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c04b0a259a |
4
.gitignore
vendored
4
.gitignore
vendored
@@ -28,6 +28,7 @@
|
||||
# Visual Studio cache directory
|
||||
.vs/
|
||||
.agent/
|
||||
.agents/
|
||||
|
||||
# Gradle cache directory
|
||||
.gradle/
|
||||
@@ -65,6 +66,9 @@ sysinfo.txt
|
||||
*.unitypackage.meta
|
||||
*.app
|
||||
|
||||
# AI
|
||||
Antigravity.Ide.Editor.csproj
|
||||
|
||||
# Crashlytics generated file
|
||||
crashlytics-build.properties
|
||||
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 47798a9b41024584bf29ffa69e9494cc
|
||||
timeCreated: 1773387604
|
||||
@@ -0,0 +1,8 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace _Project.Develop.Runtime.Configs.Gameplay.Entities
|
||||
{
|
||||
public abstract class EntityConfigSO : ScriptableObject
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4dcd8eabefd749a8810f76f851e13888
|
||||
timeCreated: 1773387622
|
||||
@@ -0,0 +1,16 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
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
|
||||
{
|
||||
[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.Collections.Generic;
|
||||
using _Project.Develop.Runtime.Configs.Gameplay.Entities;
|
||||
using _Project.Develop.Runtime.Configs.Meta;
|
||||
using _Project.Develop.Runtime.UI.Common;
|
||||
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(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()
|
||||
|
||||
@@ -32,6 +32,7 @@ namespace Assets._Project.Develop.Runtime.Infrastructure.EntryPoint
|
||||
container.RegisterAsSingle(CreateSceneSwitcherService);
|
||||
|
||||
container.RegisterAsSingle(CreateInputFactory);
|
||||
container.RegisterAsSingle(CreateInputStateMachine);
|
||||
container.RegisterAsSingle<IPlayerInput>(CreatePlayerInput);
|
||||
container.RegisterAsSingle<IUIInput>(CreateUIInput);
|
||||
|
||||
@@ -65,6 +66,7 @@ namespace Assets._Project.Develop.Runtime.Infrastructure.EntryPoint
|
||||
private static ResourcesAssetsLoader CreateResourcesAssetsLoader(DIContainer c) => new();
|
||||
|
||||
private static InputFactory CreateInputFactory(DIContainer c) => new();
|
||||
private static InputStateMachine CreateInputStateMachine(DIContainer c) => new(c);
|
||||
|
||||
private static TimerServiceFactory CreateTimerServiceFactory(DIContainer c) => new (c);
|
||||
|
||||
|
||||
@@ -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.Damage;
|
||||
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.Movement;
|
||||
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.Utilities;
|
||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||
@@ -22,17 +24,15 @@ namespace _Project.Develop.Runtime.Entities
|
||||
private readonly EntitiesLifeContext _entitiesLifeContext;
|
||||
private readonly MonoEntitiesFactory _monoEntitiesFactory;
|
||||
private readonly CollidersRegistryService _collidersRegistryService;
|
||||
private readonly IPlayerInput _playerInput;
|
||||
|
||||
public EntitiesFactory(DIContainer container)
|
||||
{
|
||||
_collidersRegistryService = container.Resolve<CollidersRegistryService>();
|
||||
_entitiesLifeContext = container.Resolve<EntitiesLifeContext>();
|
||||
_monoEntitiesFactory = container.Resolve<MonoEntitiesFactory>();
|
||||
_playerInput = container.Resolve<IPlayerInput>();
|
||||
}
|
||||
|
||||
public Entity CreateHero(Vector3 position)
|
||||
public Entity CreateHero(Vector3 position, HeroConfigSO config)
|
||||
{
|
||||
Entity entity = CreateEmpty();
|
||||
|
||||
@@ -41,26 +41,26 @@ namespace _Project.Develop.Runtime.Entities
|
||||
entity
|
||||
.AddMoveDirection()
|
||||
.AddRotateDirection()
|
||||
.AddMoveSpeed(new ReactiveVariable<float>(10))
|
||||
.AddRotationSpeed(new ReactiveVariable<float>(800))
|
||||
.AddMaxHealth(new ReactiveVariable<float>(150))
|
||||
.AddCurrentHealth(new ReactiveVariable<float>(150))
|
||||
.AddMoveSpeed(new ReactiveVariable<float>(config.MoveSpeed))
|
||||
.AddRotationSpeed(new ReactiveVariable<float>(config.RotationSpeed))
|
||||
.AddMaxHealth(new ReactiveVariable<float>(config.MaxHealth))
|
||||
.AddCurrentHealth(new ReactiveVariable<float>(config.MaxHealth))
|
||||
.AddTakeDamageRequest()
|
||||
.AddTakeDamageEvent()
|
||||
.AddIsDead()
|
||||
.AddIsMoving()
|
||||
.AddInDeathProcess()
|
||||
.AddDeathProcessInitialTime(new ReactiveVariable<float>(2))
|
||||
.AddDeathProcessInitialTime(new ReactiveVariable<float>(config.DeathProcessTime))
|
||||
.AddDeathProcessCurrentTime()
|
||||
.AddAttackProcessInitialTime(new ReactiveVariable<float>(3))
|
||||
.AddAttackProcessInitialTime(new ReactiveVariable<float>(config.AttackProcessTime))
|
||||
.AddAttackProcessCurrentTime()
|
||||
.AddInAttackProcess()
|
||||
.AddStartAttackRequest()
|
||||
.AddStartAttackEvent()
|
||||
.AddEndAttackEvent()
|
||||
.AddAttackDelayTime(new ReactiveVariable<float>(2))
|
||||
.AddAttackDelayTime(new ReactiveVariable<float>(config.AttackDelayTime))
|
||||
.AddAttackDelayEndEvent()
|
||||
.AddInstantAttackDamage(new ReactiveVariable<float>(50))
|
||||
.AddInstantAttackDamage(new ReactiveVariable<float>(config.InstantAttackDamage))
|
||||
.AddAttackCanceledEvent()
|
||||
.AddAttackCooldownInitialTime()
|
||||
.AddAttackCooldownCurrentTime()
|
||||
@@ -102,9 +102,6 @@ namespace _Project.Develop.Runtime.Entities
|
||||
.AddMustCancelAttack(mustCancelAttack);
|
||||
|
||||
entity
|
||||
.AddSystem(new AttackByInputSystem(_playerInput))
|
||||
.AddSystem(new MoveDirectionByInputSystem(_playerInput))
|
||||
.AddSystem(new RotateDirectionByMoveInputSystem(_playerInput))
|
||||
.AddSystem(new RigidbodyMovementSystem())
|
||||
.AddSystem(new RigidbodyRotationSystem())
|
||||
|
||||
@@ -125,12 +122,10 @@ namespace _Project.Develop.Runtime.Entities
|
||||
.AddSystem(new DisableCollidersOnDeathSystem())
|
||||
.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
|
||||
|
||||
_entitiesLifeContext.Add(entity);
|
||||
|
||||
return entity;
|
||||
}
|
||||
|
||||
public Entity CreateGhost(Vector3 position)
|
||||
public Entity CreateGhost(Vector3 position, GhostConfigSO config)
|
||||
{
|
||||
Entity entity = CreateEmpty();
|
||||
|
||||
@@ -142,17 +137,17 @@ namespace _Project.Develop.Runtime.Entities
|
||||
.AddContactEntitiesBuffer(new Buffer<Entity>(64))
|
||||
.AddMoveDirection()
|
||||
.AddRotateDirection()
|
||||
.AddMoveSpeed(new ReactiveVariable<float>(10))
|
||||
.AddRotationSpeed(new ReactiveVariable<float>(800))
|
||||
.AddMaxHealth(new ReactiveVariable<float>(50))
|
||||
.AddCurrentHealth(new ReactiveVariable<float>(50))
|
||||
.AddBodyContactDamage(new ReactiveVariable<float>(50))
|
||||
