diff --git a/Assets/prefabs/player.prefab b/Assets/prefabs/player.prefab
index 8f65d15..c3b9806 100644
--- a/Assets/prefabs/player.prefab
+++ b/Assets/prefabs/player.prefab
@@ -56,12 +56,12 @@
"WalkSpeed": 100
},
{
- "__type": "Sandbox.Citizen.CitizenAnimationHelper",
- "__guid": "640af9e4-02ed-4391-95ea-e45fba51fa42",
- "BodyWeight": 1,
- "EyesWeight": 1,
+ "__type": "AnimationHelper",
+ "__guid": "536068a6-fe5d-4f45-af74-9522ebf7e663",
+ "BodyWeight": 0,
+ "EyesWeight": 0,
"HeadWeight": 1,
- "LookAtEnabled": false,
+ "LookAtEnabled": true,
"Target": {
"_type": "component",
"component_id": "4fd8c36d-180b-41af-8439-6b975ca1c7b3",
diff --git a/Assets/scenes/minimal.scene b/Assets/scenes/minimal.scene
index e27d0ae..ce6d681 100644
--- a/Assets/scenes/minimal.scene
+++ b/Assets/scenes/minimal.scene
@@ -6,7 +6,6 @@
"Flags": 0,
"Name": "NetworkManager",
"Enabled": true,
- "NetworkMode": 0,
"Components": [
{
"__type": "Sandbox.SceneInformation",
@@ -17,13 +16,13 @@
},
{
"__type": "Sandbox.KPTLConnect",
- "__guid": "79db0a43-3cee-44bf-86db-fa70ca72f62c",
+ "__guid": "895b0f93-287e-4607-808e-6ce5bdbb5c05",
"PlayerPrefab": {
"_type": "gameobject",
"prefab": "prefabs/player.prefab"
},
"SpawnPoints": [],
- "StartServer": false
+ "StartServer": true
}
]
},
diff --git a/Code/AnimationHelper.cs b/Code/AnimationHelper.cs
new file mode 100644
index 0000000..9745a39
--- /dev/null
+++ b/Code/AnimationHelper.cs
@@ -0,0 +1,429 @@
+using System;
+
+///
+/// Used to control the Citizen animation state. You don't have to use this to animate your citizen avatar, but our
+/// aim is to put everything you need in this class, so you can easily see what variables are available.
+///
+[Title( "Animation Helper" )]
+[Category( "KPTL" )]
+[Icon( "directions_run" )]
+public sealed class AnimationHelper : Component, Component.ExecuteInEditor
+{
+ ///
+ /// The skinned model renderer that we'll apply all parameters to.
+ ///
+ [Property] public SkinnedModelRenderer Target { get; set; }
+
+ ///
+ /// Where are the eyes of our character?
+ ///
+ [Property] public GameObject EyeSource { get; set; }
+
+ ///
+ /// How tall are we?
+ ///
+ [Property, Range( 0.5f, 1.5f ), Title( "Avatar Height Scale" )] public float? Height { get; set; }
+
+ ///
+ /// Are we looking at something? Useful for stuff like cutscenes, where you want an NPC to stare at you.
+ ///
+ [Property, ToggleGroup( "LookAtEnabled", Label = "Look At" )]
+ public bool LookAtEnabled { get; set; } = false;
+
+ ///
+ /// Which GameObject should we be looking at?
+ ///
+ [Property, ToggleGroup( "LookAtEnabled" )] public GameObject LookAt { get; set; }
+
+ [Property, ToggleGroup( "LookAtEnabled" ), Range( 0, 1 )] public float EyesWeight { get; set; } = 1.0f;
+ [Property, ToggleGroup( "LookAtEnabled" ), Range( 0, 1 )] public float HeadWeight { get; set; } = 1.0f;
+ [Property, ToggleGroup( "LookAtEnabled" ), Range( 0, 1 )] public float BodyWeight { get; set; } = 1.0f;
+
+ ///
+ /// IK will try to place the limb where this GameObject is in the world.
