[Component] public class Player { }
[Component] public class PlayerSpawnRequest { public int SpawnTime; public unit PlayerId; }
[Component] public class Transform { public Vector2 Position; public float Rotation; }
[Component] public class Movement { public Vector2 Velocity; public float RotateToAngle; }
[Component] public class Input { public Vector2 MoveVector; public Vector2 RotateVector; }
[Component] public class PlayerStats { public float MoveSpeed; }
public class SpawnPlayerSystem : ExecutableSystem { public override void Execute(GameState gs) { var deleter = gs.Pools.Deferred.GetDeleter(gs.WorldState.SpawnAvatarRequest); foreach (var avatarRequest in gs.WorldState.SpawnAvatarRequest) { if (avatarRequest.Value.SpawnTime == gs.Time) { // create new entity with player ID var playerEntity = gs.WorldState.CreateEntity(avatarRequest.Value.PlayerId); // add components to determinate player behaviour playerEntity.AddPlayer(); playerEntity.AddTransform(Vector2.zero, 0); playerEntity.AddMovement(Vector2.zero, 0); // delete player spawn request deleter.Delete(avatarRequest.Key); } } } }
MovementControlSystem public class MovementControlSystem : ExecutableSystem { public override void Execute(GameState gs) { var playerStats = gs.RuleBook.PlayerStats[1]; foreach (var pair in gs.Input) { var movement = gs.WorldState.Movement[pair.Key]; movement.Velocity = pair.Value.MoveVector.normalized * playerStats.MoveSpeed; movement.RotateToAngle = Math.Atan2(pair.Value.RotateVector.y, pair.Value.RotateVector.x); } } }
public class MovementSystem : ExecutableSystem { public override void Execute(GameState gs) { foreach (var pair in gs.WorldState.Movement) { var transform = gs.WorldState.Transform[pair.Key]; transform.Position += pair.Value.Velocity * GameState.TickDurationSec; } } }
public class RotationSystem : ExecutableSystem { public override void Execute(GameState gs) { foreach (var pair in gs.WorldState.Movement) { var transform = gs.WorldState.Transform[pair.Key]; transform.Angle = pair.Value.RotateToAngle; } } }
[Component] public class Health { public uint CurrentHealth; public uint MaxHealth; } [Component] public class HealthPowerUp { public uint NextChangeDirection; } [Component] public class HealthPowerUpSpawnRequest { public uint SpawnRequest; } [Component] public class HealthPowerUpStats { public float HealthRestorePercent; public float MoveSpeed; public float SecondsToChangeDirection; public float PickupRadius; public float TimeToSpawn; }
[Component] public class PlayerStats { public float MoveSpeed; public uint MaxHealth; }
public class SpawnPlayerSystem : ExecutableSystem { public override void Execute(GameState gs) { var deleter = gs.Pools.Deferred.GetDeleter(gs.WorldState.SpawnAvatarRequest); var playerStats = gs.RuleBook.PlayerStats[1]; foreach (var avatarRequest in gs.WorldState.SpawnAvatarRequest) { if (avatarRequest.Value.SpawnTime <= gs.Time) { // create new entity with player ID var playerEntity = gs.WorldState.CreateEntity(avatarRequest.Value.PlayerId); // add components to determinate player behaviour playerEntity.AddPlayer(); playerEntity.AddTransform(Vector2.zero, 0); playerEntity.AddMovement(Vector2.zero, 0); playerEntity.AddHealth(playerStats.MaxHealth, playerStats.MaxHealth); // delete player spawn request deleter.Delete(avatarRequest.Key); } } } }
public class SpawnHealthPowerUpSystem : ExecutableSystem { public override void Execute(GameState gs) { var deleter = gs.Pools.Deferred.GetDeleter(gs.WorldState.HealthPowerUpSpawnRequest); var healthPowerUpStats = gs.RoolBook.healthPowerUpStats[1]; foreach (var spawnRequest in gs.WorldState.HealthPowerUpSpawnRequest) { // create new entity var powerUpEntity = gs.WorldState.CreateEntity(); // add components to determine healthPowerUp behaviour powerUpEntity.AddHealthPowerUp((uint)(healthPowerUpStats.SecondsToChangeDirection * GameState.Hz)); playerEntity.AddTransform(Vector2.zero, 0); playerEntity.AddMovement(healthPowerUpStats.MoveSpeed, 0); // delete player spawn request deleter.Delete(spawnRequest.Key); } } }
public class HealthPowerUpMovementSystem : ExecutableSystem { public override void Execute(GameState gs) { var healthPowerUpStats = gs.RoolBook.healthPowerUpStats[1]; foreach (var pair in gs.WorldState.HealthPowerUp) { var movement = gs.WorldState.Movement[pair.Key]; if(pair.Value.NextChangeDirection <= gs.Time) { pair.Value.NextChangeDirection = (uint) (healthPowerUpStats.SecondsToChangeDirection * GameState.Hz); movement.Velocity *= -1; } } } }
[Component] public class HealthToAdd { public int Health; public Entity Target; }
[Component] public class DeleteHealthPowerUpRequest { }
public class HealthPowerUpPickUpSystem : ExecutableSystem { public override void Execute(GameState gs) { var healthPowerUpStats = gs.RoolBook.healthPowerUpStats[1]; foreach(var powerUpPair in gs.WorldState.HealthPowerUp) { var powerUpTransform = gs.WorldState.Transform[powerUpPair.Key]; foreach(var playerPair in gs.WorldState.Player) { var playerTransform = gs.WorldState.Transform[playerPair.Key]; var distance = Vector2.Distance(powerUpTransform.Position, playerTransform.Position) if(distance < healthPowerUpStats.PickupRadius) { var healthToAdd = gs.WorldState.Health[playerPair.Key].MaxHealth * healthPowerUpStats.HealthRestorePercent; var entity = gs.WorldState.CreateEntity(); entity.AddHealthToAdd(healthToAdd, gs.WorldState.Player[playerPair.Key]); var powerUpEnity = gs.WorldState[powerUpPair.Key]; powerUpEnity.AddDeleteHealthPowerUpRequest(); break; } } } } }
public class HealingSystem : ExecutableSystem { public override void Execute(GameState gs) { var deleter = gs.Pools.Deferred.GetDeleter(gs.WorldState.HealthToAdd); foreach(var healtToAddPair in gs.WorldState.HealthToAdd) { var healthToAdd = healtToAddPair.Value.Health; var health = healtToAddPair.Value.Target.Health; health.CurrentHealth += healthToAdd; health.CurrentHealth = Mathf.Clamp(health.CurrentHealth, 0, health.MaxHealth); deleter.Delete(healtToAddPair.Key); } } }
public class DeleteHealthPowerUpSystem : ExecutableSystem { public override void Execute(GameState gs) { var deleter = gs.Pools.Deferred.GetDeleter(gs.WorldState.DeleteHealthPowerUpReques); foreach(var healthRequest in gs.WorldState.DeleteHealthPowerUpReques) { var id = healthRequest.Key; gs.WorldState.DelHealthPowerUp(id); gs.WorldState.DelTransform(id); gs.WorldState.DelMovement(id); deleter.Delete(id); } } }
_systems = new List<ExecutableSystem> { new SpawnPlayerSystem(), new SpawnHealthPowerUpSystem(), new MovementControlSystem(), new HealthPowerUpMovementSystem(), new MovementSystem(), new RotationSystem(), new HealthPowerUpPickUpSystem(), new HealingSystem(), new DeleteHealthPowerUpSystem() };
Source: https://habr.com/ru/post/431660/
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