upd
This commit is contained in:
321
Code/AI/Enemy.cs
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321
Code/AI/Enemy.cs
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@@ -0,0 +1,321 @@
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using Sandbox;
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using Sandbox.Citizen;
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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public sealed partial class Enemy : Component
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{
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public enum EnemyState
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{
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Idle,
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Chase,
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Attack,
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Patrol,
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Death
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}
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[Property, Sync] public int Health { get; set; } = 100;
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[Property] public float MaxSpeed { get; set; } = 400;
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[Property] public NavMeshAgent agent;
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[Property] public SkinnedModelRenderer renderer;
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[Property] public CitizenAnimationHelper AnimationHelper;
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[Property, Sync] public EnemyState CurrentState { get; set; } = EnemyState.Idle;
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[Property] public float DetectionRadius = 1000f;
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[Property] public float AttackRadius = 80f;
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[Property] public float AttackCooldown = 1f;
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[Property] public RagdollController RagdollController;
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[Property] public SoundPointComponent HitSound { get; set; }
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[Property] public GameObject bloodParticle { get; set; }
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private TimeSince _timeSinceLastAttack;
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private Dedugan _currentTarget;
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private TimeSince _lastTargetCheck;
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private const float TargetCheckInterval = 1.5f;
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private List<Dedugan> _potentialTargets = new();
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private TimeSince _lastSearchRefresh;
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private TimeSince _stateEnterTime;
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public event Action<EnemyState, EnemyState> OnStateChanged;
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protected override void OnStart()
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{
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renderer.Set( "scale_height", 2f );
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_timeSinceLastAttack = 0;
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_lastTargetCheck = 0;
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RefreshPotentialTargets();
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SwitchState( EnemyState.Idle );
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// if ( !Network.IsOwner ) return;
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if ( renderer is null )
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return;
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renderer.OnFootstepEvent += OnFootstepEvent;
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}
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protected override void OnUpdate()
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{
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// Всегда проверяем ближайшую цель
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if ( _lastTargetCheck > TargetCheckInterval && CurrentState != EnemyState.Death )
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{
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FindClosestTarget();
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_lastTargetCheck = 0;
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}
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switch ( CurrentState )
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{
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case EnemyState.Idle:
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UpdateIdleState();
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break;
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case EnemyState.Chase:
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UpdateChaseState();
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break;
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case EnemyState.Attack:
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UpdateAttackState();
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break;
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case EnemyState.Patrol:
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UpdatePatrolState();
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break;
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case EnemyState.Death:
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UpdateDeathState();
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break;
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}
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}
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private void SwitchState( EnemyState newState )
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{
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if ( CurrentState == newState ) return;
