth>k__BackingField: 100
|
||||||
|
<BodyContactDamage>k__BackingField: 50
|
||||||
|
<DeathProcessTime>k__BackingField: 2
|
||||||
|
<SpawnProcessTime>k__BackingField: 2
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c8d883f310a9bf54dbb319d1fbb73bb6
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 11400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,23 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: 8df99bcd491f481c8c48d0d74110db7a, type: 3}
|
||||||
|
m_Name: HeroConfig
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
<PrefabPath>k__BackingField: Entities/Hero
|
||||||
|
<MoveSpeed>k__BackingField: 10
|
||||||
|
<RotationSpeed>k__BackingField: 900
|
||||||
|
<AttackProcessTime>k__BackingField: 1
|
||||||
|
<AttackDelayTime>k__BackingField: 0.1
|
||||||
|
<AttackCooldown>k__BackingField: 1
|
||||||
|
<InstantAttackDamage>k__BackingField: 50
|
||||||
|
<MaxHealth>k__BackingField: 150
|
||||||
|
<DeathProcessTime>k__BackingField: 2
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0b3771ea520252a4387be141615738d2
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 11400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,28 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: d0a272842ebd44ab92e7c414ba3371bd, type: 3}
|
||||||
|
m_Name: WizardConfig
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
<PrefabPath>k__BackingField: Entities/Wizard
|
||||||
|
<MoveSpeed>k__BackingField: 9
|
||||||
|
<RotationSpeed>k__BackingField: 900
|
||||||
|
<MaxHealth>k__BackingField: 100
|
||||||
|
<TeleportDamage>k__BackingField: 50
|
||||||
|
<TeleportDamageRadius>k__BackingField: 4
|
||||||
|
<TeleportEnergyCast>k__BackingField: 20
|
||||||
|
<TeleportSearchRadius>k__BackingField: 4
|
||||||
|
<TeleportCooldownTime>k__BackingField: 3
|
||||||
|
<MaxEnergy>k__BackingField: 60
|
||||||
|
<RegenEnergyAmount>k__BackingField: 10
|
||||||
|
<AutoRegenEnergyTime>k__BackingField: 2
|
||||||
|
<DeathProcessTime>k__BackingField: 2
|
||||||
|
<SpawnProcessTime>k__BackingField: 2
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 08a5a589bbbbb2d4da29f807a8696040
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 11400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Reference in New Issue
Block a user