kakozuzo/Code/RagdollController.cs

131 lines
3.6 KiB
C#
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2024-10-30 13:15:49 +03:00
using Sandbox.Utils;
public sealed class RagdollController : Component
{
[Group("Setup"), Order(-100), Property] public ModelPhysics bodyPhysics { get; set; }
[Group("Setup"), Order(-100), Property] public SkinnedModelRenderer bodyRenderer { get; set; }
[Group("Config"), Order(0), Property, Range(0, 15)] public int impaledPhysicsBodyIndex { get; set; }
[Group("Config"), Order(0), Property] public bool isLocked { get; set; }
[Group("Runtime"), Order(100), Property] public PhysicsBody impaledPhysicsBody { get; set; }
// Sensible Indexes
// 3 - HEad
public void Toggle()
{
bool enable = !bodyPhysics.Enabled;
bodyPhysics.Enabled = enable;
bodyPhysics.MotionEnabled = enable;
bodyRenderer.UseAnimGraph = !enable;
}
public void EnableRagdoll()
{
bool enable = true;
bodyPhysics.Enabled = enable;
bodyPhysics.MotionEnabled = enable;
bodyRenderer.UseAnimGraph = !enable;
}
public void DisableRagdoll()
{
bool enable = false;
}
void UpdateBody()
{
//impaledPhysicsBodyIndexRemapped = GetClosestSafeIndex(impaledPhysicsBodyIndex);
var bodyLock = new PhysicsLock();
bodyLock.Pitch = isLocked;
bodyLock.Yaw = isLocked;
bodyLock.Roll = isLocked;
bodyLock.X = isLocked;
bodyLock.Y = isLocked;
bodyLock.Z = isLocked;
bodyPhysics.Locking = bodyLock;
bodyPhysics.MotionEnabled = !isLocked;
if (isLocked)
{
return;
}
if (!bodyPhysics.Enabled)
{
return;
}
impaledPhysicsBody = bodyPhysics.PhysicsGroup.Bodies.ElementAt(impaledPhysicsBodyIndex);
var followToPos = GameObject.Transform.World.Position;// - (GameObject.Transform.World.Forward * 30.0f);
// If this was
if (impaledPhysicsBodyIndex == Bones.Terry.spine_0)
{
followToPos += Vector3.Up * 10.0f;
}
//hitPhysicsBody.Position = followToPos;
var delta = Vector3.Direction(impaledPhysicsBody.Position, followToPos);
impaledPhysicsBody.Velocity = delta * 500.0f;
//impaledPhysicsBody.Velocity = Vector3.Zero;
//impaledPhysicsBody.Position = MathY.MoveTowards(impaledPhysicsBody.Position, followToPos, Time.Delta * 100.0f);
//Log.Info($"delta.Length: {delta.Length}, impaledByHarpoonSpear.isInFlight: {impaledByHarpoonSpear.isInFlight}");
bool useOriginalMethod = true;
if (useOriginalMethod) //delta.Length < 15.0f)// && !impaledByHarpoonSpear.isInFlight)
{
impaledPhysicsBody.Velocity = delta * 1000.0f;
impaledPhysicsBody.Velocity = Vector3.Zero;
impaledPhysicsBody.AngularVelocity = MathY.MoveTowards(impaledPhysicsBody.AngularVelocity, Vector3.Zero, Time.Delta * 15.0f);
impaledPhysicsBody.AngularVelocity = Vector3.Zero;
impaledPhysicsBody.Position = followToPos;
//impaledPhysicsBody.Velocity = delta * 100.0f;
//impaledPhysicsBody.Position = MathY.MoveTowards(impaledPhysicsBody.Position, followToPos, Time.Delta * 1000.0f);
}
else
{
float smoothRate = 0.075f;
smoothRate = 0.0001f;
float smoothRateRot = 0.075f;
//smoothRateRot = 0.0001f;
var velocity = impaledPhysicsBody.Velocity;
Vector3.SmoothDamp(impaledPhysicsBody.Position, WorldPosition, ref velocity, smoothRate, Time.Delta);
impaledPhysicsBody.Velocity = velocity;
var angularVelocity = impaledPhysicsBody.AngularVelocity;
Rotation.SmoothDamp(impaledPhysicsBody.Rotation, WorldRotation, ref angularVelocity, smoothRateRot, Time.Delta);
impaledPhysicsBody.AngularVelocity = angularVelocity;
//impaledPhysicsBody.AngularVelocity = Vector3.Zero;
}
}
protected override void OnUpdate()
{
if ( Network.IsOwner )
{
if(Input.Pressed( "Ragdoll" ))
{
Toggle();
}
}
UpdateBody();
}
protected override void OnFixedUpdate()
{
}
}