.AddMoveSpeed(new ReactiveVariable<float>(config.MoveSpeed))
|
||||
.AddRotationSpeed(new ReactiveVariable<float>(config.RotationSpeed))
|
||||
.AddMaxHealth(new ReactiveVariable<float>(config.MaxHealth))
|
||||
.AddCurrentHealth(new ReactiveVariable<float>(config.MaxHealth))
|
||||
.AddBodyContactDamage(new ReactiveVariable<float>(config.BodyContactDamage))
|
||||
.AddTakeDamageRequest()
|
||||
.AddTakeDamageEvent()
|
||||
.AddIsDead()
|
||||
.AddIsMoving()
|
||||
.AddInDeathProcess()
|
||||
.AddDeathProcessInitialTime(new ReactiveVariable<float>(2))
|
||||
.AddDeathProcessInitialTime(new ReactiveVariable<float>(config.DeathProcessTime))
|
||||
.AddDeathProcessCurrentTime();
|
||||
|
||||
ICompositeCondition canMove = new CompositeCondition()
|
||||
@@ -194,12 +189,10 @@ namespace _Project.Develop.Runtime.Entities
|
||||
.AddSystem(new DisableCollidersOnDeathSystem())
|
||||
.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
|
||||
|
||||
_entitiesLifeContext.Add(entity);
|
||||
|
||||
return entity;
|
||||
}
|
||||
|
||||
public Entity CreateTeleportWizard(Vector3 position)
|
||||
public Entity CreateTeleportWizard(Vector3 position, WizardConfigSO config)
|
||||
{
|
||||
Entity entity = CreateEmpty();
|
||||
|
||||
@@ -210,10 +203,10 @@ namespace _Project.Develop.Runtime.Entities
|
||||
.AddContactCollidersBuffer(new Buffer<Collider>(32))
|
||||
.AddContactEntitiesBuffer(new Buffer<Entity>(32))
|
||||
|
||||
.AddMaxHealth(new ReactiveVariable<float>(150))
|
||||
.AddCurrentHealth(new ReactiveVariable<float>(150))
|
||||
.AddMaxHealth(new ReactiveVariable<float>(config.MaxHealth))
|
||||
.AddCurrentHealth(new ReactiveVariable<float>(config.MaxHealth))
|
||||
|
||||
.AddTeleportTarget(entity.Transform)
|
||||
.AddTeleportSource(entity.Transform)
|
||||
.AddTeleportToPoint(entity.Transform)
|
||||
.AddStartTeleportEvent()
|
||||
.AddStartTeleportRequest()
|
||||
@@ -221,31 +214,35 @@ namespace _Project.Develop.Runtime.Entities
|
||||
.AddFindTeleportPointEvent()
|
||||
.AddFindTeleportPointRequest()
|
||||
.AddEndTeleportEvent()
|
||||
.AddCurrentTarget()
|
||||
|
||||
.AddTeleportDamage(new ReactiveVariable<float>(50))
|
||||
.AddTeleportDamageRadius(new ReactiveVariable<float>(6))
|
||||
.AddTeleportDamage(new ReactiveVariable<float>(config.TeleportDamage))
|
||||
.AddTeleportDamageRadius(new ReactiveVariable<float>(config.TeleportDamageRadius))
|
||||
.AddTeleportDamageMask(Layers.CharactersMask)
|
||||
|
||||
.AddTeleportEnergyCost(new ReactiveVariable<int>(20))
|
||||
.AddTeleportSearchRadius(new ReactiveVariable<float>(6))
|
||||
.AddTeleportEnergyCost(new ReactiveVariable<int>(config.TeleportEnergyCast))
|
||||
.AddTeleportSearchRadius(new ReactiveVariable<float>(config.TeleportSearchRadius))
|
||||
|
||||
.AddTeleportCooldownInitialTime(new ReactiveVariable<float>(config.TeleportCooldownTime))
|
||||
.AddTeleportCooldownCurrentTime(new ReactiveVariable<float>(config.TeleportCooldownTime))
|
||||
.AddInTeleportCooldown(new ReactiveVariable<bool>(true))
|
||||
|
||||
.AddCurrentEnergy(new ReactiveVariable<int>(60))
|
||||
.AddMaxEnergy(new ReactiveVariable<int>(60))
|
||||
.AddCurrentEnergy(new ReactiveVariable<int>(config.MaxEnergy))
|
||||
.AddMaxEnergy(new ReactiveVariable<int>(config.MaxEnergy))
|
||||
.AddUseEnergyEvent()
|
||||
.AddUseEnergyRequest()
|
||||
.AddRegenEnergyEvent()
|
||||
.AddRegenEnergyRequest()
|
||||
.AddAutoRegenEnergyAmount(new ReactiveVariable<int>(10))
|
||||
.AddAutoRegenEnergyAmount(new ReactiveVariable<int>(config.RegenEnergyAmount))
|
||||
.AddIsAutoRegenEnergy(new ReactiveVariable<bool>(true))
|
||||
.AddEnergyAutoRegenCurrentTime()
|
||||
.AddEnergyAutoRegenInitialTime(new ReactiveVariable<float>(3))
|
||||
|
||||
.AddBodyContactDamage(new ReactiveVariable<float>(50))
|
||||
.AddEnergyAutoRegenInitialTime(new ReactiveVariable<float>(config.AutoRegenEnergyTime))
|
||||
|
||||
.AddTakeDamageRequest()
|
||||
.AddTakeDamageEvent()
|
||||
.AddIsDead()
|
||||
.AddInDeathProcess()
|
||||
.AddDeathProcessInitialTime(new ReactiveVariable<float>(2))
|
||||
.AddDeathProcessInitialTime(new ReactiveVariable<float>(config.DeathProcessTime))
|
||||
.AddDeathProcessCurrentTime();
|
||||
|
||||
ICompositeCondition canRegenEnergy = new CompositeCondition()
|
||||
@@ -256,7 +253,10 @@ namespace _Project.Develop.Runtime.Entities
|
||||
|
||||
ICompositeCondition canStartTeleport = new CompositeCondition()
|
||||
.Add(new FuncCondition(() => entity.IsDead.Value == false))
|
||||
.Add(new FuncCondition(() => entity.CurrentEnergy.Value >= entity.TeleportEnergyCost.Value));
|
||||
.Add(new FuncCondition(() => entity.InTeleportCooldown.Value == false))
|
||||
.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()
|
||||
.Add(new FuncCondition(() => entity.CurrentHealth.Value <= 0));
|
||||
@@ -277,8 +277,6 @@ namespace _Project.Develop.Runtime.Entities
|
||||
.AddMustSelfRelease(mustSelfRelease);
|
||||
|
||||
entity
|
||||
.AddSystem(new TeleportByInputSystem(_playerInput))
|
||||
|
||||
// .AddSystem(new RegenEnergyByValueSystem())
|
||||
.AddSystem(new RegenEnergyByPercentageSystem())
|
||||
.AddSystem(new UseEnergySystem())
|
||||
@@ -286,15 +284,17 @@ namespace _Project.Develop.Runtime.Entities
|
||||
|
||||
.AddSystem(new TeleportStartByEnergySystem())
|
||||
.AddSystem(new TeleportProcessSystem())
|
||||
.AddSystem(new FindRandomPointForTeleportSystem())
|
||||
// .AddSystem(new FindRandomPointForTeleportSystem())
|
||||
.AddSystem(new FindTargetPointForTeleportSystem())
|
||||
.AddSystem(new EndTeleportSystem())
|
||||
.AddSystem(new InstantTeleportSystem())
|
||||
.AddSystem(new TeleportCooldownTimerSystem())
|
||||
.AddSystem(new DealDamageAfterTeleportSystem(_collidersRegistryService))
|
||||
|
||||
.AddSystem(new BodyContactsDetectingSystem())
|
||||
.AddSystem(new BodyContactsEntitiesFilterSystem(_collidersRegistryService))
|
||||
|
||||
.AddSystem(new DealDamageOnContactSystem())
|
||||
// .AddSystem(new DealDamageOnContactSystem())
|
||||
.AddSystem(new ApplyDamageSystem())
|
||||
|
||||
.AddSystem(new DeathSwitcherSystem())
|
||||
@@ -303,12 +303,10 @@ namespace _Project.Develop.Runtime.Entities
|
||||
.AddSystem(new DisableCollidersOnDeathSystem())
|
||||
.AddSystem(new SelfReleaseSystem(_entitiesLifeContext));
|
||||
|
||||
_entitiesLifeContext.Add(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();
|
||||
|
||||
@@ -323,10 +321,12 @@ namespace _Project.Develop.Runtime.Entities
|
||||
.AddMoveSpeed(new ReactiveVariable<float>(16))
|
||||
.AddRotationSpeed(new ReactiveVariable<float>(9999))
|
||||
