commit 9390a56f646f67fc8407bc38236134ec0d452369 Author: Oscar Date: Tue Oct 29 18:52:47 2024 +0300 init diff --git a/.editorconfig b/.editorconfig new file mode 100644 index 0000000..56b5fc1 --- /dev/null +++ b/.editorconfig @@ -0,0 +1,100 @@ +# Remove the line below if you want to inherit .editorconfig settings from higher directories +root = true + +# C# files +[*.{cs,razor}] +indent_style = tab +indent_size = 4 +tab_size = 4 + +# New line preferences +end_of_line = crlf +insert_final_newline = true + + +#### C# Coding Conventions #### + +# Expression-bodied members +csharp_style_expression_bodied_accessors = true:silent +csharp_style_expression_bodied_constructors = false:silent +csharp_style_expression_bodied_indexers = true:silent +csharp_style_expression_bodied_lambdas = true:silent +csharp_style_expression_bodied_local_functions = false:silent +csharp_style_expression_bodied_methods = false:silent +csharp_style_expression_bodied_operators = false:silent +csharp_style_expression_bodied_properties = true:silent + +# Pattern matching preferences +csharp_style_pattern_matching_over_as_with_null_check = true:suggestion +csharp_style_pattern_matching_over_is_with_cast_check = true:suggestion +csharp_style_prefer_not_pattern = true:suggestion +csharp_style_prefer_pattern_matching = true:silent +csharp_style_prefer_switch_expression = true:suggestion + +# Null-checking preferences +csharp_style_conditional_delegate_call = true:suggestion + +# Code-block preferences +csharp_prefer_braces = true:silent + +# Expression-level preferences +csharp_prefer_simple_default_expression = true:suggestion +csharp_style_deconstructed_variable_declaration = true:suggestion +csharp_style_implicit_object_creation_when_type_is_apparent = true:suggestion +csharp_style_inlined_variable_declaration = true:suggestion +csharp_style_pattern_local_over_anonymous_function = true:suggestion +csharp_style_prefer_index_operator = true:suggestion +csharp_style_prefer_range_operator = true:suggestion +csharp_style_throw_expression = true:suggestion +csharp_style_unused_value_assignment_preference = discard_variable:suggestion +csharp_style_unused_value_expression_statement_preference = discard_variable:silent + +# 'using' directive preferences +csharp_using_directive_placement = outside_namespace:silent + +#### C# Formatting Rules #### + +# New line preferences +csharp_new_line_before_catch = true +csharp_new_line_before_else = true +csharp_new_line_before_finally = true +csharp_new_line_before_members_in_anonymous_types = true +csharp_new_line_before_members_in_object_initializers = true +csharp_new_line_before_open_brace = all +csharp_new_line_between_query_expression_clauses = true + +# Indentation preferences +csharp_indent_block_contents = true +csharp_indent_braces = false +csharp_indent_case_contents = true +csharp_indent_case_contents_when_block = true +csharp_indent_labels = no_change +csharp_indent_switch_labels = true + +# Space preferences +csharp_space_after_cast = false +csharp_space_after_colon_in_inheritance_clause = true +csharp_space_after_comma = true +csharp_space_after_dot = false +csharp_space_after_keywords_in_control_flow_statements = true +csharp_space_after_semicolon_in_for_statement = true +csharp_space_around_binary_operators = before_and_after +csharp_space_around_declaration_statements = false +csharp_space_before_colon_in_inheritance_clause = true +csharp_space_before_comma = false +csharp_space_before_dot = false +csharp_space_before_open_square_brackets = false +csharp_space_before_semicolon_in_for_statement = false +csharp_space_between_empty_square_brackets = false +csharp_space_between_method_call_empty_parameter_list_parentheses = false +csharp_space_between_method_call_name_and_opening_parenthesis = false +csharp_space_between_method_call_parameter_list_parentheses = true +csharp_space_between_method_declaration_empty_parameter_list_parentheses = false +csharp_space_between_method_declaration_name_and_open_parenthesis = false +csharp_space_between_method_declaration_parameter_list_parentheses = true +csharp_space_between_parentheses = control_flow_statements +csharp_space_between_square_brackets = false + +# Wrapping preferences +csharp_preserve_single_line_blocks = true +csharp_preserve_single_line_statements = true \ No newline at end of file diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..88f7c75 --- /dev/null +++ b/.gitignore @@ -0,0 +1,28 @@ + +# This file describes files and paths that should not be tracked by Git version control +# https://git-scm.com/docs/gitignore + +# Auto-generated code editor files +.vs/* +.vscode/* +*.csproj +obj +bin +Properties/* +code/obj/* +code/Properties/* + +# Auto-generated asset related files +.sbox/* +*.generated.* +*.*_c +!*.shader_c +*.los +*.vpk +*launchSettings.json +*.sln + +*idea + +# Exported / standalone games +Exports/ diff --git a/Assets/maps/nunu.vmap 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"IsWhitelistDisabled": false, + "Metadata": { + "SingleAssetSource": "scenes/test.vmap" + } + } + } +} \ No newline at end of file diff --git a/Assets/untitled.motivate b/Assets/untitled.motivate new file mode 100644 index 0000000..d10e88f --- /dev/null +++ b/Assets/untitled.motivate @@ -0,0 +1,10 @@ +{ + "Portraits": [ + "photo_2024-10-16_19-53-34.jpg" + ], + "Messages": [ + "\u0415\u0431\u0430\u0448, \u0434\u0430 \u043D\u0435 \u0432\u044B\u0435\u0431\u0430\u043D \u0431\u0443\u0434\u0435\u0448\u044C" + ], + "__references": [], + "__version": 0 +} \ No newline at end of file diff --git a/Assets/untitled.motivate.meta b/Assets/untitled.motivate.meta new file mode 100644 index 0000000..6ce078b --- /dev/null +++ b/Assets/untitled.motivate.meta @@ -0,0 +1,20 @@ +{ + "publish": { + "Enabled": true, + "ProjectConfig": { + "Title": "untitled", + "Type": "motivate", + "Org": "local", + "Ident": "untitled", + "Schema": 0, + "IncludeSourceFiles": true, + "Resources": null, + "PackageReferences": null, + "EditorReferences": null, + "IsWhitelistDisabled": false, + "Metadata": { + "SingleAssetSource": "untitled.motivate" + } + } + } +} \ No newline at end of file diff --git a/Code/Assembly.cs b/Code/Assembly.cs new file mode 100644 index 0000000..3b209b1 --- /dev/null +++ b/Code/Assembly.cs @@ -0,0 +1,3 @@ +global using Sandbox; +global using System.Collections.Generic; +global using System.Linq; diff --git a/Code/Kal.cs b/Code/Kal.cs new file mode 100644 index 0000000..3ce33c3 --- /dev/null +++ b/Code/Kal.cs @@ -0,0 +1,101 @@ +using Sandbox.Citizen; +using ShrimpleCharacterController; + +public sealed class Kal : Component +{ + [RequireComponent] + public ShrimpleCharacterController.ShrimpleCharacterController Controller { get; set; } + + [RequireComponent] + public CitizenAnimationHelper AnimationHelper { get; set; } + public SkinnedModelRenderer Renderer { get; set; } + public GameObject Camera { get; set; } + + [Property] + [Range(1f, 200f, 1f)] + public float CamOffsetX { get; set; } + + [Property] + [Range(1f, 200f, 1f)] + public float CamOffsetZ { get; set; } + + [Property] + [Range(50f, 200f, 10f)] + public float WalkSpeed { get; set; } = 100f; + + [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; + + public Angles EyeAngles { get; set; } + + protected override void OnStart() + { + base.OnStart(); + + if ( !Network.IsOwner ) return; + + Renderer = Components.Get(FindMode.EverythingInSelfAndDescendants); + Camera = new GameObject(true, "Camera"); + Camera.SetParent(GameObject); + var cameraComponent = Camera.Components.Create(); + cameraComponent.ZFar = 32768f; + } + + protected override void OnFixedUpdate() + { + base.OnFixedUpdate(); + + if ( !Network.IsOwner ) return; + + var wishDirection = Input.AnalogMove.Normal * Rotation.FromYaw(EyeAngles.yaw); + 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 * 10f); + AnimationHelper?.TriggerJump(); + } + + if (!AnimationHelper.IsValid()) return; + + AnimationHelper.WithWishVelocity(Controller.WishVelocity); + AnimationHelper.WithVelocity(Controller.Velocity); + AnimationHelper.DuckLevel = isDucking ? 1f : 0f; + AnimationHelper.IsGrounded = Controller.IsOnGround; + } + + protected override void OnUpdate() + { + base.OnUpdate(); + + Log.Info(Controller.WishVelocity); + + if ( !Network.IsOwner ) return; + + Log.Info(Controller.WishVelocity); + + EyeAngles += Input.AnalogLook; + EyeAngles = EyeAngles.WithPitch(MathX.Clamp(EyeAngles.pitch, -10f, 40f)); + Renderer.WorldRotation = Rotation.Slerp(Renderer.WorldRotation, Rotation.FromYaw(EyeAngles.yaw), Time.Delta * 5f); + + var cameraOffset = Vector3.Up * CamOffsetZ + Vector3.Backward * CamOffsetX; + Camera.WorldRotation = EyeAngles.ToRotation(); + Camera.LocalPosition = cameraOffset * Camera.WorldRotation; + } +} diff --git a/Code/MyComponent.cs b/Code/MyComponent.cs new file mode 100644 index 0000000..b6e5dca --- /dev/null +++ b/Code/MyComponent.cs @@ -0,0 +1,9 @@ + +public sealed class MyComponent : Component +{ + [Property] public string StringProperty { get; set; } + + protected override void OnUpdate() + { + } +} diff --git a/Editor/Assembly.cs b/Editor/Assembly.cs new file mode 100644 index 0000000..7887e59 --- /dev/null +++ b/Editor/Assembly.cs @@ -0,0 +1,4 @@ +global using Sandbox; +global using Editor; +global using System.Collections.Generic; +global using System.Linq; diff --git a/Editor/MyEditorMenu.cs b/Editor/MyEditorMenu.cs new file mode 100644 index 0000000..7f4dce3 --- /dev/null +++ b/Editor/MyEditorMenu.cs @@ -0,0 +1,8 @@ +public static class MyEditorMenu +{ + [Menu("Editor", "$title/My Menu Option")] + public static void OpenMyMenu() + { + EditorUtility.DisplayDialog("It