sas
This commit is contained in:
18
Code/Player/Dedugan.Camera.cs
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18
Code/Player/Dedugan.Camera.cs
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@@ -0,0 +1,18 @@
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public sealed partial class Dedugan
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{
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private void RotateCamera()
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{
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if (RagdollController.Enabled)
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{
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var offset = RagdollController.WorldRotation.Up * 20f - Camera.WorldRotation.Forward * 200f;
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Camera.WorldPosition = Vector3.Lerp(Camera.WorldPosition, RagdollController.WorldPosition + offset, Time.Delta * 5f);
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Camera.LocalRotation = Rotation.Lerp(Camera.LocalRotation, EyeAngles.ToRotation(), Time.Delta * 2f);
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}
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else
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{
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Camera.LocalRotation = EyeAngles.ToRotation();
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var offset = CameraPivot.LocalPosition + CameraPivot.LocalRotation.Backward * (CamOffsetX + EyeAngles.pitch * .5f);
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Camera.LocalPosition = offset * Camera.LocalRotation;
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}
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}
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}
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28
Code/Player/Dedugan.Debug.cs
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28
Code/Player/Dedugan.Debug.cs
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@@ -0,0 +1,28 @@
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public sealed partial class Dedugan
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{
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private void DrawDebugGizmos()
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{
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Gizmo.Transform = global::Transform.Zero;
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Gizmo.Draw.LineThickness = 2f;
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Gizmo.Draw.IgnoreDepth = true;
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Gizmo.Draw.Color = Color.Blue;
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Gizmo.Draw.Arrow(WorldPosition, WorldPosition + (_up * 1200f));
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Gizmo.Draw.Color = Color.Red;
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Gizmo.Draw.Arrow(WorldPosition, WorldPosition + (_forward * 1200f));
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Gizmo.Draw.Color = Color.Green;
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Gizmo.Draw.Arrow(WorldPosition, WorldPosition + (_right * 1200f));
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Gizmo.Draw.Color = Color.Black;
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Gizmo.Draw.Arrow(WorldPosition, WorldPosition + (-_up * 100f));
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Gizmo.Draw.Color = Color.Magenta;
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Gizmo.Draw.Arrow(WorldPosition, WorldPosition + _wishDirection * 10f);
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var textStartPos = new Vector2(10f);
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Gizmo.Draw.ScreenText($"IsOnGround: {Controller.IsOnGround}", textStartPos);
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Gizmo.Draw.ScreenText($"IsSlipping: {Controller.IsSlipping}", textStartPos.WithY(30f));
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Gizmo.Draw.ScreenText($"WishVelocity: {Controller.WishVelocity}", textStartPos.WithY(50f));
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Gizmo.Draw.ScreenText($"Test: {Vector3.Dot(_right, _up)}", textStartPos.WithY(70f));
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Gizmo.Draw.ScreenBiasedHalfCircle(WorldPosition, 3f);
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}
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}
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302
Code/Player/Dedugan.Interaction.cs
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302
Code/Player/Dedugan.Interaction.cs
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@@ -0,0 +1,302 @@
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public sealed partial class Dedugan
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{
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public Component Pressed { get; set; }
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public bool EnablePressing { get; set; } = true;
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public Component Hovered { get; set; }
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[Sync( SyncFlags.Interpolate )]
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public Vector3 TracedHitPos { get; set; }