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if ( CurrentState == EnemyState.Death ) return;
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var previousState = CurrentState;
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CurrentState = newState;
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_stateEnterTime = 0;
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OnStateChanged?.Invoke( previousState, newState );
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switch ( newState )
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{
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case EnemyState.Idle:
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agent.Stop();
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AnimationHelper.HoldType = CitizenAnimationHelper.HoldTypes.None;
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AnimationHelper.WithVelocity( Vector3.Zero );
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renderer.Set( "scale_height", 2f );
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break;
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case EnemyState.Chase:
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agent.MaxSpeed = MaxSpeed;
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AnimationHelper.HoldType = CitizenAnimationHelper.HoldTypes.Punch;
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break;
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case EnemyState.Patrol:
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agent.MaxSpeed = MaxSpeed / 4;
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break;
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case EnemyState.Death:
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EnterDeathState();
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break;
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}
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}
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private void RefreshPotentialTargets()
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{
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_potentialTargets.Clear();
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foreach ( var player in Scene.Components.GetAll<Dedugan>() )
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{
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if ( player.IsValid() && player.Health > 0 )
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{
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_potentialTargets.Add( player );
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}
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}
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_lastSearchRefresh = 0;
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}
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private void FindClosestTarget()
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{
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// Обновляем список целей при необходимости
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if ( _lastSearchRefresh > 1f ) RefreshPotentialTargets();
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Dedugan closestTarget = null;
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float closestDistance = float.MaxValue;
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foreach ( var target in _potentialTargets )
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{
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if ( !target.IsValid() || target.Health <= 0 ) continue;
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float distance = Vector3.DistanceBetween( WorldPosition, target.WorldPosition );
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if ( distance <= DetectionRadius && distance < closestDistance )
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{
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closestDistance = distance;
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closestTarget = target;
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}
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else
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{
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_currentTarget = null;
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}
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}
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// Если нашли более близкую цель, переключаемся на нее
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if ( closestTarget != null && closestTarget != _currentTarget )
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{
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_currentTarget = closestTarget;
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// Если мы в состоянии атаки/погони и цель сменилась, перезапускаем движение
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if ( CurrentState == EnemyState.Chase || CurrentState == EnemyState.Attack )
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{
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agent.MoveTo( _currentTarget.WorldPosition );
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}
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}
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}
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private bool HasValidTarget()
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{
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return _currentTarget != null &&
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_currentTarget.IsValid() &&
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_currentTarget.Health > 0;
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}
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private void UpdateIdleState()
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{
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if ( HasValidTarget() )
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{
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Log.Info(_currentTarget);
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SwitchState( EnemyState.Chase );