worked!", "This is being called from your library's editor code!"); + } +} diff --git a/Libraries/badandbest.youcandoit/.bin/manifest.json b/Libraries/badandbest.youcandoit/.bin/manifest.json new file mode 100644 index 0000000..5ef69d6 --- /dev/null +++ b/Libraries/badandbest.youcandoit/.bin/manifest.json @@ -0,0 +1,4 @@ +[ + "package.base", + "package.badandbest.youcandoit" +] \ No newline at end of file diff --git a/Libraries/badandbest.youcandoit/.bin/package.badandbest.youcandoit.cll b/Libraries/badandbest.youcandoit/.bin/package.badandbest.youcandoit.cll new file mode 100644 index 0000000..4040687 Binary files /dev/null and b/Libraries/badandbest.youcandoit/.bin/package.badandbest.youcandoit.cll differ diff --git a/Libraries/badandbest.youcandoit/.bin/package.badandbest.youcandoit.dll b/Libraries/badandbest.youcandoit/.bin/package.badandbest.youcandoit.dll new file mode 100644 index 0000000..2125b8a Binary files /dev/null and b/Libraries/badandbest.youcandoit/.bin/package.badandbest.youcandoit.dll differ diff --git a/Libraries/badandbest.youcandoit/.bin/package.badandbest.youcandoit.xml b/Libraries/badandbest.youcandoit/.bin/package.badandbest.youcandoit.xml new file mode 100644 index 0000000..941bc77 --- /dev/null +++ b/Libraries/badandbest.youcandoit/.bin/package.badandbest.youcandoit.xml @@ -0,0 +1,8 @@ + + + + package.badandbest.youcandoit + + + + diff --git a/Libraries/badandbest.youcandoit/.bin/package.base.cll b/Libraries/badandbest.youcandoit/.bin/package.base.cll new file mode 100644 index 0000000..275468e Binary files /dev/null and b/Libraries/badandbest.youcandoit/.bin/package.base.cll differ diff --git a/Libraries/badandbest.youcandoit/.version b/Libraries/badandbest.youcandoit/.version new file mode 100644 index 0000000..b69814d --- /dev/null +++ b/Libraries/badandbest.youcandoit/.version @@ -0,0 +1 @@ +1.0.73517 \ No newline at end of file diff --git a/Libraries/badandbest.youcandoit/Assets/Portraits/arms_crossed.png b/Libraries/badandbest.youcandoit/Assets/Portraits/arms_crossed.png new file mode 100644 index 0000000..f91cab8 Binary files /dev/null and b/Libraries/badandbest.youcandoit/Assets/Portraits/arms_crossed.png differ diff --git a/Libraries/badandbest.youcandoit/Assets/Portraits/bubble.png b/Libraries/badandbest.youcandoit/Assets/Portraits/bubble.png new file mode 100644 index 0000000..e8d5a07 Binary files /dev/null and b/Libraries/badandbest.youcandoit/Assets/Portraits/bubble.png differ diff --git a/Libraries/badandbest.youcandoit/Assets/Portraits/heart.png b/Libraries/badandbest.youcandoit/Assets/Portraits/heart.png new file mode 100644 index 0000000..c7f1f6c Binary files /dev/null and b/Libraries/badandbest.youcandoit/Assets/Portraits/heart.png differ diff --git a/Libraries/badandbest.youcandoit/Assets/Portraits/physgun.png b/Libraries/badandbest.youcandoit/Assets/Portraits/physgun.png new file mode 100644 index 0000000..fb1e478 Binary files /dev/null and b/Libraries/badandbest.youcandoit/Assets/Portraits/physgun.png differ diff --git a/Libraries/badandbest.youcandoit/Assets/Portraits/pumped.png b/Libraries/badandbest.youcandoit/Assets/Portraits/pumped.png new file mode 100644 index 0000000..fd28608 Binary files /dev/null and b/Libraries/badandbest.youcandoit/Assets/Portraits/pumped.png differ diff --git a/Libraries/badandbest.youcandoit/Assets/Portraits/suspicious.png b/Libraries/badandbest.youcandoit/Assets/Portraits/suspicious.png new file mode 100644 index 0000000..dbdbbef Binary files /dev/null and b/Libraries/badandbest.youcandoit/Assets/Portraits/suspicious.png differ diff --git a/Libraries/badandbest.youcandoit/Assets/chill.motivate b/Libraries/badandbest.youcandoit/Assets/chill.motivate new file mode 100644 index 0000000..79319d2 --- /dev/null +++ b/Libraries/badandbest.youcandoit/Assets/chill.motivate @@ -0,0 +1,20 @@ +{ + "Portraits": [ + "portraits/physgun.png", + "portraits/suspicious.png" + ], + "Messages": [ + "very good.", + "congratulations.", + "keep it up!", + "that\u0027s smart.", + "I like your thinking.", + "that\u0027s a good idea.", + "neat.", + "interesting..", + "very clever." + ], + "__references": [], + "IsValid": true, + "__version": 0 +} \ No newline at end of file diff --git a/Libraries/badandbest.youcandoit/Assets/maps/test.vmap b/Libraries/badandbest.youcandoit/Assets/maps/test.vmap new file mode 100644 index 0000000..69f8cde Binary files /dev/null and b/Libraries/badandbest.youcandoit/Assets/maps/test.vmap differ diff --git a/Libraries/badandbest.youcandoit/Assets/mean.motivate b/Libraries/badandbest.youcandoit/Assets/mean.motivate new file mode 100644 index 0000000..2be97ec --- /dev/null +++ b/Libraries/badandbest.youcandoit/Assets/mean.motivate @@ -0,0 +1,27 @@ +{ + "Portraits": [ + "portraits/arms_crossed.png" + ], + "Messages": [ + "Hmph!", + "Baka!", + "Do better!", + "\u003E:C", + "*pout*", + "Idiot!", + "Stupid head!", + "It\u0027s not like\nI\u0027m proud of you\nor anything!", + "It\u0027s not like\nI care about your\nwork or anything!", + "Finish it already!", + "Geez, stop pushing\nyourself!", + "Could you be any\nmore clueless?", + "It doesn\u0027t work!", + "Finish it faster!", + "Blehh!", + "You suck! (\u25D4_\u25D4)", + "Useless!" + ], + "__references": [], + "IsValid": true, + "__version": 0 +} \ No newline at end of file diff --git a/Libraries/badandbest.youcandoit/Assets/nice.motivate b/Libraries/badandbest.youcandoit/Assets/nice.motivate new file mode 100644 index 0000000..d8fa722 --- /dev/null +++ b/Libraries/badandbest.youcandoit/Assets/nice.motivate @@ -0,0 +1,27 @@ +{ + "Portraits": [ + "portraits/pumped.png", + "portraits/heart.png" + ], + "Messages": [ + "good work! :3", + "keep at it! c:", + "rawr! so cool!!", + "WOW!", + "need some hewp?", + "um.. w-what are\nyou working on?", + "that\u0027s amazing!\n(\u2217\u2022\u03C9\u2022\u2217)", + "s-sorryy.. am i\ninterrupt?", + "you can do it!!", + "you sure you don\u0027t\nneed a break? (\u00B4\uFF65\u03C9\uFF65\u0060)", + "this is gonna be\nsoo cool!", + "keep working hard\nsenpai!", + "can you teach me?", + "just a little more!", + "i love it!", + "are you oki?" + ], + "__references": [], + "IsValid": true, + "__version": 0 +} \ No newline at end of file diff --git a/Libraries/badandbest.youcandoit/Code/FailSafe.cs b/Libraries/badandbest.youcandoit/Code/FailSafe.cs new file mode 100644 index 0000000..3b209b1 --- /dev/null +++ b/Libraries/badandbest.youcandoit/Code/FailSafe.cs @@ -0,0 +1,3 @@ +global using Sandbox; +global using System.Collections.Generic; +global using System.Linq; diff --git a/Libraries/badandbest.youcandoit/Editor/MotivationManager.cs b/Libraries/badandbest.youcandoit/Editor/MotivationManager.cs new file mode 100644 index 0000000..9122027 --- /dev/null +++ b/Libraries/badandbest.youcandoit/Editor/MotivationManager.cs @@ -0,0 +1,31 @@ +using Sandbox; +using System; +namespace Editor; + +public static class MotivationManager +{ + static RealTimeUntil Cooldown; + + static MotivationManager() + { + Game.SetRandomSeed( DateTime.Now.Second ); + Cooldown = 5; + } + + [EditorEvent.FrameAttribute] + public static void Frame() + { + if ( !Cooldown ) + { + return; + } + + var notice = new MotivationNotice(); + NoticeManager.Remove( notice, 30 ); + + const int MIN_MINUTES = 15; + const int MAX_MINUTES = 30; + + Cooldown = 60 * Game.Random.Next( MIN_MINUTES, MAX_MINUTES ); + } +} diff --git a/Libraries/badandbest.youcandoit/Editor/MotivationNotice.cs b/Libraries/badandbest.youcandoit/Editor/MotivationNotice.cs new file mode 100644 index 0000000..f6ed36a --- /dev/null +++ b/Libraries/badandbest.youcandoit/Editor/MotivationNotice.cs @@ -0,0 +1,37 @@ +using Sandbox; +using System.Linq; +using static Sandbox.ResourceLibrary; +namespace Editor; + +public class MotivationNotice : NoticeWidget +{ + public string Portrait { get; init; } + public string Message { get; init; } + + public string Bubble => FileSystem.Mounted.GetFullPath( "portraits/bubble.png" ); + + protected override Vector2 SizeHint() => new( 512, 384 ); + + public MotivationNotice() + { + var personality = Game.Random.FromArray( GetAll().ToArray() ); + + Portrait = personality.GetPortrait(); + Message = personality.GetMessage(); + } + + protected override void OnPaint() + { + Paint.SetPen( Theme.Black ); + Paint.SetDefaultFont( 16 ); + + var rect = LocalRect.Align( 350, TextFlag.LeftBottom ); + Paint.Draw( rect, Portrait ); + + rect = LocalRect.Align( 250, TextFlag.RightTop ); + Paint.Draw( rect, Bubble ); + + rect = rect.Shrink( 0, 0, 0, 55 ); + Paint.DrawText( rect, Message ); + } +} diff --git a/Libraries/badandbest.youcandoit/Editor/MotivationResource.cs b/Libraries/badandbest.youcandoit/Editor/MotivationResource.cs new file mode 100644 index 0000000..39889c2 --- /dev/null +++ b/Libraries/badandbest.youcandoit/Editor/MotivationResource.cs @@ -0,0 +1,31 @@ +using Sandbox; +namespace Editor; + +[GameResource( "Motivation", "motivate", "Citizens motivate you every 15-30 minutes.", Icon = "support_agent", Category = "Editor", IconBgColor = "#E4E2E4", IconFgColor = "#93BDDD" )] +public class MotivationResource : GameResource +{ + [ImageAssetPath] + public string[] Portraits { get; set; } + + public string[] Messages { get; set; } + + /// + /// Selects a random citizen portrait from this type. + /// + /// Portrait file path + public string GetPortrait() + { + var portraitPath = Game.Random.FromArray( Portraits ); + + return FileSystem.Mounted.GetFullPath( portraitPath ); + } + + /// + /// Selects a random motivational response from this type. + /// + /// Response with linebreaks + public string