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[Sync]
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public bool CameraTraceIsHit { get; set; }
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public Vector3 TracedHitNormal { get; set; }
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private GameObject interactionPanel;
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private static GameObject interactionPanelPrefab;
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private TimeSince holdTimer;
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private bool isHolding;
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private bool triggered;
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private const string InteractionPrefabPath = "prefabs/InteractionPanel.prefab";
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public void UpdateLookAt()
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{
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if ( EnablePressing )
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{
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if ( Pressed.IsValid() )
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{
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UpdatePressed();
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}
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else
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{
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UpdateHovered();
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}
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}
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}
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private void UpdatePressed()
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{
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bool flag = Input.Pressed( "Use" );
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if ( flag && Pressed.Components.TryGet<IPressable>( out var pressable ) )
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{
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if ( pressable.RequiresHold )
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{
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if ( !isHolding )
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{
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holdTimer = 0;
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isHolding = true;
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triggered = false;
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}
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if ( triggered ) return;
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var progress = holdTimer / pressable.HoldTime;
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ShowInteractionUI( TracedHitPos, pressable.DisplayText, true, progress );
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if ( holdTimer > pressable.HoldTime )
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{
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triggered = true;
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pressable.Pressing( new IPressable.Event
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{
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Ray = new Ray( Camera.WorldPosition, EyeAngles.ToRotation().Forward ),
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Source = this
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} );
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}
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}
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else
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{
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flag = pressable.Pressing( new IPressable.Event
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{
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Ray = new Ray( Camera.WorldPosition, EyeAngles.ToRotation().Forward ),
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Source = this
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} );
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}
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}
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if ( GetDistanceFromGameObject( Pressed.GameObject, Camera.WorldPosition ) > InteractDistance )
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{
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flag = false;
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}
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if ( !flag )
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{
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StopPressing();
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}
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}
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private void UpdateHovered()
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{
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SwitchHovered( TryGetLookedAt() );
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if ( Hovered is IPressable pressable )
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{