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return;
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}
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if ( new Random().Next( 0, 100 ) > 90 )
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{
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SwitchState( EnemyState.Patrol );
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}
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SwitchState( EnemyState.Patrol );
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AnimationHelper.WithVelocity( Vector3.Zero );
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}
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private void UpdatePatrolState()
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{
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if ( HasValidTarget() )
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{
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SwitchState( EnemyState.Chase );
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return;
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}
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if ( agent.Velocity.Length <= 10 )
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{
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agent.MoveTo( Scene.NavMesh.GetRandomPoint() ?? WorldPosition );
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}
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AnimationHelper.WithVelocity( agent.Velocity );
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}
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private void UpdateChaseState()
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{
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if ( !HasValidTarget() )
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{
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SwitchState( EnemyState.Idle );
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return;
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}
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float distance = Vector3.DistanceBetween( _currentTarget.WorldPosition, WorldPosition );
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if ( distance <= AttackRadius )
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{
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SwitchState( EnemyState.Attack );
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return;
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}
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if ( distance > DetectionRadius )
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{
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SwitchState( EnemyState.Idle );
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return;
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}
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agent.MoveTo( _currentTarget.WorldPosition );
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AnimationHelper.WithVelocity( agent.Velocity );
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}
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private void UpdateAttackState()
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{
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if ( !HasValidTarget() )
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{
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SwitchState( EnemyState.Idle );
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return;
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}
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float distance = Vector3.DistanceBetween( _currentTarget.WorldPosition, WorldPosition );
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if ( distance > AttackRadius )
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{
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SwitchState( EnemyState.Chase );
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return;
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}
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agent.Stop();
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AnimationHelper.WithVelocity( Vector3.Zero );
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if ( _timeSinceLastAttack >= AttackCooldown )
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{
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var dir = _currentTarget.WorldPosition - WorldPosition;
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renderer.Set( "b_attack", true );
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_timeSinceLastAttack = 0;
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_currentTarget.ReportHit( dir, 1, 15 );
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CreateHitEffects( _currentTarget.WorldPosition + _currentTarget.WorldRotation.Up * 60, dir );
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}
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}
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private void EnterDeathState()
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{
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agent.Stop();
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AnimationHelper.WithVelocity( Vector3.Zero );
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if ( RagdollController != null ) RagdollController.Enabled = true;
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}
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private void UpdateDeathState()
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{
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// Логика состояния смерти
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}
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public void Die()
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{
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SwitchState( EnemyState.Death );
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DestroyAsync( GameObject, 5f );
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}