.AddBodyContactDamage(new ReactiveVariable<float>(damage))
|
||||
.AddTeam(new ReactiveVariable<Teams>(owner.Team.Value))
|
||||
.AddIsDead()
|
||||
.AddIsMoving()
|
||||
.AddDeathMask(Layers.CharactersMask | Layers.EnvironmentMask)
|
||||
.AddIsTouchDeathMask();
|
||||
.AddIsTouchDeathMask()
|
||||
.AddIsTouchAnotherTeam();
|
||||
|
||||
ICompositeCondition canMove = new CompositeCondition()
|
||||
.Add(new FuncCondition(() => entity.IsDead.Value == false));
|
||||
@@ -334,7 +334,8 @@ namespace _Project.Develop.Runtime.Entities
|
||||
ICompositeCondition canRotate = new CompositeCondition()
|
||||
.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));
|
||||
|
||||
ICompositeCondition mustSelfRelease = new CompositeCondition()
|
||||
@@ -357,6 +358,7 @@ namespace _Project.Develop.Runtime.Entities
|
||||
.AddSystem(new DeathMaskTouchDetectorSystem())
|
||||
.AddSystem(new DeathSwitcherSystem())
|
||||
|
||||
.AddSystem(new AnotherTeamTouchDetectorSystem())
|
||||
.AddSystem(new DisableCollidersOnDeathSystem())
|
||||
.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
|
||||
@@ -78,13 +78,13 @@ namespace _Project.Develop.Runtime.Entities
|
||||
return AddComponent(new Assets._Project.Develop.Runtime.Gameplay.Common.NavMeshAgentComponent() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportTarget TeleportTargetC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportTarget>();
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportSource TeleportSourceC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportSource>();
|
||||
|
||||
public UnityEngine.Transform TeleportTarget => TeleportTargetC.Value;
|
||||
public UnityEngine.Transform TeleportSource => TeleportSourceC.Value;
|
||||
|
||||
public bool TryGetTeleportTarget(out UnityEngine.Transform value)
|
||||
public bool TryGetTeleportSource(out UnityEngine.Transform value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportTarget component);
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportSource component);
|
||||
if(result)
|
||||
value = component.Value;
|
||||
else
|
||||
@@ -92,9 +92,9 @@ namespace _Project.Develop.Runtime.Entities
|
||||
return result;
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddTeleportTarget(UnityEngine.Transform value)
|
||||
public _Project.Develop.Runtime.Entities.Entity AddTeleportSource(UnityEngine.Transform value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportTarget() {Value = value});
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportSource() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportToPoint TeleportToPointC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportToPoint>();
|
||||
@@ -327,6 +327,78 @@ namespace _Project.Develop.Runtime.Entities
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportEnergyCost() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownInitialTime TeleportCooldownInitialTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownInitialTime>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> TeleportCooldownInitialTime => TeleportCooldownInitialTimeC.Value;
|
||||
|
||||
public bool TryGetTeleportCooldownInitialTime(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownInitialTime component);
|
||||
if(result)
|
||||
value = component.Value;
|
||||
else
|
||||
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>);
|
||||
return result;
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddTeleportCooldownInitialTime()
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownInitialTime() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddTeleportCooldownInitialTime(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownInitialTime() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownCurrentTime TeleportCooldownCurrentTimeC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownCurrentTime>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> TeleportCooldownCurrentTime => TeleportCooldownCurrentTimeC.Value;
|
||||
|
||||
public bool TryGetTeleportCooldownCurrentTime(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownCurrentTime component);
|
||||
if(result)
|
||||
value = component.Value;
|
||||
else
|
||||
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>);
|
||||
return result;
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddTeleportCooldownCurrentTime()
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownCurrentTime() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single>() });
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddTeleportCooldownCurrentTime(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportCooldownCurrentTime() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.InTeleportCooldown InTeleportCooldownC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.InTeleportCooldown>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> InTeleportCooldown => InTeleportCooldownC.Value;
|
||||
|
||||
public bool TryGetInTeleportCooldown(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.InTeleportCooldown component);
|
||||
if(result)
|
||||
value = component.Value;
|
||||
else
|
||||
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>);
|
||||
return result;
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddInTeleportCooldown()
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.InTeleportCooldown() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean>() });
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddInTeleportCooldown(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Boolean> value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.InTeleportCooldown() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamage TeleportDamageC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.TeleportDamage>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<System.Single> TeleportDamage => TeleportDamageC.Value;
|
||||
@@ -394,6 +466,30 @@ namespace _Project.Develop.Runtime.Entities
|
||||
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 UnityEngine.CapsuleCollider CapsuleCollider => CapsuleColliderC.Value;
|
||||
@@ -738,6 +834,13 @@ namespace _Project.Develop.Runtime.Entities
|
||||
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.Utils.ReactiveManagement.ReactiveVariable<System.Single> CurrentHealth => CurrentHealthC.Value;
|
||||
@@ -1682,5 +1785,29 @@ namespace _Project.Develop.Runtime.Entities
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.InAttackCooldown() {Value = value});