+ ///
+ [Property, Group( "Inverse kinematics" ), Title( "Left Hand" )] public GameObject IkLeftHand { get; set; }
+
+ ///
+ [Property, Group( "Inverse kinematics" ), Title( "Right Hand" )] public GameObject IkRightHand { get; set; }
+
+ ///
+ [Property, Group( "Inverse kinematics" ), Title( "Left Foot" )] public GameObject IkLeftFoot { get; set; }
+
+ ///
+ [Property, Group( "Inverse kinematics" ), Title( "Right Foot" )] public GameObject IkRightFoot { get; set; }
+
+ [Sync] private Vector3 LookDir { get; set; }
+
+ protected override void OnUpdate()
+ {
+ if ( !Target.IsValid() )
+ return;
+
+ AimBodyWeight = 0f;
+ AimEyesWeight = 0f;
+ AimHeadWeight = 1f;
+
+
+ if ( LookAtEnabled )
+ {
+ if ( Network.IsOwner )
+ {
+ LookDir = Scene.Camera.GameObject.WorldRotation.Forward;
+ }
+ WithLook( LookDir, EyesWeight, HeadWeight, BodyWeight );
+ }
+
+ if ( Height.HasValue )
+ {
+ Target.Set( "scale_height", Height.Value );
+ }
+
+ if ( IkLeftHand.IsValid() && IkLeftHand.Active ) Target.SetIk( "hand_left", IkLeftHand.Transform.World );
+ else Target.ClearIk( "hand_left" );
+
+ if ( IkRightHand.IsValid() && IkRightHand.Active ) Target.SetIk( "hand_right", IkRightHand.Transform.World );
+ else Target.ClearIk( "hand_right" );
+
+ if ( IkLeftFoot.IsValid() && IkLeftFoot.Active ) Target.SetIk( "foot_left", IkLeftFoot.Transform.World );
+ else Target.ClearIk( "foot_left" );
+
+ if ( IkRightFoot.IsValid() && IkRightFoot.Active ) Target.SetIk( "foot_right", IkRightFoot.Transform.World );
+ else Target.ClearIk( "foot_right" );
+ }
+
+ public void ProceduralHitReaction( DamageInfo info, float damageScale = 1.0f, Vector3 force = default )
+ {
+ var boneId = info.Hitbox?.Bone?.Index ?? 0;
+ var bone = Target.GetBoneObject( boneId );
+
+ var localToBone = bone.LocalPosition;
+ if ( localToBone == Vector3.Zero ) localToBone = Vector3.One;
+
+ Target.Set( "hit", true );
+ Target.Set( "hit_bone", boneId );
+ Target.Set( "hit_offset", localToBone );
+ Target.Set( "hit_direction", force.Normal );
+ Target.Set( "hit_strength", (force.Length / 1000.0f) * damageScale );
+ }
+
+ ///
+ /// The transform of the eyes, in world space. This is worked out from EyeSource is it's set.
+ ///
+ public Transform EyeWorldTransform
+ {
+ get
+ {
+ if ( EyeSource.IsValid() ) return EyeSource.Transform.World;
+
+ return Transform.World;
+ }
+ }
+
+
+ ///
+ /// Have the player look at this point in the world
+ ///
+ public void WithLook( Vector3 lookDirection, float eyesWeight = 1.0f, float headWeight = 1.0f, float bodyWeight = 1.0f )
+ {
+ // Target.SetLookDirection( "aim_eyes", lookDirection, eyesWeight );
+ Target.SetLookDirection( "aim_head", lookDirection, headWeight );
+ // Target.SetLookDirection( "aim_body", lookDirection, bodyWeight );
+ }
+
+ ///
+ /// Have the player animate moving with a set velocity (this doesn't move them! Your character controller is responsible for that)
+ ///
+ ///
+ public void WithVelocity( Vector3 Velocity )
+ {
+ var dir = Velocity;
+ var forward = Target.WorldRotation.Forward.Dot( dir );
+ var sideward = Target.WorldRotation.Right.Dot( dir );
+
+ var angle = MathF.Atan2( sideward, forward ).RadianToDegree().NormalizeDegrees();
+
+ Target.Set( "move_direction", angle );
+ Target.Set( "move_speed", Velocity.Length );
+ Target.Set( "move_groundspeed", Velocity.WithZ( 0 ).Length );
+ Target.Set( "move_y", sideward );
+ Target.Set( "move_x", forward );
+ Target.Set( "move_z", Velocity.z );
+ }
+
+ ///
+ /// Animates the wish for the character to move in a certain direction. For example, when in the air, your character will swing their arms in that direction.