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pressable.Look( new IPressable.Event
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{
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Ray = new Ray( Camera.WorldPosition, EyeAngles.ToRotation().Forward ),
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Source = this
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} );
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ShowInteractionUI( TracedHitPos, pressable.DisplayText );
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}
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else
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{
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ClearInteractionUI();
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}
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if ( Input.Pressed( "use" ) )
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{
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StartPressing( Hovered );
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}
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}
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public void StartPressing( Component obj )
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{
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StopPressing();
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if ( !obj.IsValid() )
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{
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ISceneEvent<PlayerController.IEvents>.PostToGameObject( GameObject, x => x.FailPressing() );
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return;
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}
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var component = obj.Components.Get<IPressable>( FindMode.EnabledInSelfAndDescendants );
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if ( component != null )
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{
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if ( !component.CanPress( new IPressable.Event
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{
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Ray = new Ray( Camera.WorldPosition, EyeAngles.ToRotation().Forward ),
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Source = this
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} ) )
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{
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ISceneEvent<PlayerController.IEvents>.PostToGameObject( GameObject, x => x.FailPressing() );
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return;
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}
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component.Press( new IPressable.Event
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{
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Ray = new Ray( Camera.WorldPosition, EyeAngles.ToRotation().Forward ),
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Source = this
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} );
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}
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Pressed = obj;
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if ( Pressed.IsValid() )
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{
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ISceneEvent<PlayerController.IEvents>.PostToGameObject( GameObject, x => x.StartPressing( Pressed ) );
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}
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}
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private Component TryGetLookedAt()
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{
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for ( float num = 0f; num <= 4f; num += 2f )
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{
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var from = Scene.Camera.WorldPosition + Scene.Camera.WorldRotation.Forward;
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var to = from + Scene.Camera.WorldRotation.Forward * (InteractDistance - num);
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var eyeTrace = Scene.Trace.Ray( from, to ).IgnoreGameObjectHierarchy( GameObject ).Radius( num ).Run();
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TracedHitPos = eyeTrace.Hit ? eyeTrace.HitPosition : eyeTrace.EndPosition;
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CameraTraceIsHit = eyeTrace.Hit;
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TracedHitNormal = eyeTrace.Normal;
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if ( !eyeTrace.Hit || !eyeTrace.GameObject.IsValid() )
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continue;
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Component foundComponent = null;
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ISceneEvent<PlayerController.IEvents>.PostToGameObject( GameObject, x =>
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{
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foundComponent = x.GetUsableComponent( eyeTrace.GameObject ) ?? foundComponent;
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} );