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Logic.Gameplay.Features.AI.CurrentTarget CurrentTargetC => GetComponent<_Project.Develop.Runtime.Logic.Gameplay.Features.AI.CurrentTarget>();
|
||||
|
||||
public _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<_Project.Develop.Runtime.Entities.Entity> CurrentTarget => CurrentTargetC.Value;
|
||||
|
||||
public bool TryGetCurrentTarget(out _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<_Project.Develop.Runtime.Entities.Entity> value)
|
||||
{
|
||||
bool result = TryGetComponent(out _Project.Develop.Runtime.Logic.Gameplay.Features.AI.CurrentTarget component);
|
||||
if(result)
|
||||
value = component.Value;
|
||||
else
|
||||
value = default(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<_Project.Develop.Runtime.Entities.Entity>);
|
||||
return result;
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddCurrentTarget()
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.AI.CurrentTarget() { Value = new _Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<_Project.Develop.Runtime.Entities.Entity>() });
|
||||
}
|
||||
|
||||
public _Project.Develop.Runtime.Entities.Entity AddCurrentTarget(_Project.Develop.Runtime.Utils.ReactiveManagement.ReactiveVariable<_Project.Develop.Runtime.Entities.Entity> value)
|
||||
{
|
||||
return AddComponent(new _Project.Develop.Runtime.Logic.Gameplay.Features.AI.CurrentTarget() {Value = value});
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
|
||||
{
|
||||
public class CurrentTarget : IEntityComponent { public ReactiveVariable<Entity> Value; }
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 78216e3102e549f39cb690e777d00e88
|
||||
timeCreated: 1772470309
|
||||
@@ -0,0 +1,16 @@
|
||||
using Assets._Project.Develop.Runtime.Utilities.StateMachineCore;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
|
||||
{
|
||||
public class AIParallelState : ParallelState<IUpdatableState>, IUpdatableState
|
||||
{
|
||||
public AIParallelState(params IUpdatableState[] states) : base(states)
|
||||
{ }
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
foreach (IUpdatableState state in States)
|
||||
state.Update(deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d0ae2666ed0a43d590866fff4686222a
|
||||
timeCreated: 1772538444
|
||||
@@ -3,23 +3,27 @@ using System.Collections.Generic;
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States;
|
||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||
using _Project.Develop.Runtime.Utils.InputManagement;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||
using Assets._Project.Develop.Runtime.Infrastructure.DI;
|
||||
using Assets._Project.Develop.Runtime.Utilities.Timer;
|
||||
using UnityEngine;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
|
||||
{
|
||||
public class BrainsFactory
|
||||
{
|
||||
private readonly DIContainer _container;
|
||||
|
||||
private readonly EntitiesLifeContext _entitiesLifeContext;
|
||||
private readonly AIBrainsContext _aiBrainsContext;
|
||||
private readonly TimerServiceFactory _timerServiceFactory;
|
||||
private readonly IPlayerInput _playerInput;
|
||||
|
||||
public BrainsFactory(DIContainer container)
|
||||
{
|
||||
_container = container;
|
||||
_aiBrainsContext = _container.Resolve<AIBrainsContext>();
|
||||
_timerServiceFactory = _container.Resolve<TimerServiceFactory>();
|
||||
_playerInput = container.Resolve<IPlayerInput>();
|
||||
_aiBrainsContext = container.Resolve<AIBrainsContext>();
|
||||
_timerServiceFactory = container.Resolve<TimerServiceFactory>();
|
||||
_entitiesLifeContext = container.Resolve<EntitiesLifeContext>();
|
||||
}
|
||||
|
||||
public StateMachineBrain CreateGhostBrain(Entity entity)
|
||||
@@ -32,6 +36,98 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
|
||||
return brain;
|
||||
}
|
||||
|
||||
public StateMachineBrain CreateWizardBrain(Entity entity)
|
||||
{
|
||||
AIStateMachine stateMachine = CreateRandomTeleportStateMachine(entity);
|
||||
StateMachineBrain brain = new (stateMachine);
|
||||
|
||||
_aiBrainsContext.SetFor(entity, brain);
|
||||
|
||||
return brain;
|
||||
}
|
||||
|
||||
// самый лучший нейминг
|
||||
public StateMachineBrain CreateDangerWizardBrain(Entity entity, ITargetSelector targetSelector)
|
||||
{
|
||||
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 CreateArcheroHeroBrain(Entity entity, ITargetSelector targetSelector)
|
||||
{
|
||||
AIStateMachine combatState = CreateAutoAttackStateMachine(entity);
|
||||
PlayerInputMovementState movementState = new (entity, _playerInput);
|
||||
|
||||
ReactiveVariable<Entity> currentTarget = entity.CurrentTarget;
|
||||
|
||||
ICompositeCondition fromMovementToCombatStateCondition = new CompositeCondition()
|
||||
.Add(new FuncCondition(() => currentTarget.Value != null))
|
||||
.Add(new FuncCondition(() => _playerInput.Move.Value == Vector2.zero));
|
||||
|
||||
ICompositeCondition fromCombatToMovementStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
|
||||
.Add(new FuncCondition(() => currentTarget.Value == null))
|
||||
.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 ();
|
||||
|
||||
behaviour.AddState(combatState);
|
||||
behaviour.AddState(movementState);
|
||||
|
||||
behaviour.AddTransition(combatState, movementState, fromCombatToMovementStateCondition);
|
||||
behaviour.AddTransition(movementState, combatState, fromMovementToCombatStateCondition);
|
||||
|
||||
StateMachineBrain brain = new (behaviour);
|
||||
|
||||
_aiBrainsContext.SetFor(entity, brain);
|
||||
|
||||
return brain;
|
||||
}
|
||||
|
||||
private AIStateMachine CreateRandomMovementStateMachine(Entity entity)
|
||||
{
|
||||
List<IDisposable> disposables = new ();
|
||||
@@ -60,5 +156,112 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
|
||||
|
||||
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)
|
||||
{
|
||||
RotateToTargetState rotateToTargetState = new (entity);
|
||||
AttackTriggerState attackTriggerState = new (entity);
|
||||
|
||||
ICondition canAttack = entity.CanStartAttack;
|
||||
Transform transform = entity.Transform;
|
||||
ReactiveVariable<Entity> currentTarget = entity.CurrentTarget;
|
||||
|
||||
ICompositeCondition fromRotateToAttackCondition = new CompositeCondition()
|
||||
.Add(canAttack)
|
||||
.Add(new FuncCondition(() =>
|
||||
{
|
||||
Entity target = currentTarget.Value;
|
||||
|
||||
if (target == null)
|
||||
return false;
|
||||
|
||||
float angleToTarget = Quaternion.Angle(
|
||||
transform.rotation,
|
||||
Quaternion.LookRotation(target.Transform.position - transform.position));
|
||||
|
||||
return angleToTarget < 1f;
|
||||
}
|
||||
));
|
||||
|
||||