+ ///
+ ///
+ public void WithWishVelocity( Vector3 Velocity )
+ {
+ var dir = Velocity;
+ var forward = Target.WorldRotation.Forward.Dot( dir );
+ var sideward = Target.WorldRotation.Right.Dot( dir );
+
+ var angle = MathF.Atan2( sideward, forward ).RadianToDegree().NormalizeDegrees();
+
+ Target.Set( "wish_direction", angle );
+ Target.Set( "wish_speed", Velocity.Length );
+ Target.Set( "wish_groundspeed", Velocity.WithZ( 0 ).Length );
+ Target.Set( "wish_y", sideward );
+ Target.Set( "wish_x", forward );
+ Target.Set( "wish_z", Velocity.z );
+ }
+
+ ///
+ /// Where are we aiming?
+ ///
+ public Rotation AimAngle
+ {
+ set
+ {
+ value = Target.WorldRotation.Inverse * value;
+ var ang = value.Angles();
+
+ Target.Set( "aim_body_pitch", ang.pitch );
+ Target.Set( "aim_body_yaw", ang.yaw );
+ }
+ }
+
+ ///
+ /// The weight of the aim angle, but specifically for the Citizen's eyes.
+ ///
+ public float AimEyesWeight
+ {
+ get => Target.GetFloat( "aim_eyes_weight" );
+ set => Target.Set( "aim_eyes_weight", value );
+ }
+
+ ///
+ /// The weight of the aim angle, but specifically for the Citizen's head.
+ ///
+ public float AimHeadWeight
+ {
+ get => Target.GetFloat( "aim_head_weight" );
+ set => Target.Set( "aim_head_weight", value );
+ }
+
+
+ ///
+ /// The weight of the aim angle, but specifically for the Citizen's body.
+ ///
+ public float AimBodyWeight
+ {
+ get => Target.GetFloat( "aim_body_weight" );
+ set => Target.Set( "aim_body_weight", value );
+ }
+
+ ///
+ /// How much the character is rotating in degrees per second, this controls feet shuffling.
+ /// If rotating clockwise this should be positive, if rotating counter-clockwise this should be negative.
+ ///
+ public float MoveRotationSpeed
+ {
+ get => Target.GetFloat( "move_rotationspeed" );
+ set => Target.Set( "move_rotationspeed", value );
+ }
+
+ [Obsolete( "Use MoveRotationSpeed" )]
+ public float FootShuffle
+ {
+ get => Target.GetFloat( "move_shuffle" );
+ set => Target.Set( "move_shuffle", value );
+ }
+
+ ///
+ /// The scale of being ducked (crouched) (0 - 1)
+ ///
+ [Sync] public float DuckLevel
+ {
+ get => Target.GetFloat( "duck" );
+ set => Target.Set( "duck", value );
+ }
+
+ ///
+ /// How loud are we talking?
+ ///
+ public float VoiceLevel
+ {
+ get => Target.GetFloat( "voice" );
+ set => Target.Set( "voice", value );
+ }
+
+ ///
+ /// Are we sitting down?
+ ///
+ public bool IsSitting
+ {
+ get => Target.GetBool( "b_sit" );
+ set => Target.Set( "b_sit", value );
+ }
+
+ ///
+ /// Are we on the ground?