GetMessage() + { + return Game.Random.FromArray( Messages ); + } +} diff --git a/Libraries/badandbest.youcandoit/youcandoit.sbproj b/Libraries/badandbest.youcandoit/youcandoit.sbproj new file mode 100644 index 0000000..f33d600 --- /dev/null +++ b/Libraries/badandbest.youcandoit/youcandoit.sbproj @@ -0,0 +1,25 @@ +{ + "Title": "You Can Do It!", + "Type": "library", + "Org": "badandbest", + "Ident": "youcandoit", + "Schema": 1, + "IncludeSourceFiles": true, + "Resources": null, + "PackageReferences": [], + "EditorReferences": null, + "IsWhitelistDisabled": false, + "Metadata": { + "CsProjName": "You Can Do It", + "Compiler": { + "RootNamespace": "Sandbox", + "DefineConstants": "SANDBOX;ADDON;DEBUG", + "NoWarn": "1701;1702;1591;2255;", + "WarningsAsErrors": "", + "Whitelist": true, + "AssemblyReferences": [], + "IgnoreFolders": [], + "DistinctAssemblyReferences": [] + } + } +} \ No newline at end of file diff --git a/Libraries/fish.scc/.bin/manifest.json b/Libraries/fish.scc/.bin/manifest.json new file mode 100644 index 0000000..9b81876 --- /dev/null +++ b/Libraries/fish.scc/.bin/manifest.json @@ -0,0 +1,4 @@ +[ + "package.base", + "package.fish.scc" +] \ No newline at end of file diff --git a/Libraries/fish.scc/.bin/package.base.cll b/Libraries/fish.scc/.bin/package.base.cll new file mode 100644 index 0000000..bb31987 Binary files /dev/null and b/Libraries/fish.scc/.bin/package.base.cll differ diff --git a/Libraries/fish.scc/.bin/package.fish.scc.cll b/Libraries/fish.scc/.bin/package.fish.scc.cll new file mode 100644 index 0000000..1228738 Binary files /dev/null and b/Libraries/fish.scc/.bin/package.fish.scc.cll differ diff --git a/Libraries/fish.scc/.bin/package.fish.scc.dll b/Libraries/fish.scc/.bin/package.fish.scc.dll new file mode 100644 index 0000000..726ff91 Binary files /dev/null and b/Libraries/fish.scc/.bin/package.fish.scc.dll differ diff --git a/Libraries/fish.scc/.bin/package.fish.scc.xml b/Libraries/fish.scc/.bin/package.fish.scc.xml new file mode 100644 index 0000000..896f046 --- /dev/null +++ b/Libraries/fish.scc/.bin/package.fish.scc.xml @@ -0,0 +1,287 @@ + + + + package.fish.scc + + + + + Manually update this by calling Move() or let it always be simulated + + + + + If pushing against a wall, scale the velocity based on the wall's angle (False is useful for NPCs that get stuck on corners) + + + + + Width of our trace + + + + + Height of our trace + + + + + Which tags it should ignore + + + + + Max amount of trace calls whenever the simulation doesn't reach its target (Slide and collide bounces) + + + + + How fast you accelerate while on the ground (Units per second) + + + + + How fast you decelerate while on the ground (Units per second) + + + + + How fast you accelerate while in the air (Units per second) + + + + + How fast you decelerate while in the air (Units per second) + + + + + Do we ignore the friction of the surface you're standing on or not? + + + + + Is this MoveHelper meant for horizontal grounded movement? (false = For flying or noclip) + + + + + Do we ignore Z when it's near 0 (So that gravity affects you when not moving) + + + + + Tolerance from a 90° surface before it's considered a wall (Ex. Tolerance 1 = Between 89° and 91° can be a wall, 0.1 = 89.9° to 90.1°) + + + + + Player feels like it's gripping walls too much? Try more Grip Factor Reduction! + + + + + Stick the MoveHelper to the ground (IsOnGround will default to false if disabled) + + + + + How steep terrain can be for you to stand on without slipping + + + + + How far from the ground the MoveHelper is going to stick (Useful for going down stairs!) + + + + + Enable steps climbing (+1 Trace call) + + + + + How high steps can be for you to climb on + + + + + How deep it checks for steps (Minimum depth) + + + + + Tolerance from a 90° surface before it's considered a valid step (Ex. Tolerance 1 = Between 89° and 91° can be a step, 0.1 = 89.9° to 90.1°) + + + + + Enable to ability to walk on a surface that's too steep if it's equal or smaller than a step (+1 Trace call when on steep terrain) + + + + + Instead of colliding with these tags the MoveHelper will be pushed away (Make sure the tags are in IgnoreTags as well!) + + + + + Which tags will push this MoveHelper away and with how much force (Make sure they are also included in IgnoreTags!) (+1 Trace call) + + + + + Apply gravity to this MoveHelper when not on the ground + + + + + Use the scene's gravity or our own + + + + + Units per second squared (Default is -850f) + + + + + Check if the MoveHelper is stuck and try to get it to unstuck (+Trace calls if stuck) + + + + + How many trace calls it will attempt to get the MoveHelper unstuck + + + + + The simulated target velocity for our MoveHelper (Units per second, we apply Time.Delta inside) + + + + + The resulting velocity after the simulation is done (Units per second) + + + + + Is the MoveHelper currently touching the ground + + + + + + The current ground angle you're standing on (Always 0f if IsOnGround false) + + + + + The current surface you're standing on + + + + + The gameobject you're currently standing on + + + + + Is the MoveHelper currently pushing against a wall + + + + + The current wall normal you're pushing against (Always Vector3.Zero if IsPushingAgainstWall false) + + + + + The gameobject you're currently pushing on + + + + + Is the MoveHelper standing on a terrain too steep to stand on (Always false if IsOnGround false) + + + + + The MoveHelper is stuck and we can't get it out + + + + + To avoid getting stuck due to imprecision we shrink the bounds before checking and compensate for it later + + + + + The bounds of this MoveHelper generated from the TraceWidth and TraceHeight + + + + + If another MoveHelper moved at the same time and they're stuck, let this one know that the other already unstuck for us + + + + + Casts the current bounds from to and returns the scene trace result + + + + + + + + + Detach the MoveHelper from the ground and launch it somewhere (Units per second) + + + + + + Apply the WishVelocity, update the Velocity and the Position of the GameObject by simulating the MoveHelper + + Just calculate but don't update position + + + + Apply the WishVelocity, update the Velocity and the Position of the GameObject by simulating the MoveHelper + + The time step + Just calculate but don't update position + + + + Sometimes we have to update only the position but not the velocity (Like when climbing steps or getting unstuck) so we can't have Position rely only on Velocity + + + + + Debug don't use + + + + + + + + Move a vector3 towards a goal by a fixed distance + + + + + + + + + Project a vector along a plane (normal) and scale it back to its original length + + + + + + + diff --git a/Libraries/fish.scc/.sbox/project.json b/Libraries/fish.scc/.sbox/project.json new file mode 100644 index 0000000..c80b12b --- /dev/null +++ b/Libraries/fish.scc/.sbox/project.json @@ -0,0 +1,57 @@ +{ + "scene.lastopened": { + "Value": "[\u0022scenes/walker_example.scene\u0022]", + "Timeout": 1732563082, + "DeleteAt": 0 + }, + "gizmo.settings": { + "Value": 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PFTS/9523/m7Je5rv7jxgf3ZdNnzv4Z19x/3PjgHpaLPbPQWw4tPwcf3BfcPs9pa7nv6R9928vt039q/C/1c97n3f1Ef537U94X4/M98F0ec//ozyvZ\u002BA1P\u002Bvvwbfahdn4q1gxegxepl5\u002BKNQbODtjK/kSSfmHN4C14Nxd7bllj4MyBBvYnoPcOspaLPbfgcx5BffsT1CJ6D96ibr/7w7kF29qfSGqf9lbCu7nY580aAucc7GB/gjWBVfAO5xm4Pc5C2N7\u002BRBJ96K2BN3OxZ7Z8TVz3je1PsGawlrEl8Tcd7XHGQiP7E0n0ofcF45WLPbzUWuJchmb2J6iltB7\u002B5CyDdLTH2Q07259Iog\u002B9rxn7XOxTp1YT5z20sD9BLaZN8C/nPKSjPc6E2NX\u002BRBJ96P0g/Gdysc\u002BdWk\u002BcI9HK/gS1nH7S/Uu52OdOe5w10dL\u002BRBJ96P2GPOZiXzy1ojifoo39CWpB/aH7V3OxT572OMOinf2JJPrQ\u002B4/wX8zFvnpqTXHuRXv7E9SSSsErudhnT3skeXe0P5FEH3pZeJ3zM9IxR815Gp3sTzDnXMZY5mKfPu1x5sZe9ieS6EOvCrzOGR3pqHXFOR1d7U8wJ12Nb5WLff60x1ke3e1PJNGH3pbwYi7qAjCHzfkfPexPMGddk9\u002BSizoBtMcZIftaPyXRh15deCUXdQWY4\u002BZckV7WT\u002BgPdBE65BX7K8QixDiv2h8hdunv5\u002BgXdAs66TXrE3TJa8bHXyFWIkZ53f4IsccBxkefoLvQKW9YX6Ar3jM\u002B/gqxDjHIm/ZHiC0ONT76At2DzkA/oA/QBauMj79CLEOM8bb9EWKHI42PPkC3oBOQf\u002BQdWV9rfPwVYhViiHftjxAbHGd85B3dgcwj38gzsrze\u002BPgrxCLECO/bH8H3P8n4yDO6AZlGfpFXZHWT8fFXiDWIAVbaH8G3P8P4yCuyj8wW/X188\u002BG\u002BR96QXWQO\u002BUJekdWfTA9/hViDGGCV/RF875HGR56QzazlB3lEFv8wPv4KsQQ\u002B/mr7I/jW\u002BOzgIy/IXhXLR3mtOHSv5Rl/hVgBH36N/RF8Z3xy8JEHZGtL8z/yhCwhw2vsrxAL4KOvtb3F1uJzgw\u002B/Izt1zd/IC7KCjK61vcfXx\u002Bavs/3ujf7IBj7ygWwcIdhg\u002BeuTCxlcZ/8A3\u002BDgXOxxZs2nL/wNT6VijYgzew6BJ1Kx5tMP\u002BfFz8ME93PRZ8xmAvPg5\u002BOB\u002By29IB72DckHzC\u002BODe6jb5zltHeR7\u002Bkff8JnWu/\u002BcJdTHz3mfdz/lN6WjP/SF37De3wPfqrf7R38G5eI3bPD34dusykUdEtacjuL3l0UdDdaoOKNonv2dJP3EmtOxtM95QOlYo\u002BJso0XwXCroDUEflUVdDvA592g\u002BMpCKNamhfL\u002By2GNPfzgfaaH9naT2ae9k4Q7gTKJ0rGFxntJi\u002BzusWZ3K9y6LOh\u002B0x5lLD9nfSaIPvWHwQ1nU/WBNjHOaHkVGuRacBb\u002BVRY0B2uMsp0fs7yTRh94I\u002BIlzlNKxxsX5T08gc\u002BlYszoPfVgWNTxojzOiltrfSaIPvVHCPYozj9KxxsW5Uk/b32FN6yL0Y1nUQKA9zp5aZn8niT70xgj32LKoW3JOKs6reg4dlI46QpehPzkfyu1xptVydEIl6ENvnHCHlsWeburYcQ7WC/Z3ztX9Vbo\u002BjTOo3B5nZb1sfyeJPvTGC/fEsqghcV4qztdaYX\u002BHukHXo8/Lom4K7XEG12voyErQh94k4Z5aFjVSqIvHuV2v29\u002BhztGN6H/OzXJ7nO31FjqvEvShd7Nwh5VFTQrq7HEe2Nv2dy7U/TRdn8/ZXG6PM8Pes7\u002BTRB96M4R7DmdnCf\u002BiVJwz9r79HdY87sCelEXdF9rjLLKV2IBK0IfeLOGeVxY1Xlgj4fyyj\u002BzvsCYyW9ejOU/M7XHG2WrrvyT60Jsr3FFlUXODNRTORfvE\u002Bg/9hK4bYn2EP0UsRoz3u/0lYjdiMp6jv9Bdx1q/oa/QVejQ3\u002B1PESsSo/1pf4nYi5gPfPQVuvFk6yf0EboIHfin/SliPWKwv\u002B0vEVsRs4GPPkK3DbP\u002BQd\u002Bga9Bxf9ufIpYjxkL/4C8ROxGTgY\u002B\u002BQXeNsH5Bn6BL0GHg408RqxFDoV/wl4iNiLnAR5\u002Bgm0ZZf6Av0BXoKPDxp4jFiJHQH/hLxD7EVOCjL9A9Y6wf0AfoAnQQ\u002BPhTxFrEQOgH