ReactiveVariable<bool> inAttackProcess = entity.InAttackProcess;
|
||||
|
||||
ICondition fromAttackToRotateStateCondition = new FuncCondition(() => inAttackProcess.Value == false);
|
||||
|
||||
AIStateMachine stateMachine = new ();
|
||||
|
||||
stateMachine.AddState(rotateToTargetState);
|
||||
stateMachine.AddState(attackTriggerState);
|
||||
|
||||
stateMachine.AddTransition(rotateToTargetState, attackTriggerState, fromRotateToAttackCondition);
|
||||
stateMachine.AddTransition(attackTriggerState, rotateToTargetState, fromAttackToRotateStateCondition);
|
||||
|
||||
return stateMachine;
|
||||
}
|
||||
|
||||
private AIStateMachine CreateRandomTeleportStateMachine(Entity entity)
|
||||
{
|
||||
TeleportTriggerState teleportTriggerState = new (entity);
|
||||
EmptyState emptyState = new ();
|
||||
|
||||
ICompositeCondition fromIdleToTeleportCondition = new CompositeCondition()
|
||||
.Add(entity.CanStartTeleport);
|
||||
|
||||
ICompositeCondition fromTeleportToIdleCondition = new CompositeCondition()
|
||||
.Add(new FuncCondition(() => entity.InTeleportProcess.Value == false));
|
||||
|
||||
AIStateMachine stateMachine = new ();
|
||||
|
||||
stateMachine.AddState(emptyState);
|
||||
stateMachine.AddState(teleportTriggerState);
|
||||
|
||||
stateMachine.AddTransition(emptyState, teleportTriggerState, fromIdleToTeleportCondition);
|
||||
stateMachine.AddTransition(teleportTriggerState, emptyState, fromTeleportToIdleCondition);
|
||||
|
||||
return stateMachine;
|
||||
}
|
||||
|
||||
private AIStateMachine CreateToTargetTeleportStateMachine(Entity entity)
|
||||
{
|
||||
TeleportTriggerState teleportTriggerState = new (entity);
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
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 AttackTriggerState : State, IUpdatableState
|
||||
{
|
||||
private ReactiveEvent _request;
|
||||
|
||||
public AttackTriggerState(Entity entity)
|
||||
{
|
||||
_request = entity.StartAttackRequest;
|
||||
}
|
||||
|
||||
public override void Enter()
|
||||
{
|
||||
base.Enter();
|
||||
_request.Invoke();
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{ }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d58a80b452346bda2d968af0f76fdfa
|
||||
timeCreated: 1772469124
|
||||
@@ -0,0 +1,28 @@
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||
using Assets._Project.Develop.Runtime.Utilities.StateMachineCore;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States
|
||||
{
|
||||
public class FindTargetState : State, IUpdatableState
|
||||
{
|
||||
private ITargetSelector _targetSelector;
|
||||
private EntitiesLifeContext _entitiesLifeContext;
|
||||
private ReactiveVariable<Entity> _currentTarget;
|
||||
|
||||
public FindTargetState(
|
||||
EntitiesLifeContext entitiesLifeContext,
|
||||
Entity entity,
|
||||
ITargetSelector targetSelector)
|
||||
{
|
||||
_currentTarget = entity.CurrentTarget;
|
||||
_targetSelector = targetSelector;
|
||||
_entitiesLifeContext = entitiesLifeContext;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
_currentTarget.Value = _targetSelector.SelectTargetFrom(_entitiesLifeContext.Entities);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1c92a70ea84c48f49ae461eae381a1ce
|
||||
timeCreated: 1772539593
|
||||
@@ -0,0 +1,10 @@
|
||||
using System.Collections.Generic;
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States
|
||||
{
|
||||
public interface ITargetSelector
|
||||
{
|
||||
public Entity SelectTargetFrom(IEnumerable<Entity> targets);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 15c5398fa2f84d109f74fbe2cd14bcda
|
||||
timeCreated: 1772538651
|
||||
@@ -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
|
||||
@@ -0,0 +1,34 @@
|
||||
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 PlayerInputMovementState : State, IUpdatableState
|
||||
{
|
||||
private readonly IPlayerInput _playerInput;
|
||||
|
||||
private ReactiveVariable<Vector3> _moveDirection;
|
||||
|
||||
public PlayerInputMovementState(Entity entity, IPlayerInput playerInput)
|
||||
{
|
||||
_playerInput = playerInput;
|
||||
|
||||
_moveDirection = entity.MoveDirection;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
_moveDirection.Value = new Vector3(_playerInput.Move.Value.x, 0, _playerInput.Move.Value.y);
|
||||
}
|
||||
|
||||
public override void Exit()
|
||||
{
|
||||
base.Exit();
|
||||
|
||||
_moveDirection.Value = Vector3.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 449f5d14d62348c5a770bd34869f384f
|
||||
timeCreated: 1772468559
|
||||
@@ -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:
|
||||
@@ -0,0 +1,28 @@
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
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 RotateToTargetState : State, IUpdatableState
|
||||
{
|
||||
private ReactiveVariable<Vector3> _rotateDirection;
|
||||
private ReactiveVariable<Entity> _currentTarget;
|
||||
|
||||
private Transform _transform;
|
||||
|
||||
public RotateToTargetState(Entity entity)
|
||||
{
|
||||
_rotateDirection = entity.RotateDirection;
|
||||
_currentTarget = entity.CurrentTarget;
|
||||
_transform = entity.Transform;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (_currentTarget.Value != null)
|
||||
_rotateDirection.Value = (_currentTarget.Value.Transform.position - _transform.position).normalized;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a16d8f8d923476b9a5544d64f3b469e
|
||||
timeCreated: 1772473180
|
||||
@@ -0,0 +1,25 @@
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
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 TeleportTriggerState : State, IUpdatableState
|
||||
{
|
||||
private ReactiveEvent _request;
|
||||
|
||||
public TeleportTriggerState(Entity entity)
|
||||
{
|
||||
_request = entity.StartTeleportRequest;
|
||||
}
|
||||
|
||||
public override void Enter()
|
||||
{
|
||||
base.Enter();
|
||||
_request.Invoke();
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{ }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 399ae3c830b94229a8b94350eca901d2
|
||||
timeCreated: 1772543966
|
||||
@@ -1,4 +1,4 @@
|
||||
using System;
|
||||
using System;
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||
@@ -14,15 +14,21 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems
|
||||
private ReactiveVariable<bool> _inAttackProcess;
|
||||
private ICompositeCondition _canStartAttack;
|
||||
|
||||
private Entity _entity;
|
||||
private ReactiveVariable<Entity> _currentTarget;
|
||||
private IDisposable _attackRequestDisposable;
|
||||
|
||||
|
||||
public void OnInit(Entity entity)
|
||||
{
|
||||
_entity = entity;
|