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if ( foundComponent.IsValid() )
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return foundComponent;
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foreach ( var component in eyeTrace.GameObject.Components.GetAll<IPressable>() )
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{
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if ( component.CanPress( new IPressable.Event
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{
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Ray = new Ray( Camera.WorldPosition, EyeAngles.ToRotation().Forward ),
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Source = this
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} ) )
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{
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return component as Component;
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}
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}
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}
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return null;
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}
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public void StopPressing()
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{
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if ( Pressed.IsValid() )
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{
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ISceneEvent<PlayerController.IEvents>.PostToGameObject( GameObject, x => x.StopPressing( Pressed ) );
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if ( Pressed is IPressable pressable )
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{
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pressable.Release( new IPressable.Event
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{
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Ray = new Ray( Camera.WorldPosition, EyeAngles.ToRotation().Forward ),
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Source = this
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} );
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}
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Pressed = null;
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}
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isHolding = false;
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triggered = false;
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ClearInteractionUI();
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}
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private void SwitchHovered( Component obj )
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{
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var e = new IPressable.Event
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{
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Ray = new Ray( Camera.WorldPosition, EyeAngles.ToRotation().Forward ),
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Source = this
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};
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if ( Hovered == obj )
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{
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if ( Hovered is IPressable pressable )
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{
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pressable.Look( e );
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}
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return;
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}
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if ( Hovered is IPressable pressable2 )
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{
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pressable2.Blur( e );
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Hovered = null;
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}
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Hovered = obj;
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if ( Hovered is IPressable pressable3 )
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{
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pressable3.Hover( e );
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pressable3.Look( e );
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}
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}
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private float GetDistanceFromGameObject( GameObject obj, Vector3 point )
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{
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var a = obj.WorldPosition;
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var b = Camera.WorldPosition;
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float minDist = Vector3.DistanceBetween( a, b );
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foreach ( var collider in Pressed.GetComponentsInChildren<Collider>() )
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{
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var closest = collider.FindClosestPoint( Camera.WorldPosition );
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var dist = Vector3.DistanceBetween( closest, Camera.WorldPosition );