/CViG2Im8NEH6JZxFeIdYhNiHu6RZ3TDeMsv\u002BgBdgA6CHv4UsRYxEPoBf4nYg5gGfOQV2Z9k\u002BUTekXV0DPj4U8RSJZZ//CVii4zxkUdk\u002B2bLH/KMLF9vfPwpYqWc5Rt/idhhM\u002BMjb8juDMsX8oqs3mh8/ClioaqWX/yl8tjA\u002BMgTsjnL8oM8IovTjI8/RaxTw/KJP4AvUMf4yAuyN9fygbwha3cYH3\u002BEWGag5Q//Yk0ufIwali9k6/tc1CFDftfmQobBx3/Bd/mKNtOxJrkO/spFHTTWMDmz8Gv7T6xJfgE/\u002Bjn44H5n\u002BqxJrvfZhrWND\u002B5Ezh00vY25oFnb\u002BOB\u002B4/Z5TlsbfV\u002Bew5MLn66u\u002B89Zimv9nPd593LOOHR/6Ms64/M98P3WuH/054dc/IZ6/j58m0vKouYPa6I/6f7nsqiBwxoqZzT2sT\u002BWpN9YE/1N\u002BD\u002BVRQ0m1lA527G//THo/cF4lEXdJ/A593F/\u002B2Osmf6FPJRFjSX6w/mQ/eyPJbVPeynh/lYWdaFYY2UT\u002BMH2x1hTLdX132VRs4f2OHPyIPtjSfShVybcv8qirhRrsJxTeZj9MdZcC7pO56MGEO1xluVA\u002B2NJ9KFXTbgpznZMxxot518eaX\u002BMNdnqnI2ZjxpAtMcZmYPsjyXRh15N4WbzUdeqPKeA32J/jDXb2rreLB81h2iPszcH2x9Log\u002B9rYRb4DzKtGsN6/54\u002B2OsyW6t6y04s9LtcabnEPtjSfSh11C41fJRM6m8VrHuT7A/xprs9rqulY\u002B6WrTHWaEn2x9Log\u002B9RsKtno86Xqzhcr7oKfbHqEvYRNf1OGfT7XEG6en2x5Lol69hC7dmPmoaUVeXc0vPsD9GLeRddb0NZ3m6Pc42Pcv\u002BWBJ96LUUbt181Fii1jLnoZ5tf4xayq11vV0\u002B6oLRHmemjrA/lkQfeu2Eu3U\u002B6pBR95ZzVs\u002B1P0Yt5j11vRPnj7o9zmK9wP5YEn3odRZuw3zUMaMOL\u002Be3jrQ/Ri3nvdAVnHHq9jjj9SL7Y0n0oddduDvmow4ataI5F/Zi\u002B2PUgt4HXZGPuma0x9mxY6xfk\u002BhDr7dwm\u002BSjjhq1pjlv9lLrV/QfuhQd2NT\u002BHrEoMS76FX\u002BO2PU4P0c/ohvRqc2sD9GFPxkff49YmRgV/Yg/R\u002Bx5jPHRh\u002BjelPUf\u002Bg5d95fx8feIdYlB0X/4c8SWxKzgo\u002B/QnWXWb\u002BgzdBk6FHz8PWJZYkz0G/4csSMxKfjoM3RjNesv9BW6Ch25m/09YlViyJb254gNiTnBR1\u002Bh\u002B2paP6GP0EXowJb294hFiRFb258j9iOmBB99hG7byvoHfYOuQce1tr9HrEkM2Nb\u002BHLEdMSP46Bt0V8MK8R6xGTEf9\u002BgLdE8j6wf0DboGHdfW/h6xJjFge/tzxF7EdOCjD9AtzS3/6BN0CTqsvf09YklivA7254itiNnAR97RHS0t3\u002BgLdAU6qoP9PWJFYrhO9ueInYjJwEee0Q3tLL/oA3QBOqiT/T1iQWK0LvbniI2IucBHXstl3/KJvCPr6Jgu9veI9YjButqfI/YhpgIfeUS2u1v\u002BkGdkGR3S1f4esRwxVjf7K/gqxEzgI2/Ibm/LF/KKrKIjutlfIlbDZ\u002Bph/\u002BeysvCBuls\u002Bkc3J0LD8X1EWOqCH/St8q\u002BvKosYha\u002BbjGM\u002ByqPvJGjtnSV9v/44186t8rnRP44M7yfRZM7\u002BG8fdz8MHtko86h9AbD3/5OfjgTnD7PKet8b6nf/QNn7OX\u002B88Z11f4Oe/z7u6cA\u002B3\u002B0Bd\u002BQy9/D3zTy9w/\u002BnNjWfyG3v4\u002BfJvm\u002Baj7yJr9FN3fw7nR6Vjj5\u002BzsH\u002BwvJulH1uynCXd2Pmr8scbPmdu/ogNNbzr8kY86h\u002BBzHveP9hdZ05\u002Bh6/s4u9r94dzuX\u002BwvJrVPezOFOzcfNQTJAeCc7z/tL7LmP0vX9\u002Bej7iHtcRb4H/YXk\u002BhD717hLshHTT5yBDg/nINd8RfJCZir\u002Bwc5b9vtccb4f8rCX0yiD70Fwn0gHzUWySHgXPKM/UVyBhbq/mHO9HZ7nF1ean8xiT70HhL\u002BknzUcSTHgPPO8/YXySlYovvH81G3kfY4E73M/mISfeg9JvzH8lHTkBwEzlGvan\u002BRnIOlun86H3UgaY\u002Bz1qvYX0yiD71lwn\u002BSc8zTkaPA\u002Beyb218kJ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72, + "TraceWidth": 16, + "UnstuckEnabled": true, + "UseSceneGravity": true + }, + { + "__type": "Sandbox.Citizen.CitizenAnimationHelper", + "__guid": "6bb6e1f8-1402-4b7b-9006-ea4866eb9e64", + "BodyWeight": 1, + "EyesWeight": 1, + "HeadWeight": 1, + "LookAtEnabled": false, + "Target": { + "_type": "component", + "component_id": "75a0dedf-07bc-4a29-9027-9e88625f7ba0", + "go": "768529ee-5ecc-4ddb-a81e-73fdb775baec", + "component_type": "SkinnedModelRenderer" + } + }, + { + "__type": "ShrimpleCharacterController.ShrimpleWalker", + "__guid": "21e48f2b-e808-42b7-83e6-83282972f187", + "DuckSpeed": 50, + "JumpStrength": 350, + "RunSpeed": 300, + "WalkSpeed": 100 + } + ], + "Children": [ + { + "__guid": "768529ee-5ecc-4ddb-a81e-73fdb775baec", + "Flags": 0, + "Name": "Model", + "Position": "0,0,0", + "Enabled": true, + "Components": [ + { + "__type": "Sandbox.SkinnedModelRenderer", + "__guid": "75a0dedf-07bc-4a29-9027-9e88625f7ba0", + "BodyGroups": 341, + "CreateBoneObjects": false, + "Model": "models/citizen/citizen.vmdl", + "RenderType": "On", + "Tint": "1,1,1,1", + "UseAnimGraph": true + } + ] + } + ] + } + ], + "SceneProperties": { + "FixedUpdateFrequency": 50, + "MaxFixedUpdates": 5, + "NetworkFrequency": 30, + "NetworkInterpolation": true, + "ThreadedAnimation": true, + "TimeScale": 1, + "UseFixedUpdate": true, + "NavMesh": { + "Enabled": false, + "IncludeStaticBodies": true, + "IncludeKeyframedBodies": true, + "EditorAutoUpdate": true, + "AgentHeight": 64, + "AgentRadius": 16, + "AgentStepSize": 18, + "AgentMaxSlope": 40, + "ExcludedBodies": "", + "IncludedBodies": "" + } + }, + "Title": "walker_example", + "Description": "", + "ResourceVersion": 1, + "__references": [], + "__version": 1 +} \ No newline at end of file diff --git a/Libraries/fish.scc/Code/Assembly.cs b/Libraries/fish.scc/Code/Assembly.cs new file mode 100644 index 0000000..393be06 --- /dev/null +++ b/Libraries/fish.scc/Code/Assembly.cs @@ -0,0 +1,5 @@ +global using Sandbox; +global using System; +global using System.Collections.Generic; +global using System.Linq; +namespace ShrimpleCharacterController; diff --git a/Libraries/fish.scc/Code/Examples/ShrimpleFlyer.cs b/Libraries/fish.scc/Code/Examples/ShrimpleFlyer.cs new file mode 100644 index 0000000..202731f --- /dev/null +++ b/Libraries/fish.scc/Code/Examples/ShrimpleFlyer.cs @@ -0,0 +1,68 @@ +using Sandbox.Citizen; + +namespace ShrimpleCharacterController; + +[Hide] +public sealed class ShrimpleFlyer : Component +{ + [RequireComponent] + public ShrimpleCharacterController Controller { get; set; } + + [RequireComponent] + public CitizenAnimationHelper AnimationHelper { get; set; } + public SkinnedModelRenderer Renderer { get; set; } + public GameObject Camera { get; set; } + + [Property] + [Range(400f, 1600f, 20f)] + public float WalkSpeed { get; set; } = 800f; + + [Property] + [Range(800f, 4000f, 80f)] + public float RunSpeed { get; set; } = 2400f; + + public Angles EyeAngles { get; set; } + + protected override void OnStart() + { + base.OnStart(); + + Renderer = AnimationHelper.Target; + Camera = new GameObject(true, "Camera"); + Camera.SetParent(GameObject); + var cameraComponent = Camera.Components.Create(); + cameraComponent.ZFar = 32768f; + } + + protected override void OnFixedUpdate() + { + base.OnFixedUpdate(); + + var isDucking = Input.Down("Duck"); + var isRunning = Input.Down("Run"); + var ascending = Input.Down("Jump") ? 1f : 0f; + var descending = Input.Down("Duck") ? -1f : 0f; + var wishSpeed = isRunning ? RunSpeed : WalkSpeed; + var wishDirection = (Input.AnalogMove + Vector3.Up * (ascending + descending)).Normal * EyeAngles.ToRotation(); + + Controller.WishVelocity = wishDirection * wishSpeed; + Controller.Move(); + + AnimationHelper.WithWishVelocity(Controller.WishVelocity); + AnimationHelper.WithVelocity(Controller.Velocity); + AnimationHelper.IsGrounded = Controller.IsOnGround; + } + + protected override void OnUpdate() + { + base.OnUpdate(); + + EyeAngles += Input.AnalogLook; + EyeAngles = EyeAngles.WithPitch(MathX.Clamp(EyeAngles.pitch, -10f, 40f)); + Renderer.WorldRotation = Rotation.Slerp(Renderer.WorldRotation, Rotation.FromYaw(EyeAngles.yaw), Time.Delta * 5f); + + var cameraOffset = Vector3.Up * 70f + Vector3.Backward * 220f; + Camera.WorldRotation = EyeAngles.ToRotation(); + Camera.LocalPosition = cameraOffset * Camera.WorldRotation; + } +} diff --git a/Libraries/fish.scc/Code/Examples/ShrimpleRoller.cs b/Libraries/fish.scc/Code/Examples/ShrimpleRoller.cs new file mode 100644 index 0000000..1ca211b --- /dev/null +++ b/Libraries/fish.scc/Code/Examples/ShrimpleRoller.cs @@ -0,0 +1,71 @@ +namespace ShrimpleCharacterController; + +[Hide] +public sealed class ShrimpleRoller : Component +{ + [RequireComponent] + public ShrimpleCharacterController Controller { get; set; } + + public ModelRenderer Renderer { get; set; } + public GameObject Camera { get; set; } + + [Property] + [Range(500f, 2000f, 100f)] + public float WalkSpeed { get; set; } = 1000f; + + [Property] + [Range(1000f, 5000f, 200f)] + public float RunSpeed { get; set; } = 3000f; + + [Property] + [Range(200f, 500f, 20f)] + public float JumpStrength { get; set; } = 350f; + + public Angles EyeAngles { get; set; } + + protected override void OnStart() + { + base.OnStart(); + + Renderer = Components.Get(FindMode.EnabledInSelfAndDescendants); + + Camera = new GameObject(true, "Camera"); + Camera.SetParent(GameObject); + var cameraComponent = Camera.Components.Create(); + cameraComponent.ZFar = 32768f; + } + + protected override void OnFixedUpdate() + { + base.OnFixedUpdate(); + + var wishDirection = Input.AnalogMove.Normal * Rotation.FromYaw(EyeAngles.yaw); + var isDucking = Input.Down("Duck"); + var isRunning = Input.Down("Run"); + var wishSpeed = isRunning ? RunSpeed : WalkSpeed; + + Controller.WishVelocity = wishDirection * wishSpeed; + Controller.Move(); + + if (Input.Pressed("Jump") && Controller.IsOnGround) + Controller.Punch(Vector3.Up * JumpStrength); + } + + protected override void OnUpdate() + { + base.OnUpdate(); + + EyeAngles += Input.AnalogLook; + EyeAngles = EyeAngles.WithPitch(MathX.Clamp(EyeAngles.pitch, -10f, 40f)); + + float pitchRotation = Controller.Velocity.x * Time.Delta; + float rollRotation = -Controller.Velocity.y * Time.Delta; + var ballPitch = Rotation.FromPitch(pitchRotation); + var ballRoll = Rotation.FromRoll(rollRotation); + Renderer.WorldRotation = ballPitch * ballRoll * Renderer.WorldRotation; + + var cameraOffset = Vector3.Up * 70f + Vector3.Backward * 260f; + Camera.WorldRotation = EyeAngles.ToRotation(); + Camera.LocalPosition = cameraOffset * Camera.WorldRotation; + } +} diff --git a/Libraries/fish.scc/Code/Examples/ShrimpleWalker.cs b/Libraries/fish.scc/Code/Examples/ShrimpleWalker.cs new file mode 100644 index 0000000..497a87e --- /dev/null +++ b/Libraries/fish.scc/Code/Examples/ShrimpleWalker.cs @@ -0,0 +1,84 @@ +using Sandbox.Citizen; + +namespace ShrimpleCharacterController; + +[Hide] +public sealed class ShrimpleWalker : Component +{ + [RequireComponent] + public ShrimpleCharacterController Controller { get; set; } + + [RequireComponent] + public CitizenAnimationHelper AnimationHelper { get; set; } + public SkinnedModelRenderer Renderer { get; set; } + public GameObject Camera { get; set; } + + [Property] + [Range(50f, 200f, 10f)] + public float WalkSpeed { get; set; } = 100f; + + [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; + + public Angles EyeAngles { get; set; } + + protected override void OnStart() + { + base.OnStart(); + + Renderer = Components.Get(FindMode.EverythingInSelfAndDescendants); + Camera = new GameObject(true, "Camera"); + Camera.SetParent(GameObject); + var cameraComponent = Camera.Components.Create(); + cameraComponent.ZFar = 32768f; + } + + protected override void OnFixedUpdate() + { + base.OnFixedUpdate(); + + var wishDirection = Input.AnalogMove.Normal * Rotation.FromYaw(EyeAngles.yaw); + 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); + AnimationHelper?.TriggerJump(); + } + + if (!AnimationHelper.IsValid()) return; + + AnimationHelper.WithWishVelocity(Controller.WishVelocity); + AnimationHelper.WithVelocity(Controller.Velocity); + AnimationHelper.DuckLevel = isDucking ? 