||||
_startAttackRequest = entity.StartAttackRequest;
|
||||
_startAttackEvent = entity.StartAttackEvent;
|
||||
_inAttackProcess = entity.InAttackProcess;
|
||||
_canStartAttack = entity.CanStartAttack;
|
||||
|
||||
if (entity.TryGetCurrentTarget(out var currentTarget))
|
||||
_currentTarget = currentTarget;
|
||||
|
||||
_attackRequestDisposable = _startAttackRequest.Subscribe(OnAttackRequest);
|
||||
}
|
||||
|
||||
@@ -30,6 +36,15 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems
|
||||
{
|
||||
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;
|
||||
_startAttackEvent.Invoke();
|
||||
Debug.Log("Старт атаки");
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using System;
|
||||
using System;
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
|
||||
@@ -38,7 +38,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Attack.Systems.Shoot
|
||||
|
||||
private void OnAttackDelayEnd()
|
||||
{
|
||||
_entitiesFactory.CreateProjectile(_shootPoint.position, _shootPoint.forward, _damage.Value);
|
||||
_entitiesFactory.CreateProjectile(_shootPoint.position, _shootPoint.forward, _damage.Value, _entity);
|
||||
}
|
||||
|
||||
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.Utils.ReactiveManagement;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using System;
|
||||
using System;
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||
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.Utilities;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||
@@ -33,6 +33,9 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Damage
|
||||
if(_processedEntities.Contains(contactEntity) == false)
|
||||
{
|
||||
_processedEntities.Add(contactEntity);
|
||||
|
||||
if (EntitiesHelper.AreOnSameTeam(contactEntity, _entity))
|
||||
continue;
|
||||
|
||||
if (contactEntity.TryGetTakeDamageRequest(out ReactiveEvent<float> takeDamageRequest))
|
||||
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:
|
||||
@@ -0,0 +1,67 @@
|
||||
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;
|
||||
using UnityEngine;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Selectors
|
||||
{
|
||||
public class NearestDamageableTargetSelector : ITargetSelector
|
||||
{
|
||||
private readonly Entity _source;
|
||||
private readonly Transform _sourceTransform;
|
||||
|
||||
public NearestDamageableTargetSelector(Entity entity)
|
||||
{
|
||||
_source = entity;
|
||||
_sourceTransform = entity.Transform;
|
||||
}
|
||||
|
||||
public Entity SelectTargetFrom(IEnumerable<Entity> targets)
|
||||
{
|
||||
IEnumerable<Entity> selectedTargets = FindSelectedTargets(targets);
|
||||
|
||||
IEnumerable<Entity> enumerable = selectedTargets.ToList();
|
||||
|
||||
if (enumerable.Any() == false)
|
||||
return null;
|
||||
|
||||
Entity closetsTarget = enumerable.First();
|
||||
float minDistance = GetDistanceTo(closetsTarget);
|
||||
|
||||
foreach (Entity target in enumerable)
|
||||
{
|
||||
float distance = GetDistanceTo(target);
|
||||
|
||||
if (distance < minDistance)
|
||||
{
|
||||
minDistance = distance;
|
||||
closetsTarget = target;
|
||||
}
|
||||
}
|
||||
|
||||
return closetsTarget;
|
||||
}
|
||||
|
||||
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;
|
||||
});
|
||||
}
|
||||
|
||||
private float GetDistanceTo(Entity target) => (_sourceTransform.position - target.Transform.position).magnitude;
|
||||
}
|
||||
}
|
||||
@@ -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()
|
||||
{
|
||||
if (_radius <= 0 || _damage <= 0) return;
|
||||
if (_radius <= 0 || _damage <= 0)
|
||||
return;
|
||||
|
||||
int count = Physics.OverlapSphereNonAlloc(
|
||||
_toPoint.position,
|
||||
@@ -63,6 +64,9 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
|
||||
&& contactEntity != _entity
|
||||
&& contactEntity.TryGetTakeDamageRequest(out ReactiveEvent<float> takeDamageRequest))
|
||||
{
|
||||
if (EntitiesHelper.AreOnSameTeam(contactEntity, _entity))
|
||||
continue;
|
||||
|
||||
takeDamageRequest.Invoke(_damage);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
|
||||
{
|
||||
public class FindRandomPointForTeleportSystem : IInitializableSystem, IDisposableSystem
|
||||
{
|
||||
private Transform _target;
|
||||
private Transform _source;
|
||||
private Transform _toPoint;
|
||||
|
||||
private ReactiveEvent _findPointRequest;
|
||||
@@ -21,7 +21,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
|
||||
|
||||
public void OnInit(Entity entity)
|
||||
{
|
||||
_target = entity.TeleportTarget;
|
||||
_source = entity.TeleportSource;
|
||||
_toPoint = entity.TeleportToPoint;
|
||||
_radius = entity.TeleportSearchRadius;
|
||||
_findPointRequest = entity.FindTeleportPointRequest;
|
||||
@@ -37,13 +37,14 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
|
||||
|
||||
private void OnFindPointRequest()
|
||||
{
|
||||
_toPoint.position = GetRandomPointInRadius(_target.position, _radius.Value);
|
||||
_toPoint.position = GetRandomPointInRadius(_source.position, _radius.Value);
|
||||
_findPointEvent.Invoke();
|
||||
}
|
||||
|
||||
private Vector3 GetRandomPointInRadius(Vector3 center, float radius)
|
||||
{
|
||||
Vector2 randomPoint = Random.insideUnitCircle * radius;
|
||||
|
||||
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:
|
||||
@@ -16,7 +16,7 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
|
||||
|
||||
public void OnInit(Entity entity)
|
||||
{
|
||||
_target = entity.TeleportTarget;
|
||||
_target = entity.TeleportSource;
|
||||
_toPoint = entity.TeleportToPoint;
|
||||
_endTeleportEvent = entity.EndTeleportEvent;
|
||||
|
||||
|
||||
@@ -0,0 +1,52 @@
|
||||
using System;
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement;
|
||||
using _Project.Develop.Runtime.Utils.ReactiveManagement.Event;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport.Systems
|
||||
{
|
||||
public class TeleportCooldownTimerSystem : IInitializableSystem, IUpdatableSystem, IDisposableSystem
|
||||
{
|
||||
private ReactiveVariable<float> _currentTime;
|
||||
private ReactiveVariable<float> _initialTime;
|
||||
private ReactiveVariable<bool> _inTeleportCooldown;
|
||||
|
||||
private ReactiveEvent _endTeleportEvent;
|
||||
|
||||
private IDisposable _endTeleportEventDisposable;
|
||||
|
||||
public void OnInit(Entity entity)
|
||||
{
|
||||
_currentTime = entity.TeleportCooldownCurrentTime;
|
||||
_initialTime = entity.TeleportCooldownInitialTime;
|
||||
_inTeleportCooldown = entity.InTeleportCooldown;
|
||||
_endTeleportEvent = entity.EndTeleportEvent;
|
||||
|
||||
_endTeleportEventDisposable = _endTeleportEvent.Subscribe(OnEndTeleport);
