using System; using _Project.Develop.Runtime.Entities; using _Project.Develop.Runtime.Utils.InputManagement; using Assets._Project.Develop.Runtime.Infrastructure.DI; using UnityEngine; namespace _Project.Develop.Runtime.Logic.Gameplay.Features { public class TestGameplay : MonoBehaviour { private DIContainer _container; private EntitiesFactory _entitiesFactory; private Entity _entity; private bool _isRunning; public void Initialize(DIContainer container) { _container = container; _container.Resolve().Enable(); _entitiesFactory = _container.Resolve(); } public void Run() { _entity = _entitiesFactory.CreateTeleportWizard(Vector3.zero + Vector3.forward * 5); // _entitiesFactory.CreateHero(Vector3.zero); _isRunning = true; } private void Update() { if (_isRunning == false) return; } private void OnGUI() { if (_entity == null) return; GUI.Label(new Rect(10, 20, 200, 50), $"Energy: {_entity.CurrentEnergy.Value}/{_entity.MaxEnergy.Value}"); // GUI.Label(new Rect(10, 40, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}"); // GUI.Label(new Rect(10, 60, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}"); // GUI.Label(new Rect(10, 80, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}"); // GUI.Label(new Rect(10, 100, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}"); // GUI.Label(new Rect(10, 120, 200, 50), $"CurrentEnergy: {_entity.CurrentEnergy.Value}"); } } }