1f : 0f; + AnimationHelper.IsGrounded = Controller.IsOnGround; + } + + protected override void OnUpdate() + { + base.OnUpdate(); + + EyeAngles += Input.AnalogLook; + EyeAngles = EyeAngles.WithPitch(MathX.Clamp(EyeAngles.pitch, -10f, 40f)); + Renderer.WorldRotation = Rotation.Slerp(Renderer.WorldRotation, Rotation.FromYaw(EyeAngles.yaw), Time.Delta * 5f); + + var cameraOffset = Vector3.Up * 70f + Vector3.Backward * 220f; + Camera.WorldRotation = EyeAngles.ToRotation(); + Camera.LocalPosition = cameraOffset * Camera.WorldRotation; + } +} diff --git a/Libraries/fish.scc/Code/ShrimpleCharacterController.cs b/Libraries/fish.scc/Code/ShrimpleCharacterController.cs new file mode 100644 index 0000000..fb3cbf4 --- /dev/null +++ b/Libraries/fish.scc/Code/ShrimpleCharacterController.cs @@ -0,0 +1,755 @@ +namespace ShrimpleCharacterController; + +[Icon("nordic_walking")] +public class ShrimpleCharacterController : Component +{ + /// + /// Manually update this by calling Move() or let it always be simulated + /// + [Property] + [Group("Options")] + public bool ManuallyUpdate { get; set; } = true; + + /// + /// If pushing against a wall, scale the velocity based on the wall's angle (False is useful for NPCs that get stuck on corners) + /// + [Property] + [Group("Options")] + public bool ScaleAgainstWalls { get; set; } = true; + + [Sync] + float _traceWidth { get; set; } = 16f; + + /// + /// Width of our trace + /// + [Property] + [Group("Trace")] + [Range(1f, 64f, 1f, true, true)] + public float TraceWidth + { + get => _traceWidth; + set + { + _traceWidth = value; + Bounds = BuildBounds(); + _shrunkenBounds = Bounds.Grow(-SkinWidth); + } + } + + [Sync] + float _traceHeight { get; set; } = 72f; + + /// + /// Height of our trace + /// + [Property] + [Group("Trace")] + [Range(1f, 256f, 1f, true, true)] + public float TraceHeight + { + get => _traceHeight; + set + { + _traceHeight = value; + Bounds = BuildBounds(); + _shrunkenBounds = Bounds.Grow(-SkinWidth); + } + } + + /// + /// Which tags it should ignore + /// + [Property] + [Group("Trace")] + public TagSet IgnoreTags { get; set; } = new TagSet(); + + /// + /// Max amount of trace calls whenever the simulation doesn't reach its target (Slide and collide bounces) + /// + [Property] + [Group("Trace")] + [Range(1, 20, 1, true, true)] + public int MaxBounces { get; set; } = 5; + + /// + /// How fast you accelerate while on the ground (Units per second) + /// + [Property] + [Group("Movement")] + [Range(0f, 3000f, 10f, false)] + [HideIf("GroundStickEnabled", false)] + public float GroundAcceleration { get; set; } = 1000f; + + /// + /// How fast you decelerate while on the ground (Units per second) + /// + [Property] + [Group("Movement")] + [Range(0f, 3000f, 10f, false)] + [HideIf("GroundStickEnabled", false)] + public float GroundDeceleration { get; set; } = 1500f; + + /// + /// How fast you accelerate while in the air (Units per second) + /// + [Property] + [Group("Movement")] + [Range(0f, 3000f, 10f, false)] + public float AirAcceleration { get; set; } = 300f; + + /// + /// How fast you decelerate while in the air (Units per second) + /// + [Property] + [Group("Movement")] + [Range(0f, 3000f, 10f, false)] + public float AirDeceleration { get; set; } = 0f; + + /// + /// Do we ignore the friction of the surface you're standing on or not? + /// + [Property] + [Group("Movement")] + public bool IgnoreGroundSurface { get; set; } = false; + + /// + /// Is this MoveHelper meant for horizontal grounded movement? (false = For flying or noclip) + /// + [Property] + [Group("Movement")] + public bool IgnoreZ { get; set; } = true; + + /// + /// Do we ignore Z when it's near 0 (So that gravity affects you when not moving) + /// + [Property] + [Title("Ignore Z When Zero")] + [Group("Movement")] + [HideIf("IgnoreZ", true)] + public bool IgnoreZWhenZero { get; set; } = true; + + /// + /// Tolerance from a 90° surface before it's considered a wall (Ex. Tolerance 1 = Between 89° and 91° can be a wall, 0.1 = 89.9° to 90.1°) + /// + [Group("Movement")] + [Property] + [Range(0f, 10f, 0.1f, false)] + public float WallTolerance { get; set; } = 1f; + + /// + /// Player feels like it's gripping walls too much? Try more Grip Factor Reduction! + /// + [Group("Movement")] + [Property] + [Range(1f, 10f, 0.1f, true)] + public float GripFactorReduction { get; set; } = 1f; + + /// + /// Stick the MoveHelper to the ground (IsOnGround will default to false if disabled) + /// + [ToggleGroup("GroundStickEnabled")] + [Property] + public bool GroundStickEnabled { get; set; } = true; + + /// + /// How steep terrain can be for you to stand on without slipping + /// + [Property] + [Group("GroundStickEnabled")] + [Range(0f, 89f, 1f, true, true)] + public float MaxGroundAngle { get; set; } = 60f; + + /// + /// How far from the ground the MoveHelper is going to stick (Useful for going down stairs!) + /// + [Property] + [Group("GroundStickEnabled")] + [Range(1f, 32f, 1f, false)] + public float GroundStickDistance { get; set; } = 12f; + + /// + /// Enable steps climbing (+1 Trace call) + /// + [ToggleGroup("StepsEnabled")] + [Property] + public bool StepsEnabled { get; set; } = true; + + /// + /// How high steps can be for you to climb on + /// + [Group("StepsEnabled")] + [Property] + [Range(1f, 32f, 1f, false)] + public float StepHeight { get; set; } = 12f; + + /// + /// How deep it checks for steps (Minimum depth) + /// + [Group("StepsEnabled")] + [Property] + [Range(0.1f, 8f, 0.1f, false)] + public float StepDepth { get; set; } = 2f; + + /// + /// Tolerance from a 90° surface before it's considered a valid step (Ex. Tolerance 1 = Between 89° and 91° can be a step, 0.1 = 89.9° to 90.1°) + /// + [Group("StepsEnabled")] + [Property] + [Range(0f, 10f, 0.1f, false)] + public float StepTolerance { get; set; } = 1f; + + /// + /// Enable to ability to walk on a surface that's too steep if it's equal or smaller than a step (+1 Trace call when on steep terrain) + /// + [Group("StepsEnabled")] + [Property] + public bool PseudoStepsEnabled { get; set; } = true; + + /// + /// Instead of colliding with these tags the MoveHelper will be pushed away (Make sure the tags are in IgnoreTags as well!) + /// + [ToggleGroup("PushEnabled")] + [Property] + public bool PushEnabled { get; set; } = false; + + [Sync] + Dictionary _pushTagsWeight { get; set; } = new Dictionary() { { "player", 1f } }; + + /// + /// Which tags will push this MoveHelper away and with how much force (Make sure they are also included in IgnoreTags!) (+1 Trace call) + /// + [Property] + [Group("PushEnabled")] + public Dictionary PushTagsWeight + { + get => _pushTagsWeight; + set + { + _pushTagsWeight = value; + _pushTags = BuildPushTags(); + } + } + + /// + /// Apply gravity to this MoveHelper when not on the ground + /// + [ToggleGroup("GravityEnabled")] + [Property] + public bool GravityEnabled { get; set; } = true; + + /// + /// Use the scene's gravity or our own + /// + [Property] + [Group("GravityEnabled")] + public bool UseSceneGravity { get; set; } = true; + + /// + /// Units per second squared (Default is -850f) + /// + [Property] + [Group("GravityEnabled")] + [Range(-2000, 2000, 1, false)] + [HideIf("UseSceneGravity", true)] + public float Gravity { get; set; } = -850f; + + /// + /// Check if the MoveHelper is stuck and try to get it to unstuck (+Trace calls if stuck) + /// + [ToggleGroup("UnstuckEnabled")] + [Property] + public bool UnstuckEnabled { get; set; } = true; + + /// + /// How many trace calls it will attempt to get the MoveHelper unstuck + /// + [Property] + [Group("UnstuckEnabled")] + [Range(1, 50, 1, false)] + public int MaxUnstuckTries { get; set; } = 20; + + /// + /// The simulated target velocity for our MoveHelper (Units per second, we apply Time.Delta inside) + /// + [Sync] public Vector3 WishVelocity { get; set; } + + /// + /// The resulting velocity after the simulation is done (Units per second) + /// + [Sync] public Vector3 Velocity { get; set; } + + /// + /// Is the MoveHelper currently touching the ground + /// + [Sync] public bool IsOnGround { get; set; } + + /// The current ground normal you're standing on (Always Vector3.Zero if IsOnGround false) + /// + public Vector3 GroundNormal { get; private set; } = Vector3.Zero; + + /// + /// The current ground angle you're standing on (Always 0f if IsOnGround false) + /// + public float GroundAngle => Vector3.GetAngle(GroundNormal, Vector3.Up); + + /// + /// The current surface