|
||||
}
|
||||
|
||||
private void OnEndTeleport()
|
||||
{
|
||||
_currentTime.Value = _initialTime.Value;
|
||||
_inTeleportCooldown.Value = true;
|
||||
}
|
||||
|
||||
public void OnUpdate(float deltaTime)
|
||||
{
|
||||
if (_inTeleportCooldown.Value == false)
|
||||
return;
|
||||
|
||||
_currentTime.Value -= deltaTime;
|
||||
|
||||
if (CooldownIsOver())
|
||||
_inTeleportCooldown.Value = false;
|
||||
}
|
||||
|
||||
private bool CooldownIsOver() => _currentTime.Value <= 0;
|
||||
|
||||
public void OnDispose()
|
||||
{
|
||||
_endTeleportEventDisposable.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 203bcf3a28764fb7bfac1482c48bad2f
|
||||
timeCreated: 1772546509
|
||||
@@ -6,7 +6,7 @@ using UnityEngine;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport
|
||||
{
|
||||
public class TeleportTarget : IEntityComponent { public Transform Value; }
|
||||
public class TeleportSource : IEntityComponent { public Transform Value; }
|
||||
public class TeleportToPoint : IEntityComponent { public Transform Value; }
|
||||
public class TeleportSearchRadius : IEntityComponent { public ReactiveVariable<float> Value; }
|
||||
|
||||
@@ -23,6 +23,10 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.Teleport
|
||||
|
||||
public class TeleportEnergyCost : IEntityComponent { public ReactiveVariable<int> Value; }
|
||||
|
||||
public class TeleportCooldownInitialTime : IEntityComponent { public ReactiveVariable<float> Value; }
|
||||
public class TeleportCooldownCurrentTime : IEntityComponent { public ReactiveVariable<float> Value; }
|
||||
public class InTeleportCooldown : IEntityComponent { public ReactiveVariable<bool> Value; }
|
||||
|
||||
public class TeleportDamage : IEntityComponent { public ReactiveVariable<float> Value; }
|
||||
public class TeleportDamageRadius : IEntityComponent { public ReactiveVariable<float> Value; }
|
||||
public class TeleportDamageMask : IEntityComponent { public LayerMask Value; }
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI;
|
||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.Enemies;
|
||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.MainHero;
|
||||
using _Project.Develop.Runtime.UI;
|
||||
using _Project.Develop.Runtime.UI.Core;
|
||||
using _Project.Develop.Runtime.UI.Screens.Gameplay;
|
||||
@@ -25,12 +27,17 @@ namespace Assets._Project.Develop.Runtime.Gameplay.Infrastructure
|
||||
container.RegisterAsSingle(CreateAIBrainContext);
|
||||
container.RegisterAsSingle(CreateBrainsFactory);
|
||||
container.RegisterAsSingle(CreateMonoEntitiesFactory).NonLazy();
|
||||
container.RegisterAsSingle(CreateMainHeroFactory);
|
||||
container.RegisterAsSingle(CreateEnemiesFactory);
|
||||
}
|
||||
|
||||
private static AIBrainsContext CreateAIBrainContext(DIContainer c) => new();
|
||||
private static BrainsFactory CreateBrainsFactory(DIContainer c) => new(c);
|
||||
private static EntitiesLifeContext CreateEntitiesLifeContext(DIContainer c) => new();
|
||||
|
||||
private static EnemiesFactory CreateEnemiesFactory(DIContainer c) => new (c);
|
||||
private static MainHeroFactory CreateMainHeroFactory(DIContainer c) => new (c);
|
||||
|
||||
private static EntitiesFactory CreateEntitiesFactory(DIContainer c) => new(c);
|
||||
|
||||
private static GameplayPresentersFactory CreateGameplayPresentersFactory(DIContainer c) => new(c);
|
||||
|
||||
@@ -1,8 +1,14 @@
|
||||
using System;
|
||||
using _Project.Develop.Runtime.Configs.Gameplay.Entities;
|
||||
using _Project.Develop.Runtime.Entities;
|
||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI;
|
||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.Enemies;
|
||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.MainHero;
|
||||
using _Project.Develop.Runtime.Logic.Gameplay.Features.Selectors;
|
||||
using _Project.Develop.Runtime.Utils.InputManagement;
|
||||
using Assets._Project.Develop.Runtime.Infrastructure.DI;
|
||||
using Assets._Project.Develop.Runtime.Utilities.AssetsManagement;
|
||||
using Assets._Project.Develop.Runtime.Utilities.ConfigsManagement;
|
||||
using UnityEngine;
|
||||
|
||||
namespace _Project.Develop.Runtime.Logic.Gameplay.Features
|
||||
@@ -10,11 +16,12 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
|
||||
public class TestGameplay : MonoBehaviour
|
||||
{
|
||||
private DIContainer _container;
|
||||
private EntitiesFactory _entitiesFactory;
|
||||
private EnemiesFactory _enemiesFactory;
|
||||
private MainHeroFactory _mainHeroFactory;
|
||||
private BrainsFactory _brainsFactory;
|
||||
|
||||
private Entity _hero;
|
||||
private Entity _ghost;
|
||||
private Entity _enemy;
|
||||
|
||||
private bool _isRunning;
|
||||
|
||||
@@ -23,17 +30,19 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
|
||||
_container = container;
|
||||
|
||||
_container.Resolve<IPlayerInput>().Enable();
|
||||
_entitiesFactory = _container.Resolve<EntitiesFactory>();
|
||||
|
||||
_enemiesFactory = _container.Resolve<EnemiesFactory>();
|
||||
_mainHeroFactory = _container.Resolve<MainHeroFactory>();
|
||||
_brainsFactory = _container.Resolve<BrainsFactory>();
|
||||
|
||||
_hero = _mainHeroFactory.Create(Vector3.zero);
|
||||
_enemy = _enemiesFactory.Create(
|
||||
Vector3.zero + Vector3.forward * 5,
|
||||
_container.Resolve<ConfigsProviderService>().GetConfig<WizardConfigSO>());
|
||||
}
|
||||
|
||||
public void Run()
|
||||
{
|
||||
_hero = _entitiesFactory.CreateTeleportWizard(Vector3.zero);
|
||||
_ghost = _entitiesFactory.CreateGhost(Vector3.zero + Vector3.forward * 5);
|
||||
|
||||
_brainsFactory.CreateGhostBrain(_ghost);
|
||||
|
||||
_isRunning = true;
|
||||
}
|
||||
|
||||
@@ -45,11 +54,11 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
if (_hero == null)
|
||||
if (_hero == null || _enemy == null)
|
||||
return;
|
||||
|
||||
GUI.Label(new Rect(10, 20, 200, 50), $"Health: {_hero.CurrentHealth.Value}/{_hero.MaxHealth.Value}");
|
||||
GUI.Label(new Rect(10, 40, 200, 50), $"Energy: {_hero.CurrentEnergy.Value}/{_hero.MaxEnergy.Value}");
|
||||
GUI.Label(new Rect(10, 40, 200, 50), $"Energy: {_enemy.CurrentEnergy.Value}/{_enemy.MaxEnergy.Value}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using _Project.Develop.Runtime.Utilities.Conditions;
|
||||
using _Project.Develop.Runtime.Utils.InputManagement.States;
|
||||
using Assets._Project.Develop.Runtime.Infrastructure.DI;
|
||||
using Assets._Project.Develop.Runtime.Utilities.StateMachineCore;
|
||||
|
||||
namespace _Project.Develop.Runtime.Utils.InputManagement
|
||||
{
|
||||
public class InputStateMachine : StateMachine<IState>, IInitializable, IDisposable