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if ( dist < minDist )
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{
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minDist = dist;
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}
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}
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return minDist;
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}
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private void ShowInteractionUI( Vector3 position, string text, bool showProgress = false, float progress = 0f )
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{
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if ( interactionPanelPrefab == null )
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{
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interactionPanelPrefab = GameObject.GetPrefab( InteractionPrefabPath );
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if ( interactionPanelPrefab == null ) return;
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}
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if ( !interactionPanel.IsValid() )
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{
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interactionPanel = interactionPanelPrefab.Clone( GameObject.Scene );
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}
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interactionPanel.Transform.Position = position;
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interactionPanel.Transform.Rotation = Rotation.LookAt( Camera.WorldPosition - position );
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var panel = interactionPanel.GetComponent<PanelComponent>()?.GetPanel();
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if ( panel is not null )
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{
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panel.SetProperty( "InteractionString", text );
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panel.SetProperty( "IsHoldInteraction", showProgress );
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panel.SetProperty( "ProgressionHold", progress );
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}
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}
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private void ClearInteractionUI()
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{
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if ( interactionPanel.IsValid() )
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{
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interactionPanel.Destroy();
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interactionPanel = null;
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}
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}
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}
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55
Code/Player/Dedugan.Movement.cs
Normal file
55
Code/Player/Dedugan.Movement.cs
Normal file
@@ -0,0 +1,55 @@
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public sealed partial class Dedugan
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{
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private void UpdateMovement()
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{
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_directionToAxis = OverrideGravity == Vector3.Zero
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? Vector3.VectorPlaneProject(WorldPosition, Vector3.Right).Normal
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: OverrideGravity;
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_up = -_directionToAxis;
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_forward = Vector3.Right;
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_right = Vector3.Cross(_up, _forward).Normal;
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Controller.Up = _up;
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Controller.VectorGravity = -_up * 850f;
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if (Network.IsOwner)
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{
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LookAtSurfaceNormal(_up, _forward);
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_wishDirection = Input.AnalogMove.Normal * Rotation.FromYaw(EyeAngles.yaw) * WorldRotation;
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var isDucking = Input.Down("Duck");
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var isRunning = Input.Down("Run");
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var wishSpeed = isDucking ? DuckSpeed : isRunning ? RunSpeed : WalkSpeed;
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var ragdollMul = RagdollController.Enabled ? 0f : 1f;
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Controller.WishVelocity = _wishDirection * wishSpeed * ragdollMul;
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if (Input.Pressed("Jump") && Controller.IsOnGround)
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{
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Controller.Punch(-Controller.AppliedGravity.Normal * JumpStrength);