you're standing on + /// + public Surface GroundSurface { get; private set; } + + /// + /// The gameobject you're currently standing on + /// + public GameObject GroundObject { get; set; } + + /// + /// Is the MoveHelper currently pushing against a wall + /// + public bool IsPushingAgainstWall { get; private set; } + + /// + /// The current wall normal you're pushing against (Always Vector3.Zero if IsPushingAgainstWall false) + /// + public Vector3 WallNormal { get; private set; } = Vector3.Zero; + + /// + /// The gameobject you're currently pushing on + /// + public GameObject WallObject { get; set; } + + /// + /// Is the MoveHelper standing on a terrain too steep to stand on (Always false if IsOnGround false) + /// + [Sync] public bool IsSlipping { get; private set; } // TODO IMPLEMENT + + /// + /// The MoveHelper is stuck and we can't get it out + /// + [Sync] public bool IsStuck { get; private set; } + + /// + /// To avoid getting stuck due to imprecision we shrink the bounds before checking and compensate for it later + /// + public float SkinWidth; + + /// + /// The bounds of this MoveHelper generated from the TraceWidth and TraceHeight + /// + public BBox Bounds { get; set; } + private BBox _shrunkenBounds; + private string[] _pushTags; + private Vector3 _lastVelocity; + + /// + /// If another MoveHelper moved at the same time and they're stuck, let this one know that the other already unstuck for us + /// + public ShrimpleCharacterController UnstuckTarget; + + protected override void OnStart() + { + SkinWidth = Math.Min(Math.Max(0.1f, TraceWidth * 0.05f), GroundStickDistance); // SkinWidth is 5% of the total width + Bounds = BuildBounds(); + _shrunkenBounds = Bounds.Grow(-SkinWidth); + _pushTags = BuildPushTags(); + } + + protected override void DrawGizmos() + { + if (Gizmo.IsSelected) + { + Gizmo.GizmoDraw draw = Gizmo.Draw; + draw.Color = Color.Blue; + draw.LineBBox(BuildBounds()); + } + } + + private BBox BuildBounds() + { + return new BBox(new Vector3(-TraceWidth / 2, -TraceWidth / 2f, 0f), new Vector3(TraceWidth / 2f, TraceWidth / 2f, TraceHeight)); + } + + private string[] BuildPushTags() + { + return PushTagsWeight.Keys.ToArray(); + } + + /// + /// Casts the current bounds from to and returns the scene trace result + /// + /// + /// + /// + /// + public SceneTraceResult BuildTrace(BBox bounds, Vector3 from, Vector3 to) + { + return Game.SceneTrace.Box(bounds, from, to) + .IgnoreGameObjectHierarchy(GameObject) + .WithoutTags(IgnoreTags) + .Run(); + } + + private SceneTraceResult BuildPushTrace(BBox bounds, Vector3 from, Vector3 to) + { + return Game.SceneTrace.Box(bounds, from, to) + .IgnoreGameObjectHierarchy(GameObject) + .WithAnyTags(_pushTags) // Check for only the push tags + .Run(); + } + + /// + /// Detach the MoveHelper from the ground and launch it somewhere (Units per second) + /// + /// + public void Punch(in Vector3 amount) + { + if (amount.z < 10f) return; // Get out with that weak crap + + IsOnGround = false; + Velocity += amount; + + } + + /// + /// Apply the WishVelocity, update the Velocity and the Position of the GameObject by simulating the MoveHelper + /// + /// Just calculate but don't update position + public MoveHelperResult Move(bool manualUpdate = false) => Move(Time.Delta, manualUpdate); + + /// + /// Apply the WishVelocity, update the Velocity and the Position of the GameObject by simulating the MoveHelper + /// + /// The time step + /// Just calculate but don't update position + public MoveHelperResult Move(float delta, bool manualUpdate = false) + { + var goalVelocity = CalculateGoalVelocity(delta); // Calculate the goal velocity using our Acceleration and Deceleration values + + // KNOWN ISSUE: Velocity starts to build up to massive amounts when trying to climb terrain too steep? + + // SIMULATE PUSH FORCES // + if (PushEnabled) + { + var pushTrace = BuildPushTrace(Bounds, WorldPosition, WorldPosition); // Build a trace but using the Push tags instead of the Ignore tags + + if (pushTrace.Hit) // We're inside any of the push tags + { + foreach (var tag in pushTrace.GameObject.Tags) + { + if (PushTagsWeight.TryGetValue(tag, out var tagWeight)) + { + var otherPosition = pushTrace.GameObject.WorldPosition.WithZ(WorldPosition.z); // Only horizontal pushing + var pushDirection = (otherPosition - WorldPosition).Normal; + var pushVelocity = pushDirection * tagWeight * 50f; // I find 50 u/s to be a good amount to push if the weight is 1.0 (!!!) + + goalVelocity -= pushVelocity; + } + } + } + } + + var moveHelperResult = CollideAndSlide(goalVelocity, WorldPosition, delta); // Simulate the MoveHelper + + var finalPosition = moveHelperResult.Position; + var finalVelocity = moveHelperResult.Velocity; + + // SIMULATE GRAVITY // + if (GravityEnabled && Gravity != 0f) + { + if (!IsOnGround || IsSlipping || !GroundStickEnabled) + { + var gravityAmount = UseSceneGravity ? Scene.PhysicsWorld.Gravity.z : Gravity; + var gravity = gravityAmount * Vector3.Up * delta; + var gravityResult = CollideAndSlide(gravity, moveHelperResult.Position, delta, gravityPass: true); // Apply and simulate the gravity step + + finalPosition = gravityResult.Position; + finalVelocity += gravityResult.Velocity; + } + } + + _lastVelocity = Velocity * delta; + + if (!manualUpdate) + { + Velocity = finalVelocity; + WorldPosition = finalPosition; // Actually updating the position is "expensive" so we only do it once at the end + } + + return new MoveHelperResult(finalPosition, finalVelocity); + } + + /// + /// Sometimes we have to update only the position but not the velocity (Like when climbing steps or getting unstuck) so we can't have Position rely only on Velocity + /// + public struct MoveHelperResult + { + public Vector3 Position; + public Vector3 Velocity; + + public MoveHelperResult(Vector3 position, Vector3 velocity) + { + Position = position; + Velocity = velocity; + } + } + + private MoveHelperResult CollideAndSlide(Vector3 velocity, Vector3 position, float delta, int depth = 0, bool gravityPass = false) => + CollideAndSlide(new MoveHelperResult(position, velocity), delta, depth, gravityPass); + + private MoveHelperResult CollideAndSlide(MoveHelperResult current, float delta, int depth = 0, bool gravityPass = false) + { + if (depth >= MaxBounces) + return current; + + var velocity = current.Velocity * delta; // I like to set Velocity as units/second but we have to deal with units/tick here + var position = current.Position; + + // GROUND AND UNSTUCK CHECK // + if (depth == 0) // Only check for the first step since it's impossible to get stuck on other steps + { + var groundTrace = BuildTrace(_shrunkenBounds, position, position + Vector3.Down * GroundStickDistance); + + if (groundTrace.StartedSolid) + { + IsStuck = true; + if (UnstuckEnabled) + { + if (UnstuckTarget == null) + { + IsStuck = !TryUnstuck(position, out var result); + + if (!IsStuck) + { + position = result; // Update the new position + + if (groundTrace.GameObject != null) + if (groundTrace.GameObject.Components.TryGet(out var otherHelper)) + otherHelper.UnstuckTarget = this; // We already solved this, no need to unstuck the other helper + } + else + { + return new MoveHelperResult(position, Vector3.Zero); // Mission failed, bail out! + } + } + else + { + UnstuckTarget = null; // Alright the other MoveHelper got us unstuck so just do nothing + } + } + } + else + { + var hasLanded = !IsOnGround && Velocity.z <= 0f && groundTrace.Hit && groundTrace.Distance <= SkinWidth * 2f; // Wasn't on the ground and now is + var isGrounded = IsOnGround && groundTrace.Hit; // Was already on the ground and still is, this helps stick when going down stairs + + IsOnGround = hasLanded || isGrounded; + GroundSurface = IsOnGround ? groundTrace.Surface : null; + GroundNormal = IsOnGround ? groundTrace.Normal : Vector3.Up; + GroundObject = IsOnGround ? groundTrace.GameObject : null; + IsSlipping = IsOnGround && GroundAngle > MaxGroundAngle; + + if (IsSlipping && !gravityPass && velocity.z > 0f) + velocity = velocity.WithZ(0f); // If we're slipping ignore any extra velocity we had + + if (IsOnGround && GroundStickEnabled && !IsSlipping) + { + position = groundTrace.EndPosition + Vector3.Up * SkinWidth; // Place on the ground + velocity = Vector3.VectorPlaneProject(velocity, GroundNormal); // Follow the ground you're on without projecting Z + } + + IsStuck = false; + } + } + + if (velocity.IsNearlyZero(0.01f)) // Not worth continuing, reduces small stutter + { + return new MoveHelperResult(position, Vector3.Zero); + } + + var toTravel = velocity.Length + SkinWidth; + var targetPosition = position + velocity.Normal * toTravel; + var travelTrace = BuildTrace(_shrunkenBounds, position, targetPosition); + + if (travelTrace.Hit) + { + var travelled = velocity.Normal * Math.Max(travelTrace.Distance - SkinWidth, 0f); + + var leftover = velocity - travelled; // How much leftover velocity still needs to be simulated + var angle = Vector3.GetAngle(Vector3.Up, travelTrace.Normal); + if (toTravel >= SkinWidth && travelTrace.Distance < SkinWidth) + travelled = Vector3.Zero; + + if (angle <= MaxGroundAngle) // Terrain we can walk on + { + if (gravityPass || !IsOnGround) + leftover = Vector3.VectorPlaneProject(leftover, travelTrace.Normal); // Don't project the vertical velocity after landing else it boosts your horizontal velocity + else + leftover = leftover.ProjectAndScale(travelTrace.Normal); // Project the velocity along the terrain + IsPushingAgainstWall = false; + WallObject = null; + } + else + { + var climbedStair = false; + + if (angle >= 90f - WallTolerance && angle <= 90f + WallTolerance) // Check for walls + IsPushingAgainstWall = true; // We're pushing against a wall + + if (StepsEnabled) + { + var isStep = angle >= 90f - StepTolerance && angle <= 90f + StepTolerance; + + if (isStep || PseudoStepsEnabled) // Check for steps + { + if (IsOnGround) // Stairs VVV + { + var stepHorizontal = velocity.WithZ(0f).Normal * StepDepth; // How far in front we're looking for steps + var stepVertical = Vector3.Up * StepHeight; // How high we're looking for steps + var stepTrace = BuildTrace(_shrunkenBounds, travelTrace.EndPosition + stepHorizontal + stepVertical, travelTrace.EndPosition + stepHorizontal); + var stepAngle = Vector3.GetAngle(stepTrace.Normal, Vector3.Up); + + if (!stepTrace.StartedSolid && stepTrace.Hit && stepAngle <= MaxGroundAngle) // We found a step! + { + if (isStep || !IsSlipping && PseudoStepsEnabled) + { + var stepDistance = stepTrace.EndPosition - travelTrace.EndPosition; + var stepTravelled = Vector3.Up * stepDistance; + position += stepTravelled; // Offset our position by the height of the step climbed + climbedStair = true; + + IsPushingAgainstWall = false; // Nevermind, we're not against a wall, we climbed a step! + WallObject = null; + } + } + } + } + } + + if (IsPushingAgainstWall) + { + // Scale our leftover velocity based on the angle of approach relative to the wall + // (Perpendicular = 0%, Parallel = 100%) + var scale = ScaleAgainstWalls ? 