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[Rpc.Broadcast]
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public void ReportHit( Vector3 dir, int boneIndex, int damage = 25 )
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{
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renderer.Set( "hit", true );
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renderer.Set( "hit_bone", boneIndex );
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renderer.Set( "hit_direction", dir );
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renderer.Set( "hit_offset", dir );
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renderer.Set( "hit_strength", 5 );
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Health -= damage;
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if ( Health <= 0 )
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{
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Die();
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}
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}
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[Rpc.Broadcast]
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private void CreateHitEffects( Vector3 position, Vector3 normal )
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{
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if ( HitSound != null ) HitSound.StartSound();
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if ( bloodParticle != null )
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{
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var rot = Rotation.LookAt( normal );
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DestroyAsync( bloodParticle.Clone( position, rot ), 0.5f );
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}
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}
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async void DestroyAsync( GameObject go, float delay )
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{
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await GameTask.DelaySeconds( delay );
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if ( go != null && go.IsValid() ) go.Destroy();
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}
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}
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551
Code/Maze/Maze.cs
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551
Code/Maze/Maze.cs
Normal file
@@ -0,0 +1,551 @@
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public sealed class Maze : Component
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{
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[Property, Sync] public int Width { get; set; } = 10;
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[Property, Sync] public int Height { get; set; } = 10;
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[Property, Sync] public float WallHeight { get; set; } = 5f;
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[Property, Sync] public float WallThickness { get; set; } = 5f;
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[Property, Sync] public float CellSize { get; set; } = 200f;
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[Property, Sync] public float PassThrougthPercent { get; set; } = 0.1f;
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[Property] public int CenterClearRadius { get; set; } = 1;
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[Property] public GameObject EnemyPrefab { get; set; }
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private GameObject _mazeWallsObject;
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public Cell[,] Cells;
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private List<GameObject> _walls = new();
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[Property] public GameObject Floor { get; set; }
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[Property] public bool IsReady { get; set; } = false;
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[Property] public Material WallMaterial { get; set; } // Добавлено свойство для материала
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private static readonly string WallModelPath = "models/dev/box.vmdl_c";
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private Vector3 mazeOffset =>
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new Vector3( -(Width * CellSize) / 2 + CellSize / 2, -(Height * CellSize) / 2 + CellSize / 2, 0 );
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[Property, Sync( SyncFlags.FromHost ), Change( "OnSeedChanged" )]
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public int MazeSeed { get; set; } = -1;
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void OnSeedChanged( int oldValue, int newValue )
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{
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if ( newValue != oldValue )
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{
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IsReady = false;
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CreateMaze();
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}
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}
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[Rpc.Broadcast]
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public void RpcRequestMaze()
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{
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if ( Networking.IsHost )
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{
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MazeSeed = Game.Random.Int( 0, 999999999 );
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}
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}
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public async void CreateMaze()
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{
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Log.Info( $"CREATE MAZE {MazeSeed}" );
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ScaleFloor();
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ClearMaze();