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AnimationHelper?.TriggerJump();
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}
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IsDucking = Input.Down("Duck") ? 1f : 0f;
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}
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if (!RagdollController.Enabled)
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Controller.Move();
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else
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Controller.Velocity = 0;
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if (!AnimationHelper.IsValid()) return;
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AnimationHelper.DuckLevel = IsDucking;
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AnimationHelper.WithWishVelocity(Controller.WishVelocity);
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AnimationHelper.WithVelocity(Controller.Velocity);
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AnimationHelper.IsGrounded = Controller.IsOnGround;
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}
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private void LookAtSurfaceNormal(Vector3 up, Vector3 moveDirection)
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{
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var newRotation = Rotation.LookAt(moveDirection, up);
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WorldRotation = Rotation.Lerp(WorldRotation, newRotation, Time.Delta * 10f);
|
||||
}
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||||
}
|
||||
@@ -3,169 +3,56 @@ using Sandbox;
|
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using Sandbox.Citizen;
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using ShrimpleCharacterController;
|
||||
|
||||
public sealed class Dedugan : Component
|
||||
public sealed partial class Dedugan : Component
|
||||
{
|
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[RequireComponent] public ShrimpleCharacterController.ShrimpleCharacterController Controller { get; set; }
|
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[RequireComponent] public CitizenAnimationHelper AnimationHelper { get; set; }
|
||||
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public SkinnedModelRenderer Renderer { get; set; }
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public GameObject Camera { get; set; }
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[Property] public GameObject CameraPivot { get; set; }
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|
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[Property][Range(1f, 200f, 1f)] public float CamOffsetX { get; set; }
|
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[Property] public GameObject CameraPivot { get; set; }
|
||||
[Property] [Range(50f, 1200f, 10f)] public float WalkSpeed { get; set; } = 100f;
|
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[Property] [Range(100f, 1500f, 20f)] public float RunSpeed { get; set; } = 300f;
|
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[Property] [Range(25f, 1100f, 5f)] public float DuckSpeed { get; set; } = 50f;
|
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[Property] [Range(200f, 1500f, 20f)] public float JumpStrength { get; set; } = 350f;
|
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[Property][Range(50f, 1200f, 10f)] public float WalkSpeed { get; set; } = 100f;
|
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[Property][Range(100f, 1500f, 20f)] public float RunSpeed { get; set; } = 300f;
|
||||
[Property][Range(25f, 1100f, 5f)] public float DuckSpeed { get; set; } = 50f;
|
||||
[Property][Range(200f, 1500f, 20f)] public float JumpStrength { get; set; } = 350f;
|
||||
[Property][Range(10f, 500f, 10f)] public float InteractDistance { get; set; } = 350f;
|
||||
|
||||
[Sync] public Angles NetworkedEyeAngles { get; set; } // для передачи углов другим клиентам
|
||||
private RagdollController RagdollController { get; set; }
|
||||
[Sync] public Angles NetworkedEyeAngles { get; set; }
|
||||
public Angles EyeAngles { get; set; }
|
||||
|
||||
[Sync] private float IsDucking { get; set; } = 0f;
|
||||
|
||||
private RagdollController RagdollController { get; set; }
|
||||
|
||||
public Vector3 OverrideGravity { get; set; } = Vector3.Zero;
|
||||
|
||||
private Vector3 _directionToAxis = Vector3.Up;
|
||||
private Vector3 _up = Vector3.Up;
|
||||
private Vector3 _forward = Vector3.Forward;
|
||||
private Vector3 _right = Vector3.Right;
|
||||
|
||||
[Sync] private float IsDucking { get; set; } = 0f;
|
||||
|
||||
private Vector3 wishDirection;
|
||||
|
||||
private Vector3 _wishDirection;
|
||||
protected override void OnStart()
|
||||
{
|
||||
base.OnStart();
|
||||
|
||||
RagdollController = Components.Get<RagdollController>();
|
||||
Renderer = Components.Get<SkinnedModelRenderer>(FindMode.EverythingInSelfAndDescendants);
|
||||
|
||||
if (!Network.IsOwner) return;
|
||||
|
||||
// var cameraComponent = GameObject.GetComponentInParent<CameraComponent>(true, true) ;//new GameObject(true, "Camera");
|
||||
var cameraComponent = Scene.Camera ;//new GameObject(true, "Camera");
|
||||
var cameraComponent = Scene.Camera;
|
||||
Camera = cameraComponent.GameObject;
|
||||