+ ///
+ public bool IsGrounded
+ {
+ get => Target.GetBool( "b_grounded" );
+ set => Target.Set( "b_grounded", value );
+ }
+
+ ///
+ /// Are we swimming?
+ ///
+ public bool IsSwimming
+ {
+ get => Target.GetBool( "b_swim" );
+ set => Target.Set( "b_swim", value );
+ }
+
+ ///
+ /// Are we climbing?
+ ///
+ public bool IsClimbing
+ {
+ get => Target.GetBool( "b_climbing" );
+ set => Target.Set( "b_climbing", value );
+ }
+
+ ///
+ /// Are we noclipping?
+ ///
+ public bool IsNoclipping
+ {
+ get => Target.GetBool( "b_noclip" );
+ set => Target.Set( "b_noclip", value );
+ }
+
+ ///
+ /// Is the weapon lowered? By default, this'll happen when the character hasn't been shooting for a while.
+ ///
+ public bool IsWeaponLowered
+ {
+ get => Target.GetBool( "b_weapon_lower" );
+ set => Target.Set( "b_weapon_lower", value );
+ }
+
+ public enum HoldTypes
+ {
+ None,
+ Pistol,
+ Rifle,
+ Shotgun,
+ HoldItem,
+ Punch,
+ Swing,
+ RPG
+ }
+
+ ///
+ /// What kind of weapon are we holding?
+ ///
+ public HoldTypes HoldType
+ {
+ get => (HoldTypes)Target.GetInt( "holdtype" );
+ set => Target.Set( "holdtype", (int)value );
+ }
+
+ public enum Hand
+ {
+ Both,
+ Right,
+ Left
+ }
+
+ ///
+ /// What's the handedness of our weapon? Left handed, right handed, or both hands? This is only supported by some holdtypes, like Pistol, HoldItem.
+ ///
+ public Hand Handedness
+ {
+ get => (Hand)Target.GetInt( "holdtype_handedness" );
+ set => Target.Set( "holdtype_handedness", (int)value );
+ }
+
+ ///
+ /// Triggers a jump animation
+ ///
+ [Broadcast] public void TriggerJump()
+ {
+ Target.Set( "b_jump", true);
+ }
+
+ ///
+ /// Triggers a weapon deploy animation
+ ///
+ public void TriggerDeploy()
+ {
+ Target.Set( "b_deploy", true );
+ }
+
+ public enum MoveStyles
+ {
+ Auto,
+ Walk,
+ Run
+ }
+
+ ///
+ /// We can force the model to walk or run, or let it decide based on the speed.
+ ///
+ public MoveStyles MoveStyle
+ {
+ get => (MoveStyles)Target.GetInt( "move_style" );
+ set => Target.Set( "move_style", (int)value );
+ }
+
+ public enum SpecialMoveStyle
+ {
+ None,
+ LedgeGrab,
+ Roll,
+ Slide
+ }
+
+ ///
+ /// We can force the model to have a specific movement state, instead of just running around.
+ /// is good for shimmying across a ledge.
+ /// is good for a platformer game where the character is rolling around continuously.
+ /// is good for a shooter game or a platformer where the character is sliding.
+ ///
+ public SpecialMoveStyle SpecialMove
+ {
+ get => (SpecialMoveStyle)Target.GetInt( "special_movement_states" );
+ set => Target.Set( "special_movement_states", (int)value );
+ }
+
+ //Sitting
+ public enum SittingStyle
+ {
+ None,
+ Chair,
+ Floor
+ }
+
+ ///
+ /// How are we sitting down?
+ ///
+ public SittingStyle Sitting
+ {
+ get => (SittingStyle)Target.GetInt( "sit" );
+ set => Target.Set( "sit", (int)value );
+ }
+
+ ///
+ /// How far up are we sitting down from the floor?
+ ///
+ public float SittingOffsetHeight
+ {
+ get => Target.GetFloat( "sit_offset_height" );
+ set => Target.Set( "sit_offset_height", value );
+ }
+
+ ///
+ /// From 0-1, how much are we actually sitting down.