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GenerateMaze();
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await Task.Delay( 10 );
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BuildMazeOptimized();
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await Task.Delay( 10 );
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SpawnEnemy();
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IsReady = true;
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}
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private void RemoveCenterWalls()
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{
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if ( Cells == null )
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{
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Log.Warning( "RemoveCenterWalls: _cells is null" );
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return;
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}
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int centerX = Width / 2;
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int centerY = Height / 2;
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int startX = Math.Max( 0, centerX - CenterClearRadius );
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int endX = Math.Min( Width - 1, centerX + CenterClearRadius );
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int startY = Math.Max( 0, centerY - CenterClearRadius );
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int endY = Math.Min( Height - 1, centerY + CenterClearRadius );
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for ( int x = startX; x <= endX; x++ )
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{
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for ( int y = startY; y <= endY; y++ )
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{
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if ( Cells[x, y] == null ) continue;
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var cell = Cells[x, y];
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for ( int i = 0; i < 4; i++ )
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{
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if ( i >= 0 && i < cell.Walls.Length )
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cell.Walls[i] = false;
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}
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// Сброс стен у соседей
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if ( x > 0 && Cells[x - 1, y] != null )
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Cells[x - 1, y].Walls[1] = false; // Left neighbor's Right
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if ( x < Width - 1 && Cells[x + 1, y] != null )
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Cells[x + 1, y].Walls[3] = false; // Right neighbor's Left
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if ( y > 0 && Cells[x, y - 1] != null )
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Cells[x, y - 1].Walls[2] = false; // Bottom neighbor's Top
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if ( y < Height - 1 && Cells[x, y + 1] != null )
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Cells[x, y + 1].Walls[0] = false; // Top neighbor's Bottom
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}
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}
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}
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public Vector3 GetRandomCellPosition()
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{
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var randomCell = Cells[Game.Random.Int( 0, Width - 1 ), Game.Random.Int( 0, Height - 1 )];
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return WorldPosition + new Vector3(
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randomCell.X * CellSize,
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randomCell.Y * CellSize,
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0
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) + mazeOffset;
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}
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private void SpawnEnemy()
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{
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if ( !Networking.IsHost ) return;
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var enemy = EnemyPrefab.Clone();
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enemy.WorldPosition = GetRandomCellPosition();
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enemy.NetworkSpawn( null );
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var agent = enemy.Components.Get<NavMeshAgent>();
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if ( agent != null )
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{
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agent.Enabled = false;
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agent.WorldPosition = enemy.WorldPosition;
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agent.Enabled = true;
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}
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}
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private void ClearMaze()
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{
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// Удаляем оптимизированные стены
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if ( _mazeWallsObject.IsValid() )
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{
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_mazeWallsObject.Destroy();
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_mazeWallsObject = null;
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}
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// Удаляем старые стены (для обратной совместимости)
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foreach ( var wall in _walls )
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{
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if ( wall.IsValid ) wall.Destroy();
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}
