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UML.pu
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UML.pu
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namespace Player{
class PlayerModel{
+ int id
+ ReactiveProperty<float> Health
+ ReactiveProperty<float> Ether
+ float atk
}
PlayerModel -|> Common.IHealth
PlayerModel -|> Common.IEther
class PlayerManager{
+ void Init()
}
class PlayerHealthManager{
}
PlayerHealthManager -|> Common.IDamageable
class PlayerEtherManager{
}
PlayerEtherManager -|> Common.IEtherAcquirer
PlayerEtherManager -|> Common.IEtherEmitter
class PlayerInput{
}
class PlayerLocomotor{
}
PlayerLocomotor -> PlayerInput
class PlayerCamraControllr{
- GameObject camera
}
PlayerCamraControllr -> PlayerInput
class PlayerWeaponManager{
- Weapon Weapon
+ void SetWeapon()
}
PlayerWeaponManager -> PlayerInput
PlayerWeaponManager -left> Weapon.WeaponAttcker
PlayerWeaponManager -left> Weapon.WeaponEffector
class PlayerRespawner{
}
class PlayerInteractor{
}
PlayerInteractor -> IInteractable
PlayerInteractor -> PlayerInput
PlayerInput -up> PlayerManager
}
namespace Weapon{
class WeaponAttcker{
+ void SetDamage()
}
class WeaponEffector{
}
}
namespace UI{
class PlayerUIManager{
}
PlayerUIManager -> Player.PlayerManager
class HealthViewModel{
}
HealthViewModel --> Common.IHealth
class EtherViewModel{
}
EtherViewModel -> Common.IEther
class WeaponViewModel{
}
class TimeViewModel{
}
GameManager.TimeManager -> TimeViewModel
class TeamEtherViewModel{
}
class KillLogViewModel{
}
GameManager.KillNotifier -> KillLogViewModel
class RespawnPointViewModel{
}
RespawnPointViewModel -> Player.PlayerRespawner
class HealthViewModel{
}
}
namespace GameManager{
class ClientPlayersManager{
}
ClientPlayersManager -> Player.PlayerManager
class KillNotifier{
+ void NoticeKill()
}
class TimeManager{
+ void GetCurrentTime()
}
class TeamEtherModel{
+ void GetEtherTeam(int teamId)
}
class JudgeManager{
}
}
namespace Common{
interface IHealth{
+ float GetHealth()
+ ReactiveProperty<float> GetHealthStream()
}
interface IDamageable{
+ void SetDamage(Damage damage)
+ Subject<bool> GetDeathStream()
}
interface IEther{
+ AcquireEther()
}
interface IEtherAcquirer{
+ void AcquireEther(float ether)
}
interface IEtherEmitter{
+ void EmitEther(float ether)
}
interface IInteractable{
+ void Interact(PlayerManager playerManager)
}
class Damage <<struct>>{
}
}