1f - Vector3.Dot(-travelTrace.Normal.Normal / GripFactorReduction, velocity.Normal) : 1f; + var wallLeftover = ScaleAgainstWalls ? Vector3.VectorPlaneProject(leftover, travelTrace.Normal.Normal) : leftover.ProjectAndScale(travelTrace.Normal.Normal); + leftover = (wallLeftover * scale).WithZ(wallLeftover.z); + + WallObject = travelTrace.GameObject; + WallNormal = travelTrace.Normal; + } + else + { + if (!climbedStair) + { + var scale = IsSlipping ? 1f : 1f - Vector3.Dot(-travelTrace.Normal / GripFactorReduction, velocity.Normal); + leftover = ScaleAgainstWalls ? Vector3.VectorPlaneProject(leftover, travelTrace.Normal) * scale : leftover.ProjectAndScale(travelTrace.Normal); + } + } + } + + if (travelled.Length <= 0.01f && leftover.Length <= 0.01f) + return new MoveHelperResult(position + travelled, travelled / delta); + + var newResult = CollideAndSlide(new MoveHelperResult(position + travelled, leftover / delta), delta, depth + 1, gravityPass); // Simulate another bounce for the leftover velocity from the latest position + var currentResult = new MoveHelperResult(newResult.Position, travelled / delta + newResult.Velocity); // Use the new bounce's position and combine the velocities + + return currentResult; + } + + if (depth == 0 && !gravityPass) + { + IsPushingAgainstWall = false; + WallObject = null; + } + + return new MoveHelperResult(position + velocity, velocity / delta); // We didn't hit anything? Ok just keep going then :-) + } + + private float CalculateGoalSpeed(Vector3 wishVelocity, Vector3 velocity, bool isAccelerating, float delta) + { + float goalSpeed; + + var isSameDirection = velocity.IsNearlyZero(1f) || Vector3.Dot(wishVelocity.WithZ(0f).Normal, velocity.WithZ(0f).Normal) >= 0f; // Is our wishVelocity roughly moving towards our velocity already? + + var acceleration = IsOnGround ? GroundAcceleration : AirAcceleration; + var deceleration = IsOnGround ? GroundDeceleration : AirDeceleration; + + if (isAccelerating) + goalSpeed = acceleration; + else + goalSpeed = !isSameDirection ? Math.Max(acceleration, deceleration) : deceleration; // Makes movement more responsive especially for flying or rolling + + if (!IgnoreGroundSurface && GroundSurface != null) + goalSpeed *= GroundSurface.Friction; // Take into account the ground's friction + + goalSpeed *= delta; + + return goalSpeed; + } + + private Vector3 CalculateGoalVelocity(float delta) + { + bool shouldIgnoreZ = IgnoreZ || (IgnoreZWhenZero && WishVelocity.z.AlmostEqual(0f)); + var wishVelocity = shouldIgnoreZ ? (WishVelocity.Normal * WishVelocity.Length).WithZ(Velocity.z) : WishVelocity; + var isAccelerating = shouldIgnoreZ ? wishVelocity.WithZ(0f).Length >= Velocity.WithZ(0f).Length : wishVelocity.Length >= Velocity.Length; + + var goalSpeed = CalculateGoalSpeed(wishVelocity, Velocity, isAccelerating, delta); + var goalVelocity = Velocity.MoveTowards(wishVelocity, goalSpeed); + + return shouldIgnoreZ ? goalVelocity.WithZ(Velocity.z) : goalVelocity; + } + + + public bool TryUnstuck(Vector3 position, out Vector3 result) + { + var velocityLength = _lastVelocity.Length + SkinWidth; + var startPos = position - _lastVelocity.Normal * velocityLength; // Try undoing the last velocity 1st + var endPos = position; + + for (int i = 0; i < MaxUnstuckTries + 1; i++) + { + if (i == 1) + startPos = position + Vector3.Up * 2f; // Try going up 2nd + + if (i > 1) + startPos = position + Vector3.Random.Normal * ((float)i / 2f); // Start randomly checking 3rd + + var unstuckTrace = BuildTrace(_shrunkenBounds, startPos, endPos); + + if (!unstuckTrace.StartedSolid) + { + result = unstuckTrace.EndPosition - _lastVelocity.Normal * SkinWidth; + return true; + } + } + + result = position; + return false; + } + + /// + /// Debug don't use + /// + /// + /// + /// + private bool TestPosition(Vector3 position, string title) + { + var testTrace = BuildTrace(_shrunkenBounds, position, position); + + if (testTrace.StartedSolid) + { + Log.Info($"[{RealTime.Now}]{title} {GameObject.Name} started solid at {position} against {testTrace.GameObject}"); + return true; + } + + return false; + } + + protected override void OnFixedUpdate() + { + base.OnFixedUpdate(); + + if (!ManuallyUpdate && Active) + Move(); + } +} diff --git a/Libraries/fish.scc/Code/Util/Extensions/Vector3Extensions.cs b/Libraries/fish.scc/Code/Util/Extensions/Vector3Extensions.cs new file mode 100644 index 0000000..2109470 --- /dev/null +++ b/Libraries/fish.scc/Code/Util/Extensions/Vector3Extensions.cs @@ -0,0 +1,40 @@ +namespace ShrimpleCharacterController; + +public static class Vector3Extensions +{ + /// + /// Move a vector3 towards a goal by a fixed distance + /// + /// + /// + /// + /// + public static Vector3 MoveTowards( this Vector3 value, Vector3 target, float travelSpeed ) + { + var difference = target - value; + var distance = difference.Length; + var normal = difference.Normal; + + if ( distance <= travelSpeed || distance == 0f ) + { + return target; + } + + return value + normal * travelSpeed; + } + + /// + /// Project a vector along a plane (normal) and scale it back to its original length + /// + /// + /// + /// + public static Vector3 ProjectAndScale( this Vector3 value, Vector3 normal ) + { + var length = value.Length; + value = Vector3.VectorPlaneProject( value, normal ).Normal; + value *= length; + + return value; + } +} diff --git a/Libraries/fish.scc/LICENSE b/Libraries/fish.scc/LICENSE new file mode 100644 index 0000000..c7ec91f --- /dev/null +++ b/Libraries/fish.scc/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2024 Small Fish + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Libraries/fish.scc/ProjectSettings/Collision.config b/Libraries/fish.scc/ProjectSettings/Collision.config new file mode 100644 index 0000000..ebf4230 --- /dev/null +++ b/Libraries/fish.scc/ProjectSettings/Collision.config @@ -0,0 +1,34 @@ +{ + "Defaults": { + "solid": "Collide", + "trigger": "Trigger", + "ladder": "Ignore", + "water": "Trigger" + }, + "Pairs": [ + { + "a": "solid", + "b": "solid", + "r": "Collide" + }, + { + "a": "trigger", + "b": "playerclip", + "r": "Ignore" + }, + { + "a": "trigger", + "b": "solid", + "r": "Trigger" + }, + { + "a": "playerclip", + "b": "solid", + "r": "Collide" + } + ], + "__guid": "3f8027f2-5728-4178-a563-2be1da260457", + "__schema": "configdata", + "__type": "CollisionRules", + "__version": 1 +} \ No newline at end of file diff --git a/Libraries/fish.scc/ProjectSettings/Input.config b/Libraries/fish.scc/ProjectSettings/Input.config new file mode 100644 index 0000000..03a075c --- /dev/null +++ b/Libraries/fish.scc/ProjectSettings/Input.config @@ -0,0 +1,194 @@ +{ + "Actions": [ + { + "Name": "Forward", + "KeyboardCode": "W", + "GamepadCode": "None", + "GroupName": "Movement" + }, + { + "Name": "Backward", + "KeyboardCode": "S", + "GamepadCode": "None", + "GroupName": "Movement" + }, + { + "Name": "Left", + "KeyboardCode": "A", + "GamepadCode": "None", + "GroupName": "Movement" + }, + { + "Name": "Right", + "KeyboardCode": "D", + "GamepadCode": "None", + "GroupName": "Movement" + }, + { + "Name": "Jump", + "KeyboardCode": "space", + "GamepadCode": "A", + "GroupName": "Movement" + }, + { + "Name": "Run", + "KeyboardCode": "shift", + "GamepadCode": "LeftJoystickButton", + "GroupName": "Movement" + }, + { + "Name": "Walk", + "KeyboardCode": "alt", + "GamepadCode": "None", + "GroupName": "Movement" + }, + { + "Name": "Duck", + "KeyboardCode": "ctrl", + "GamepadCode": "B", + "GroupName": "Movement" + }, + { + "Name": "attack1", + "KeyboardCode": "mouse1", + "GamepadCode": "RightTrigger", + "GroupName": "Actions" + }, + { + "Name": "attack2", + "KeyboardCode": "mouse2", + "GamepadCode": "LeftTrigger", + "GroupName": "Actions" + }, + { + "Name": "reload", + "KeyboardCode": "r", + "GamepadCode": "X", + "GroupName": "Actions" + }, + { + "Name": "use", + "KeyboardCode": "e", + "GamepadCode": "Y", + "GroupName": "Actions" + }, + { + "Name": "Slot1", + "KeyboardCode": "1", + "GamepadCode": "DpadWest", + "GroupName": "Inventory" + }, + { + "Name": "Slot2", + "KeyboardCode": "2", + "GamepadCode": "DpadEast", + "GroupName": "Inventory" + }, + { + "Name": "Slot3", + "KeyboardCode": "3", + "GamepadCode": "DpadSouth", + "GroupName": "Inventory" + }, + { + "Name": "Slot4", + "KeyboardCode": "4", + "GamepadCode": "None", + "GroupName": "Inventory" + }, + { + "Name": "Slot5", + "KeyboardCode": "5", + "GamepadCode": "None", + "GroupName": "Inventory" + }, + { + "Name": "Slot6", + "KeyboardCode": "6", + "GamepadCode": "None", + "GroupName": "Inventory" + }, + { + "Name": "Slot7", + "KeyboardCode": "7", + "GamepadCode": "None", + "GroupName": "Inventory" + }, + { + "Name": "Slot8", + "KeyboardCode": "8", + "GamepadCode": "None", + "GroupName": "Inventory" + }, + { + "Name": "Slot9", + "KeyboardCode": "9", + "GamepadCode": "None", + "GroupName": "Inventory" + }, + { + "Name": "Slot0", + "KeyboardCode": "0", + "GamepadCode": "None", + "GroupName": "Inventory" + }, + { + "Name": "SlotPrev", + "KeyboardCode": "mouse4", + "GamepadCode": "SwitchLeftBumper", + "GroupName": "Inventory" + }, + { + "Name": "SlotNext", + "KeyboardCode": "mouse5", + "GamepadCode": "SwitchRightBumper", + "GroupName": "Inventory" + }, + { + "Name": "View", + "KeyboardCode": "C", + "GamepadCode": "RightJoystickButton", + "GroupName": "Other" + }, + { + "Name": "Voice", + "KeyboardCode": "v", + "GamepadCode": "None", + "GroupName": "Other" + }, + { + "Name": "Drop", + "KeyboardCode": "g", + "GamepadCode": "None", + "GroupName": "Other" + }, + { + "Name": "Flashlight", + "KeyboardCode": "f", + "GamepadCode": "DpadNorth", + "GroupName": "Other" + }, + { + "Name": "Score", + "KeyboardCode": "tab", + "GamepadCode": "SwitchLeftMenu", + "GroupName": "Other" + }, + { + "Name": "Menu", + "KeyboardCode": "Q", + "GamepadCode": "SwitchRightMenu", + "GroupName": "Other" + }, + { + "Name": "Chat", + "KeyboardCode": "enter", + "GamepadCode": "None", + "GroupName": "Other" + } + ], + "__guid": "2b0cbf43-3f45-425d-8560-9eaecf2ed2a3", + "__schema": "configdata", + "__type": "InputSettings", + "__version": 1 +} \ No newline at end of file diff --git a/Libraries/fish.scc/README.md b/Libraries/fish.scc/README.md new file mode 100644 index 0000000..0c378b9 --- /dev/null +++ b/Libraries/fish.scc/README.md @@ -0,0 +1,41 @@ +# Shrimple Character Controller + +https://github.com/user-attachments/assets/374eea5b-7106-4c3e-8cb6-9bb56a1ff511 + +A shrimple yet versatile Character Controller/Move Helper that performs great. +Performs 60%-200% better than standard Character Controller. + + +You can find example scenes for the Walker, Roller, and Flyer here: [Controller Example Scenes](https://github.com/Small-Fish-Dev/shrimple_character_controller/tree/main/Assets/scenes) + +Made from scratch using the classic [Collide and Slide](https://www.peroxide.dk/papers/collision/collision.pdf) method. + +For any issues please report them here: [Github Issues](https://github.com/Small-Fish-Dev/shrimple_character_controller/issues) + +# How to use +You can find code examples for the Walker, Roller, and Flyer here: [Example Controllers](https://github.com/Small-Fish-Dev/shrimple_character_controller/tree/main/code/Examples) + +It all boils down to: + +``` +Controller.WishVelocity = Vector3.Forward; +Controller.Move(); +``` + +You'll have to call `.Move()` only if your Controller options "Manual Update" is set to true. Otherwise you can set it to false and it will always be simulated. + +You are also able to manually update the GameObject's transform rather than letting the Controller do it: +``` +Controller.WishVelocity = wishDirection * wishSpeed; +var controllerResult = Controller.Move( false ); + +if ( controllerResult.Position.z <= 999f ) // Out of bounds! +{ + Destroy(); +} +else +{ + Transform.Position = controllerResult.Position; + MyVelocity = controllerResult.Velocity; +} +``` diff --git a/Libraries/fish.scc/scc.sbproj b/Libraries/fish.scc/scc.sbproj new file mode 100644 index 0000000..0c065f9 --- /dev/null +++ b/Libraries/fish.scc/scc.sbproj @@ -0,0 +1,15 @@ +{ + "Title": "Shrimple Character Controller", + "Type": "library", + "Org": "fish", + "Ident": "scc", + "Schema": 1, + "IncludeSourceFiles": false, + "Resources": null, + "PackageReferences": [], + "EditorReferences": null, + "IsWhitelistDisabled": false, + "Metadata": { + "CsProjName": "" + } +} \ No newline at end of file diff --git a/ProjectSettings/Collision.config b/ProjectSettings/Collision.config new file mode 100644 index 0000000..74108c1 --- /dev/null +++ b/ProjectSettings/Collision.config @@ -0,0 +1,34 @@ +{ + "Defaults": { + "solid": "Collide", + "trigger": "Trigger", + "ladder": "Ignore", + "water": "Trigger" + }, + "Pairs": [ + { + "a": "solid", + "b": "solid", + "r": "Collide" + }, + { + "a": "trigger", + "b": "playerclip", + "r": "Ignore" + }, + { + "a": "trigger", + "b": "solid", + "r": "Trigger" + }, + { + "a": "playerclip", + "b": "solid", + "r": "Collide" + } + ], + "__guid": "c82378d5-1642-441e-91ec-098ea88ad35e", + "__schema": "configdata", + "__type": "CollisionRules", + "__version": 1 +} \ No newline at end of file diff --git a/ProjectSettings/Input.config b/ProjectSettings/Input.config new file mode 100644 index 0000000..0c213d6 --- /dev/null +++ b/ProjectSettings/Input.config @@ -0,0 +1,194 @@ +{ + "Actions": [ + { + "Name": "Forward", + "KeyboardCode": "W", + "GamepadCode": "None", + "GroupName": "Movement" + }, + { + "Name": "Backward", + "KeyboardCode": "S", + "GamepadCode": "None", + "GroupName": "Movement" + }, + { + "Name": "Left", + "KeyboardCode": "A", + "GamepadCode": "None", + "GroupName": "Movement" + }, + { + "Name": "Right", + "KeyboardCode": "D", + "GamepadCode": "None", + "GroupName": "Movement" + }, + { + "Name": "Jump", + "KeyboardCode": "space", + "GamepadCode": "A", + "GroupName": "Movement" + }, + { + "Name": "Run", + "KeyboardCode": "shift", + "GamepadCode": "LeftJoystickButton", + "GroupName": "Movement" + }, + { + "Name": "Walk", + "KeyboardCode": "alt", + "GamepadCode": "None", + "GroupName": "Movement" + }, + { + "Name": "Duck", + "KeyboardCode": "ctrl", + "GamepadCode": "B", + "GroupName": "Movement" + }, + { + "Name": "attack1", + "KeyboardCode": "mouse1", + "GamepadCode": "RightTrigger", + "GroupName": "Actions" + }, + { + "Name": "attack2", + "KeyboardCode": "mouse2", + "GamepadCode": "LeftTrigger", + "GroupName": "Actions" + }, + { + "Name": "reload", + "KeyboardCode": "r", + "GamepadCode": "X", + "GroupName": "Actions" + }, + { + "Name": "use", + "KeyboardCode": "e", + "GamepadCode": "Y", + "GroupName": "Actions" + }, + { + "Name": "Slot1", + "KeyboardCode": "1", + "GamepadCode": "DpadWest", + "GroupName": "Inventory" + }, + { + "Name": "Slot2", + "KeyboardCode": "2", + "GamepadCode": "DpadEast", + "GroupName": "Inventory" + }, + { + "Name": "Slot3", + "KeyboardCode": "3", + "GamepadCode": "DpadSouth", + "GroupName": "Inventory" + }, + { + "Name": "Slot4", + "KeyboardCode": "4", + "GamepadCode": "None", + "GroupName": "Inventory" + }, + { + "Name": "Slot5", + "KeyboardCode": "5", + "GamepadCode": "None", + "GroupName": "Inventory" + }, + { + "Name": "Slot6", + "KeyboardCode": "6", + "GamepadCode": "None", + "GroupName": "Inventory" + }, + { + "Name": "Slot7", + "KeyboardCode": "7", + "GamepadCode": "None", + "GroupName": "Inventory" + }, + { + "Name": "Slot8", + "KeyboardCode": "8", + "GamepadCode": "None", + "GroupName": "Inventory" + }, + { + "Name": "Slot9", + "KeyboardCode": "9", + "GamepadCode": "None", + "GroupName": "Inventory" + }, + { + "Name": "Slot0", + "KeyboardCode": "0", + "GamepadCode": "None", + "GroupName": "Inventory" + }, + { + "Name": "SlotPrev", + "KeyboardCode": "mouse4", + "GamepadCode": "SwitchLeftBumper", + "GroupName": "Inventory" + }, + { + "Name": "SlotNext", + "KeyboardCode": "mouse5", + "GamepadCode": "SwitchRightBumper", + "GroupName": "Inventory" + }, + { + "Name": "View", + "KeyboardCode": "C", + "GamepadCode": "RightJoystickButton", + "GroupName": "Other" + }, + { + "Name": "Voice", + "KeyboardCode": "v", + "GamepadCode": "None", + "GroupName": "Other" + }, + { + "Name": "Drop", + "KeyboardCode": "g", + "GamepadCode": "None", + "GroupName": "Other" + }, + { + "Name": "Flashlight", + "KeyboardCode": "f", + "GamepadCode": "DpadNorth", + "GroupName": "Other" + }, + { + "Name": "Score", + "KeyboardCode": "tab", + "GamepadCode": "SwitchLeftMenu", + "GroupName": "Other" + }, + { + "Name": "Menu", + "KeyboardCode": "Q", + "GamepadCode": "SwitchRightMenu", + "GroupName": "Other" + }, + { + "Name": "Chat", + "KeyboardCode": "enter", + "GamepadCode": "None", + "GroupName": "Other" + } + ], + "__guid": "0227f25a-537a-4f15-a72a-90f6af33742f", + "__schema": "configdata", + "__type": "InputSettings", + "__version": 1 +} \ No newline at end of file diff --git a/kakozuzo_2.sbproj b/kakozuzo_2.sbproj new file mode 100644 index 0000000..4cd9f17 --- /dev/null +++ b/kakozuzo_2.sbproj @@ -0,0 +1,29 @@ +{ + "Title": "kakozuzo_2", + "Type": "game", + "Org": "koptilnya", + "Ident": "kakozuzo_2", + "Schema": 1, + "IncludeSourceFiles": false, + "Resources": null, + "PackageReferences": [], + "EditorReferences": null, + "IsWhitelistDisabled": false, + "Metadata": { + "MaxPlayers": 64, + "MinPlayers": 1, + "TickRate": 50, + "GameNetworkType": "Multiplayer", + "MapSelect": "Unrestricted", + "MapList": [ + "facepunch.flatgrass" + ], + "RankType": "None", + "PerMapRanking": false, + "LeaderboardType": "None", + "CsProjName": "", + "StartupScene": "scenes/minimal.scene", + "MapStartupScene": "scenes/minimal.scene", + "LaunchMode": "Normal" + } +} \ No newline at end of file diff --git a/kakozuzo_2.sln.DotSettings.user b/kakozuzo_2.sln.DotSettings.user new file mode 100644 index 0000000..ffa24d6 --- /dev/null +++ b/kakozuzo_2.sln.DotSettings.user @@ -0,0 +1,4 @@ + + True + True + \ No newline at end of file