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_walls.Clear();
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}
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private void GenerateMaze()
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{
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Cells = new Cell[Width, Height];
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for ( int x = 0; x < Width; x++ )
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{
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for ( int y = 0; y < Height; y++ )
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{
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Cells[x, y] = new Cell( x, y );
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}
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}
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var stack = new Stack<Cell>();
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var rng = new Random( MazeSeed );
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var startCell = Cells[0, 0];
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startCell.Visited = true;
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stack.Push( startCell );
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while ( stack.Count > 0 )
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{
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var current = stack.Peek();
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var neighbors = GetUnvisitedNeighbors( current );
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if ( neighbors.Count > 0 )
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{
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var next = neighbors[rng.Next( neighbors.Count )];
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RemoveWall( current, next );
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next.Visited = true;
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stack.Push( next );
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}
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else
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{
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stack.Pop();
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}
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}
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AddExtraPassages( count: (int)(Width * Height * PassThrougthPercent) ); // 10% от клеток
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RemoveCenterWalls();
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}
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private List<Cell> GetUnvisitedNeighbors( Cell cell )
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{
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var neighbors = new List<Cell>();
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int x = cell.X;
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int y = cell.Y;
|
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if ( x > 0 && !Cells[x - 1, y].Visited ) neighbors.Add( Cells[x - 1, y] );
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if ( x < Width - 1 && !Cells[x + 1, y].Visited ) neighbors.Add( Cells[x + 1, y] );
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if ( y > 0 && !Cells[x, y - 1].Visited ) neighbors.Add( Cells[x, y - 1] );
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if ( y < Height - 1 && !Cells[x, y + 1].Visited ) neighbors.Add( Cells[x, y + 1] );
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||||
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return neighbors;
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}
|
||||
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||||
private void RemoveWall( Cell current, Cell next )
|
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{
|
||||
int dx = next.X - current.X;
|
||||
int dy = next.Y - current.Y;
|
||||
|
||||
if ( dx == 1 )
|
||||
{
|
||||
current.Walls[1] = false; // Right
|
||||
next.Walls[3] = false; // Left
|
||||
}
|
||||
else if ( dx == -1 )
|
||||
{
|
||||
current.Walls[3] = false; // Left
|
||||
next.Walls[1] = false; // Right
|
||||
}
|
||||
else if ( dy == 1 )
|
||||
{
|
||||
current.Walls[2] = false; // Top
|
||||
next.Walls[0] = false; // Bottom
|
||||
}
|
||||
else if ( dy == -1 )
|
||||
{
|
||||
current.Walls[0] = false; // Bottom
|
||||
next.Walls[2] = false; // Top
|
||||
}
|
||||
}
|
||||
|
||||
private void BuildMaze()
|
||||
{
|
||||
for ( int x = 0; x < Width; x++ )
|
||||
{
|
||||
for ( int y = 0; y < Height; y++ )
|
||||
{
|
||||
var cell = Cells[x, y];
|
||||
Vector3 cellCenter = new Vector3( x * CellSize, y * CellSize, 0 );
|
||||
|
||||
if ( cell.Walls[0] ) // Bottom
|
||||
{
|
||||
Vector3 pos = cellCenter + new Vector3( 0, -CellSize / 2, 0 );
|
||||
SpawnWall( pos, Rotation.FromYaw( 0 ) );
|
||||
}
|
||||
|
||||
if ( cell.Walls[1] ) // Right
|
||||
{
|
||||
Vector3 pos = cellCenter + new Vector3( CellSize / 2, 0, 0 );
|
||||
SpawnWall( pos, Rotation.FromYaw( 90 ) );
|
||||
}
|
||||
|
||||
if ( cell.Walls[2] ) // Top
|
||||
{
|
||||
Vector3 pos = cellCenter + new Vector3( 0, CellSize / 2, 0 );
|
||||
SpawnWall( pos, Rotation.FromYaw( 0 ) );
|
||||
}
|
||||
|
||||
if ( cell.Walls[3] ) // Left
|
||||
{
|
||||
Vector3 pos = cellCenter + new Vector3( -CellSize / 2, 0, 0 );
|
||||
SpawnWall( pos, Rotation.FromYaw( 90 ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void AddBox( ModelBuilder builder, Matrix transform, Vector3 size )
|
||||
{
|
||||
Vector3 halfSize = size / 2;
|
||||
|
||||
Vector3[] localVerts = new Vector3[]
|
||||
{
|
||||
new(-halfSize.x, -halfSize.y, -halfSize.z), // 0
|
||||
new(halfSize.x, -halfSize.y, -halfSize.z), // 1
|
||||
new(halfSize.x, halfSize.y, -halfSize.z), // 2
|
||||
new(-halfSize.x, halfSize.y, -halfSize.z), // 3
|
||||
new(-halfSize.x, -halfSize.y, halfSize.z), // 4
|
||||
new(halfSize.x, -halfSize.y, halfSize.z), // 5
|
||||
new(halfSize.x, halfSize.y, halfSize.z), // 6
|
||||
new(-halfSize.x, halfSize.y, halfSize.z) // 7
|
||||
};
|
||||
|
||||
int[] indices = new int[]
|
||||
{
|
