Add initial resource and presenter classes for game entities and effects
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80
Code/Factories/ComponentFactory.cs
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80
Code/Factories/ComponentFactory.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using CryptonymThunder.Code.Resources;
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using GameCore.Attributes;
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using GameCore.Combat;
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using GameCore.ECS.Interfaces;
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using GameCore.Input;
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using GameCore.Movement;
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using GameCore.Physics;
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using GameCore.Player;
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using Godot;
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namespace CryptonymThunder.Code.Factories;
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public class ComponentFactory
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{
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private readonly Dictionary<Type, Func<Resource, IComponent>> _factories = new();
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private readonly EffectFactory _effectFactory = new();
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public ComponentFactory()
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{
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Register<AttributeComponentResource>(CreateAttributeComponent);
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Register<WeaponComponentResource>(CreateWeaponComponent);
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Register<ProjectileComponentResource>(CreateProjectileComponent);
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Register<PositionComponentResource>(_ => new PositionComponent());
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Register<VelocityComponentResource>(_ => new VelocityComponent());
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Register<InputStateComponentResource>(_ => new InputStateComponent());
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Register<PlayerComponentResource>(_ => new PlayerComponent());
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Register<RotationComponentResource>(_ => new RotationComponent());
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Register<CharacterStateComponentResource>(_ => new CharacterStateComponent());
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}
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public IComponent Create(Resource resource)
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{
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return _factories.TryGetValue(resource.GetType(), out var factory)
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? factory(resource)
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: null;
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}
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private void Register<TResource>(Func<TResource, IComponent> factory) where TResource : Resource
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{
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_factories[typeof(TResource)] = res => factory((TResource)res);
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}
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private static AttributeComponent CreateAttributeComponent(AttributeComponentResource resource)
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{
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var component = new AttributeComponent();
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foreach (var (attribute, value) in resource.BaseValues)
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{
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component.SetBaseValue(attribute, value);
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}
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return component;
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}
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private WeaponComponent CreateWeaponComponent(WeaponComponentResource resource)
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{
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if (resource.WeaponData == null) return null;
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var weaponData = resource.WeaponData;
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var onFireEffects = weaponData.OnFireEffects.Select(_effectFactory.Create).ToList();
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var onHitEffects = weaponData.OnHitEffects.Select(_effectFactory.Create).ToList();
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return new WeaponComponent
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{
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FireRate = resource.WeaponData.FireRate,
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OnFireEffects = onFireEffects,
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OnHitEffects = onHitEffects,
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};
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}
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private ProjectileComponent CreateProjectileComponent(ProjectileComponentResource resource)
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{
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return new ProjectileComponent
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{
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Lifetime = resource.Lifetime,
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};
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}
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}
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