|
||||
{
|
||||
private readonly IPlayerInput _playerInput;
|
||||
private readonly IUIInput _uiInput;
|
||||
|
||||
public InputStateMachine(List<IDisposable> disposables) : base(disposables)
|
||||
{ }
|
||||
|
||||
public InputStateMachine(DIContainer container) : base(new List<IDisposable>())
|
||||
{
|
||||
_playerInput = container.Resolve<IPlayerInput>();
|
||||
_uiInput = container.Resolve<IUIInput>();
|
||||
}
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
PlayerInputState playerInputState = new(_playerInput);
|
||||
UIInputState uiInputState = new(_uiInput);
|
||||
|
||||
ICompositeCondition playerToUiStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
|
||||
.Add(new FuncCondition(() => _uiInput.IsEnabled));
|
||||
// .Add(new FuncCondition(() => _playerHorseInput.IsEnabled)); просто как пример что включен только 1 вариант
|
||||
|
||||
ICompositeCondition uiToPlayerStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
|
||||
.Add(new FuncCondition(() => _playerInput.IsEnabled));
|
||||
// .Add(new FuncCondition(() => _playerHorseInput.IsEnabled));
|
||||
|
||||
AddState(playerInputState);
|
||||
AddState(uiInputState);
|
||||
|
||||
AddTransition(playerInputState, uiInputState, playerToUiStateCondition);
|
||||
AddTransition(uiInputState, playerInputState, uiToPlayerStateCondition);
|
||||
|
||||
Enter();
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Exit();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b1a3543621b74566aa3f737018932731
|
||||
timeCreated: 1772547242
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60ce6781167b4204a72055d939441a5b
|
||||
timeCreated: 1772547589
|
||||
@@ -0,0 +1,26 @@
|
||||
using Assets._Project.Develop.Runtime.Utilities.StateMachineCore;
|
||||
|
||||
namespace _Project.Develop.Runtime.Utils.InputManagement.States
|
||||
{
|
||||
public class PlayerInputState : State
|
||||
{
|
||||
private readonly IPlayerInput _playerInput;
|
||||
|
||||
public PlayerInputState(IPlayerInput playerInput)
|
||||
{
|
||||
_playerInput = playerInput;
|
||||
}
|
||||
|
||||
public override void Enter()
|
||||
{
|
||||
base.Enter();
|
||||
_playerInput.Enable();
|
||||
}
|
||||
|
||||
public override void Exit()
|
||||
{
|
||||
_playerInput.Disable();
|
||||
base.Exit();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0efa0cca886c45e295d4adcb82d59f8b
|
||||
timeCreated: 1770556305
|
||||
@@ -0,0 +1,26 @@
|
||||
using Assets._Project.Develop.Runtime.Utilities.StateMachineCore;
|
||||
|
||||
namespace _Project.Develop.Runtime.Utils.InputManagement.States
|
||||
{
|
||||
public class UIInputState : State
|
||||
{
|
||||
private readonly IUIInput _uiInput;
|
||||
|
||||
public UIInputState(IUIInput uiInput)
|
||||
{
|
||||
_uiInput = uiInput;
|
||||
}
|
||||
|
||||
public override void Enter()
|
||||
{
|
||||
base.Enter();
|
||||
_uiInput.Enable();
|
||||
}
|
||||
|
||||
public override void Exit()
|
||||
{
|
||||
_uiInput.Disable();
|
||||
base.Exit();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2cac35b3aedd43b1959f82e36c30ac47
|
||||
timeCreated: 1770556297
|
||||
@@ -3,18 +3,25 @@ using System.Collections.Generic;
|
||||
|
||||
namespace _Project.Develop.Runtime.Utils.ReactiveManagement
|
||||
{
|
||||
public class ReactiveVariable<T> : IReadOnlyVariable<T> where T : IEquatable<T>
|
||||
public class ReactiveVariable<T> : IReadOnlyVariable<T>
|
||||
{
|
||||
private readonly List<Subscriber<T, T>> _subscribers = new List<Subscriber<T, T>>();
|
||||
private readonly List<Subscriber<T, T>> _toAddList = new List<Subscriber<T, T>>();
|
||||
private readonly List<Subscriber<T, T>> _toRemoveList = new List<Subscriber<T, T>>();
|
||||
|
||||
public ReactiveVariable() => _value = default(T);
|
||||
|
||||
public ReactiveVariable(T value) => _value = value;
|
||||
private readonly List<Subscriber<T, T>> _subscribers = new ();
|
||||
private readonly List<Subscriber<T, T>> _toAddList = new ();
|
||||
private readonly List<Subscriber<T, T>> _toRemoveList = new ();
|
||||
|
||||
private T _value;
|
||||
private IEqualityComparer<T> _comparer;
|
||||
|
||||
public ReactiveVariable() : this(default) { }
|
||||
|
||||
public ReactiveVariable(T value) : this(value, EqualityComparer<T>.Default){ }
|
||||
|
||||
public ReactiveVariable(T value, IEqualityComparer<T> comparer)
|
||||
{
|
||||
_value = value;
|
||||
_comparer = comparer;
|
||||
}
|
||||
|
||||
public T Value
|
||||
{
|
||||
get => _value;
|
||||
@@ -23,14 +30,14 @@ namespace _Project.Develop.Runtime.Utils.ReactiveManagement
|
||||
T oldValue = _value;
|
||||
_value = value;
|
||||
|
||||
if (_value.Equals(oldValue) == false)
|
||||
if (_comparer.Equals(oldValue, value) == false)
|
||||
Invoke(oldValue, _value);
|
||||
}
|
||||
}
|
||||
|
||||
public IDisposable Subscribe(Action<T, T> action)
|
||||
{
|
||||
Subscriber<T, T> subscriber = new Subscriber<T, T>(action, RemoveSubscriber);
|
||||
Subscriber<T, T> subscriber = new (action, RemoveSubscriber);
|
||||
_toAddList.Add(subscriber);
|
||||
|
||||
return subscriber;
|
||||
|
||||
@@ -73,6 +73,8 @@ namespace Assets._Project.Develop.Runtime.Utilities.StateMachineCore
|
||||
|
||||
if (_currentState == null)
|
||||
SwitchState(_states[0]);
|
||||
else
|
||||
_currentState.State.Enter();
|
||||
|
||||
_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
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guid: 08a5a589bbbbb2d4da29f807a8696040
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -654,8 +654,8 @@ Camera:
|
||||
near clip plane: 0.3
|
||||
far clip plane: 1000
|
||||
field of view: 60
|
||||
orthographic: 0
|
||||
orthographic size: 5
|
||||
orthographic: 1
|
||||
orthographic size: 14.12
|
||||
m_Depth: -1
|
||||
m_CullingMask:
|
||||
serializedVersion: 2
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@@ -680,7 +680,7 @@ Transform:
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m_GameObject: {fileID: 1496566168}
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serializedVersion: 2
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m_LocalRotation: {x: 0.34130225, y: -0, z: -0, w: 0.9399536}
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m_LocalPosition: {x: 0, y: 11.01, z: -12.32}
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m_LocalPosition: {x: -0.8, y: 41.4, z: -39.5}
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m_LocalScale: {x: 1, y: 1, z: 1}
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||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
|
||||
Reference in New Issue
Block a user