+ ///
+ public float SittingPose
+ {
+ get => Target.GetFloat( "sit_pose" );
+ set => Target.Set( "sit_pose", value );
+ }
+}
diff --git a/Code/Kal.cs b/Code/Kal.cs
index 3e43bf4..d2ce0d8 100644
--- a/Code/Kal.cs
+++ b/Code/Kal.cs
@@ -4,8 +4,8 @@ using ShrimpleCharacterController;
public sealed class Kal : Component
{
- [RequireComponent] public ShrimpleCharacterController.ShrimpleCharacterController Controller { get; set; }
- [RequireComponent] public CitizenAnimationHelper AnimationHelper { get; set; }
+ [RequireComponent] private ShrimpleCharacterController.ShrimpleCharacterController Controller { get; set; }
+ [RequireComponent] private AnimationHelper AnimationHelper { get; set; }
public SkinnedModelRenderer Renderer { get; set; }
[Property] public GameObject Body { get; set; }
public GameObject Camera { get; set; }
@@ -16,18 +16,23 @@ public sealed class Kal : Component
[Property] [Range(100f, 500f, 20f)] public float RunSpeed { get; set; } = 300f;
[Property] [Range(25f, 100f, 5f)] public float DuckSpeed { get; set; } = 50f;
[Property] [Range(200f, 500f, 20f)] public float JumpStrength { get; set; } = 350f;
+
[Sync] public Angles EyeAngles { get; set; }
- [Sync] public bool isDucking { get; set; } = false;
- [Sync] public bool isRunning { get; set; } = false;
+ // [Sync] public bool IsDucking { get; set; }
+ // [Sync] public bool IsRunning { get; set; }
protected override void OnStart()
{
base.OnStart();
+ Controller = Components.Get();
+ AnimationHelper = Components.Get();
+
if ( !Network.IsOwner ) return;
Renderer = Components.Get(FindMode.EverythingInSelfAndDescendants);
- Camera = new GameObject(true, "Camera");
+ Camera = Scene.Camera.GameObject;
+
Camera.SetParent(GameObject);
var cameraComponent = Camera.Components.Create();
cameraComponent.ZFar = 32768f;
@@ -40,35 +45,31 @@ public sealed class Kal : Component
if ( Network.IsOwner )
{
var wishDirection = Input.AnalogMove.Normal * Rotation.FromYaw( EyeAngles.yaw );
- isDucking = Input.Down( "Duck" );
- isRunning = Input.Down( "Run" );
- var wishSpeed = isDucking ? DuckSpeed :
- isRunning ? RunSpeed : WalkSpeed;
+ var IsDucking = Input.Down( "Duck" );
+ var IsRunning = Input.Down( "Run" );
+ var wishSpeed = IsDucking ? DuckSpeed :
+ IsRunning ? RunSpeed : WalkSpeed;
Controller.WishVelocity = wishDirection * wishSpeed;
-
+
Controller.Move();
if ( Input.Pressed( "Jump" ) && Controller.IsOnGround )
{
Controller.Punch( Vector3.Up * JumpStrength * 2f );
- AnimationHelper?.TriggerJump();
+ AnimationHelper.TriggerJump();
}
-
+
if ( !AnimationHelper.IsValid() ) return;
+ AnimationHelper.DuckLevel = IsDucking ? 1f : 0f;
}
-
- UpdateAnimations();
- }
-
- void UpdateAnimations()
- {
- AnimationHelper.WithWishVelocity(Controller.WishVelocity);
- AnimationHelper.WithVelocity(Controller.Velocity);
- AnimationHelper.IsGrounded = Controller.IsOnGround;
- AnimationHelper.DuckLevel = isDucking ? 1f : 0f;
+ Log.Info( AnimationHelper.HeadWeight );
+
+ AnimationHelper.WithWishVelocity(Controller.WishVelocity);
+ AnimationHelper.WithVelocity(Controller.Velocity);
+ AnimationHelper.IsGrounded = Controller.IsOnGround;
}
protected override void OnUpdate()