Camera.SetParent(GameObject);
|
||||
// var cameraComponent = Camera.Components.Create<CameraComponent>();
|
||||
cameraComponent.ZFar = 32768f;
|
||||
cameraComponent.FieldOfView = 100f;
|
||||
}
|
||||
|
||||
protected override void DrawGizmos()
|
||||
{
|
||||
base.DrawGizmos();
|
||||
|
||||
Gizmo.Transform = global::Transform.Zero;
|
||||
Gizmo.Draw.LineThickness = 2f;
|
||||
Gizmo.Draw.IgnoreDepth = true;
|
||||
|
||||
Gizmo.Draw.Color = Color.Blue;
|
||||
Gizmo.Draw.Arrow(WorldPosition, WorldPosition + (_up * 1200f));
|
||||
|
||||
Gizmo.Draw.Color = Color.Red;
|
||||
Gizmo.Draw.Arrow(WorldPosition, WorldPosition + (_forward * 1200f));
|
||||
|
||||
Gizmo.Draw.Color = Color.Green;
|
||||
Gizmo.Draw.Arrow(WorldPosition, WorldPosition + (_right * 1200f));
|
||||
|
||||
Gizmo.Draw.Color = Color.Black;
|
||||
Gizmo.Draw.Arrow(WorldPosition, WorldPosition + (-_up * 100f));
|
||||
|
||||
Gizmo.Draw.Color = Color.Magenta;
|
||||
Gizmo.Draw.Arrow(WorldPosition, WorldPosition + wishDirection * 10f);
|
||||
|
||||
var textStartPos = new Vector2(10f);
|
||||
Gizmo.Draw.ScreenText($"IsOnGround: {Controller.IsOnGround}", textStartPos);
|
||||
Gizmo.Draw.ScreenText($"IsSlipping: {Controller.IsSlipping}", textStartPos.WithY(30f));
|
||||
Gizmo.Draw.ScreenText($"WishVelocity: {Controller.WishVelocity}", textStartPos.WithY(50f));
|
||||
Gizmo.Draw.ScreenText($"Test: {Vector3.Dot(_right, _up)}", textStartPos.WithY(70f));
|
||||
|
||||
Gizmo.Draw.ScreenBiasedHalfCircle(WorldPosition, 3f);
|
||||
}
|
||||
|
||||
protected override void OnFixedUpdate()
|
||||
{
|
||||
base.OnFixedUpdate();
|
||||
|
||||
|
||||
|
||||
if ( OverrideGravity == Vector3.Zero )
|
||||
{
|
||||
_directionToAxis = Vector3.VectorPlaneProject(WorldPosition, Vector3.Right).Normal;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
_directionToAxis = OverrideGravity;
|
||||
}
|
||||
|
||||
|
||||
|
||||
_up = -_directionToAxis;
|
||||
_forward = Vector3.Right;
|
||||
_right = Vector3.Cross(_up, _forward).Normal;
|
||||
|
||||
Controller.Up = _up;
|
||||
Controller.VectorGravity = -_up * 850f;
|
||||
|
||||
if (Network.IsOwner)
|
||||
{
|
||||
LookAtSurfaceNormal(_up, _forward);
|
||||
|
||||
wishDirection = Input.AnalogMove.Normal * Rotation.FromYaw(EyeAngles.yaw) * WorldRotation;
|
||||
|
||||
var isDucking = Input.Down("Duck");
|
||||
var isRunning = Input.Down("Run");
|
||||
var wishSpeed = isDucking ? DuckSpeed :
|
||||
isRunning ? RunSpeed : WalkSpeed;
|
||||
|
||||
var ragdollMul = RagdollController.Enabled ? 0f : 1f;
|
||||
Controller.WishVelocity = wishDirection * wishSpeed * ragdollMul;
|
||||
|
||||
if (Input.Pressed("Jump") && Controller.IsOnGround)
|
||||
{
|
||||
Controller.Punch(-Controller.AppliedGravity.Normal * JumpStrength);
|
||||
AnimationHelper?.TriggerJump();
|
||||
}
|
||||
|
||||
if (!AnimationHelper.IsValid()) return;
|
||||
IsDucking = Input.Down("Duck") ? 1f : 0f;
|
||||
|
||||
}
|
||||
|
||||
if ( !RagdollController.Enabled )
|
||||
{
|
||||
Controller.Move();
|
||||
}
|
||||
else
|
||||
{
|
||||
Controller.Velocity = 0;
|
||||
}
|
||||
|
||||
if (!AnimationHelper.IsValid()) return;
|
||||
AnimationHelper.DuckLevel = IsDucking;
|
||||
AnimationHelper.WithWishVelocity(Controller.WishVelocity);
|
||||
AnimationHelper.WithVelocity(Controller.Velocity);
|
||||
AnimationHelper.IsGrounded = Controller.IsOnGround;
|
||||
}
|
||||
|
||||
private void LookAtSurfaceNormal(Vector3 up, Vector3 moveDirection)
|
||||
{
|
||||
var newRotation = Rotation.LookAt(moveDirection, up);
|
||||
WorldRotation = Rotation.Lerp(WorldRotation, newRotation, Time.Delta * 10f);
|
||||
}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
base.OnUpdate();
|
||||
|
||||
if (Network.IsOwner)
|
||||
{
|
||||
EyeAngles += Input.AnalogLook;
|
||||
EyeAngles = EyeAngles.WithPitch(MathX.Clamp(EyeAngles.pitch, -89f, 89f));
|
||||
NetworkedEyeAngles = EyeAngles;
|
||||
|
||||
RotateCamera();
|
||||
|
||||
var targetRotation = Rotation.LookAt(Rotation.FromYaw(EyeAngles.yaw).Forward, -_directionToAxis);
|
||||
var currentForward = Renderer.LocalRotation.Forward;
|
||||
@@ -173,20 +60,13 @@ public sealed class Dedugan : Component
|
||||
|
||||
if (angleDiff > 15f && Controller.Velocity.Length > 10f)
|
||||
{
|
||||
NetworkedEyeAngles = EyeAngles;
|
||||
Renderer.LocalRotation = Rotation.Slerp(Renderer.LocalRotation, Rotation.FromYaw(EyeAngles.yaw), Time.Delta * 3f);
|
||||
}
|
||||
|
||||
if ( Input.Pressed( "Use" ) )
|
||||
{
|
||||
var tr = Scene.Trace
|
||||
.Ray( Camera.WorldPosition, Camera.WorldPosition + Camera.WorldRotation.Forward * 500f ).IgnoreGameObjectHierarchy(GameObject).Run();
|
||||
|
||||
if ( tr.Hit)
|
||||
{
|
||||
tr.GameObject.GetComponent<IInteractable>()?.OnUse();
|
||||
}
|
||||
}
|
||||
|
||||
RotateCamera();
|
||||
UpdateLookAt();
|
||||
// UpdatePressed();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -195,52 +75,13 @@ public sealed class Dedugan : Component
|
||||
}
|
||||
}
|
||||
|
||||
void RotateCamera()
|
||||
protected override void OnFixedUpdate()
|
||||
{
|
||||
if ( RagdollController.Enabled )
|
||||
{
|
||||
var cameraOffset = RagdollController.WorldRotation.Up * 20f - Camera.WorldRotation.Forward * 200f;//RagdollController.LocalPosition + RagdollController.LocalRotation.Backward * (CamOffsetX + EyeAngles.pitch * .5f);
|
||||
Camera.WorldPosition = Vector3.Lerp( Camera.WorldPosition, RagdollController.WorldPosition + cameraOffset, Time.Delta * 5f);
|
||||
Camera.LocalRotation = Rotation.Lerp(Camera.LocalRotation, EyeAngles.ToRotation(), Time.Delta * 2f);
|
||||
}
|
||||
else
|
||||
{
|
||||
Camera.LocalRotation = EyeAngles.ToRotation();
|
||||
var cameraOffset = CameraPivot.LocalPosition + CameraPivot.LocalRotation.Backward * (CamOffsetX + EyeAngles.pitch * .5f);
|
||||
Camera.LocalPosition = cameraOffset * Camera.LocalRotation;
|
||||
}
|
||||
UpdateMovement();
|
||||
}
|
||||
|
||||
|
||||
|
||||
// void RotateCamera()
|
||||
// {
|
||||
// // 1. Задание локального вращения камеры
|
||||
// Rotation camRot = EyeAngles.ToRotation();
|
||||
// Camera.LocalRotation = camRot;
|
||||
//
|
||||
// // 2. Позиция Pivot'а в мире (нужно для трейса)
|
||||
// var pivotWorldPos = CameraPivot.LocalPosition;
|
||||
//
|
||||
// // 3. Смещение плеча (локально → в мир)
|
||||
// var shoulderOffsetWorld = Vector3.Zero;
|
||||
//
|
||||
// // 4. Желаемая мировая позиция камеры
|
||||
// var desiredWorldPos = pivotWorldPos - camRot.Forward * 10f + shoulderOffsetWorld;
|
||||
//
|
||||
// // 5. Трейс от Pivot до желаемой позиции камеры
|
||||
// var tr = Scene.Trace
|
||||
// .Ray(pivotWorldPos, desiredWorldPos)
|
||||
// .Radius(4f)
|
||||
// .IgnoreGameObjectHierarchy(GameObject)
|
||||
// .Run();
|
||||
//
|
||||
// // 6. Получаем локальную позицию относительно CameraPivot
|
||||
// var finalWorldCamPos = tr.EndPosition;
|
||||
// var finalLocalCamPos = CameraPivot.Transform.WorldToLocal.Transform(finalWorldCamPos);
|
||||
//
|
||||
// // 7. Применяем к камере
|
||||
// Camera.LocalPosition = finalLocalCamPos;
|
||||
// Camera.LocalRotation = camRot;
|
||||
// }
|
||||
protected override void DrawGizmos()
|
||||
{
|
||||
DrawDebugGizmos();
|
||||
}
|
||||
}
|
||||
|
||||
45
Code/Sounds/MusicPlayerNextButton.cs
Normal file
45
Code/Sounds/MusicPlayerNextButton.cs
Normal file
@@ -0,0 +1,45 @@
|
||||
namespace Sandbox;
|
||||
|
||||
[Icon( "skip_next" )]
|
||||
public sealed class MusicPlayerNextButton : Component, Component.IPressable
|
||||
{
|
||||
[Property] public string Label { get; set; } = "Next track";
|
||||
|
||||
public bool Press( Component.IPressable.Event e )
|
||||
{
|
||||
Log.Info( $"Press от {e.Source}" );
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Hover( Component.IPressable.Event e )
|
||||
{
|
||||
Log.Info( $"Hover от {e.Source}" );
|
||||
}
|
||||
|
||||
public void Look( Component.IPressable.Event e )
|
||||
{
|
||||
Log.Info( "Look..." );
|
||||
}
|
||||
|
||||
public void Blur( Component.IPressable.Event e )
|
||||
{
|
||||
Log.Info( "Blur — игрок отвёл взгляд" );
|
||||
}
|
||||
|
||||
public void Release( Component.IPressable.Event e )
|
||||
{
|
||||
Log.Info( "Release — игрок отпустил кнопку" );
|
||||
}
|
||||
|
||||
public bool Pressing( Component.IPressable.Event e )
|
||||
{
|
||||
// возвращаем true, чтобы удержание продолжалось
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanPress( Component.IPressable.Event e )
|
||||
{
|
||||
// например, можно сделать: return !isCoolingDown
|
||||
return true;
|
||||
}
|
||||
}
|
||||
26
Code/UI/HoverInfoPanel.razor
Normal file
26
Code/UI/HoverInfoPanel.razor
Normal file
@@ -0,0 +1,26 @@
|
||||
@using System.Threading.Tasks
|
||||
@inherits PanelComponent
|
||||
|
||||
<root class="interaction-panel">
|
||||
<div class="label">@InteractionString</div>
|
||||
|
||||
@if (IsHoldInteraction)
|
||||
{
|
||||
<div class="progress-bar">
|
||||
<div class="progress-fill" style="width: @(ProgressionHold * 100)%"></div>
|
||||
</div>
|
||||
}
|
||||
</root>
|
||||
|
||||
@code {
|
||||
[Property] public string InteractionString { get; set; } = "Interact";
|
||||
[Property] public bool IsHoldInteraction { get; set; } = false;
|
||||
[Property] public float ProgressionHold { get; set; } = 0f;
|
||||
|
||||
public async Task TriggerInteractAnimation()
|
||||
{
|
||||
AddClass("interacted");
|
||||
await Task.Delay(300);
|
||||
RemoveClass("interacted");
|
||||
}
|
||||
}
|
||||
13
Code/UI/HoverInfoPanelBase.cs
Normal file
13
Code/UI/HoverInfoPanelBase.cs
Normal file
@@ -0,0 +1,13 @@
|
||||
namespace Sandbox.UI;
|
||||
|
||||
public class HoverInfoPanelBase : WorldPanel
|
||||
{
|
||||
[Property] public string Label { get; set; } = "Описание";
|
||||
[Property] public bool Visible { get; set; } = false;
|
||||
|
||||
public HoverInfoPanelBase(SceneWorld world) : base(world)
|
||||
{
|
||||
PanelBounds = new Rect(-200, -100, 400, 200);
|
||||
WorldScale = 0.05f;
|
||||
}
|
||||
}
|
||||
24
Code/UI/interaction-panel.scss
Normal file
24
Code/UI/interaction-panel.scss
Normal file
@@ -0,0 +1,24 @@
|
||||
.interaction-panel {
|
||||
padding: 8px;
|
||||
background-color: rgba(0,0,0,0.7);
|
||||
border-radius: 6px;
|
||||
color: white;
|
||||
font-size: 16px;
|
||||
.label {
|
||||
margin-bottom: 4px;
|
||||
}
|
||||
.progress-bar {
|
||||
width: 100px;
|
||||
height: 8px;
|
||||
background-color: #333;
|
||||
border-radius: 4px;
|
||||
.progress-fill {
|
||||
height: 100%;
|
||||
background-color: limegreen;
|
||||
border-radius: 4px;
|
||||
}
|
||||
}
|
||||
&.interacted {
|
||||
background-color: rgba(0, 128, 255, 0.6);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user