||||
0, 2, 1, 0, 3, 2, // bottom (задом наперёд)
|
||||
4, 5, 6, 4, 6, 7, // top
|
||||
0, 5, 4, 0, 1, 5, // front
|
||||
1, 6, 5, 1, 2, 6, // right
|
||||
2, 7, 6, 2, 3, 7, // back
|
||||
3, 4, 7, 3, 0, 4 // left
|
||||
};
|
||||
|
||||
|
||||
Vector3[] faceNormals = new Vector3[]
|
||||
{
|
||||
Vector3.Down, // bottom
|
||||
Vector3.Up, // top
|
||||
Vector3.Backward, // front
|
||||
Vector3.Right, // right
|
||||
Vector3.Forward, // back
|
||||
Vector3.Left // left
|
||||
};
|
||||
|
||||
var vertices = new List<Vertex>();
|
||||
var finalIndices = new List<int>();
|
||||
|
||||
for ( int i = 0; i < indices.Length; i += 6 )
|
||||
{
|
||||
Vector3 localNormal = faceNormals[i / 6];
|
||||
Vector3 worldNormal = transform.TransformNormal( localNormal );
|
||||
|
||||
for ( int j = 0; j < 6; j++ )
|
||||
{
|
||||
int vertexIndex = indices[i + j];
|
||||
Vector3 localPos = localVerts[vertexIndex];
|
||||
Vector3 worldPos = transform.Transform( localPos );
|
||||
// Vector4 texCoord = new Vector4( 0, 0, 0, 0 ); // упрощённые UV
|
||||
Vector4 texCoord = new Vector4( GetUVForVertex( j ).x, GetUVForVertex( j ).y, 0, 0 );
|
||||
|
||||
Vertex vertex = new Vertex(
|
||||
position: worldPos,
|
||||
normal: worldNormal,
|
||||
tangent: Vector3.Right,
|
||||
texCoord0: texCoord
|
||||
);
|
||||
|
||||
vertex.Color = Color32.White;
|
||||
vertex.TexCoord1 = new Vector4( 0, 0, 0, 0 );
|
||||
|
||||
vertices.Add( vertex );
|
||||
finalIndices.Add( vertices.Count - 1 );
|
||||
}
|
||||
}
|
||||
|
||||
if ( WallMaterial == null )
|
||||
{
|
||||
Log.Error( "WallMaterial not set!" );
|
||||
return;
|
||||
}
|
||||
|
||||
var mesh = new Mesh( WallMaterial, MeshPrimitiveType.Triangles );
|
||||
mesh.CreateVertexBuffer<Vertex>( vertices.Count, Vertex.Layout, vertices );
|
||||
mesh.CreateIndexBuffer( finalIndices.Count, finalIndices );
|
||||
|
||||
builder.AddMesh( mesh ).AddCollisionMesh( vertices.Select( x => x.Position ).ToList(), indices.ToList() );
|
||||
}
|
||||
|
||||
|
||||
private Vector2 GetUVForVertex( int index )
|
||||
{
|
||||
return (index % 4) switch
|
||||
{
|
||||
0 => new Vector2( 0, 0 ),
|
||||
1 => new Vector2( 1, 0 ),
|
||||
2 => new Vector2( 1, 1 ),
|
||||
3 => new Vector2( 0, 1 ),
|
||||
_ => Vector2.Zero
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Создание матрицы трансформации
|
||||
/// </summary>
|
||||
private Matrix CreateTransform( Vector3 position, Rotation rotation, Vector3 scale )
|
||||
{
|
||||
return Matrix.CreateScale( scale )
|
||||
* Matrix.CreateRotation( rotation )
|
||||
* Matrix.CreateTranslation( position );
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Оптимизированное построение стен лабиринта (единый меш)
|
||||
/// </summary>
|
||||
private void BuildMazeOptimized()
|
||||
{
|
||||
var builder = Model.Builder;
|
||||
|
||||
// Создаем коллектор вершин для коллайдера
|
||||
var collisionVertices = new List<Vector3>();
|
||||
|
||||
for ( int x = 0; x < Width; x++ )
|
||||
{
|
||||
for ( int y = 0; y < Height; y++ )
|
||||
{
|
||||
var cell = Cells[x, y];
|
||||
Vector3 cellCenter =
|
||||
new Vector3( x * CellSize, y * CellSize, 0 ) +
|
||||
mazeOffset; // + new Vector3( 0, 0, WallHeight * 24);
|
||||
|
||||
|
||||
void AddWall( Vector3 position, Rotation rotation, Vector3 size )
|
||||
{
|
||||
var transform = Matrix.CreateScale( size )
|
||||
* Matrix.CreateRotation( rotation )
|
||||
* Matrix.CreateTranslation( position );
|
||||
|
||||
// Добавляем меш к модели (используй свой AddBox)
|
||||
AddBox( builder, transform, new Vector3( 1, 1, WallHeight * 24 ) );
|
||||
|
||||
// Добавляем коллизию — формируем коллизионный hull из углов куба
|
||||
// Куб - 8 вершин (как в твоём AddBox), трансформируем и добавляем
|
||||
Vector3 half = new Vector3( 0.5f, 0.5f, 0.5f );
|
||||
|
||||
Vector3[] localVerts = new Vector3[]
|
||||
{
|
||||
new Vector3( -half.x, -half.y, -half.z ), new Vector3( half.x, -half.y, -half.z ),
|
||||
new Vector3( half.x, half.y, -half.z ), new Vector3( -half.x, half.y, -half.z ),
|
||||
new Vector3( -half.x, -half.y, half.z ), new Vector3( half.x, -half.y, half.z ),
|
||||
new Vector3( half.x, half.y, half.z ), new Vector3( -half.x, half.y, half.z ),
|
||||
};
|
||||
|
||||
foreach ( var v in localVerts )
|
||||
collisionVertices.Add( transform.Transform( v ) );
|
||||
}
|
||||
|
||||
if ( cell.Walls[0] )
|
||||
AddWall( cellCenter + new Vector3( 0, -CellSize / 2, 0 ), Rotation.Identity,
|
||||
new Vector3( CellSize, WallThickness, WallHeight ) );
|
||||
if ( cell.Walls[1] )
|
||||
AddWall( cellCenter + new Vector3( CellSize / 2, 0, 0 ), Rotation.FromYaw( 90 ),
|
||||
new Vector3( CellSize, WallThickness, WallHeight ) );
|
||||
if ( cell.Walls[2] )
|
||||
AddWall( cellCenter + new Vector3( 0, CellSize / 2, 0 ), Rotation.Identity,
|
||||
new Vector3( CellSize, WallThickness, WallHeight ) );
|
||||
if ( cell.Walls[3] )
|
||||
AddWall( cellCenter + new Vector3( -CellSize / 2, 0, 0 ), Rotation.FromYaw( 90 ),
|
||||
new Vector3( CellSize, WallThickness, WallHeight ) );
|
||||
}
|
||||
}
|
||||
|
||||
// Создаем модель с коллизией из всех добавленных hull вершин
|
||||
var model = builder
|
||||
.WithMass( 0 ) // Статическая модель
|
||||
.Create();
|
||||
|
||||
if ( _mazeWallsObject.IsValid() )
|
||||
_mazeWallsObject.Destroy();
|
||||
|
||||
_mazeWallsObject = new GameObject();
|
||||
_mazeWallsObject.Name = "Maze Walls";
|
||||
_mazeWallsObject.SetParent( GameObject );
|
||||
_mazeWallsObject.LocalPosition = new Vector3( 0, 0, WallHeight * 24 );
|
||||
|
||||
var renderer = _mazeWallsObject.Components.Create<ModelRenderer>();
|
||||
renderer.Model = model;
|
||||
renderer.RenderType = ModelRenderer.ShadowRenderType.Off;
|
||||
|
||||
if ( WallMaterial.IsValid() )
|
||||
renderer.MaterialOverride = WallMaterial;
|
||||
|
||||
var collider = _mazeWallsObject.Components.Create<ModelCollider>();
|
||||
collider.Static = true;
|
||||
|
||||
// var navMesh = _mazeWallsObject.Components.Create<NavMeshArea>();
|
||||
// navMesh.LinkedCollider = collider;
|
||||
// navMesh.IsBlocker = true;
|
||||
|
||||
// _mazeWallsObject.NetworkSpawn( null );
|
||||
|
||||
Scene.NavMesh.SetDirty();
|
||||
}
|
||||
|
||||
|
||||
private void ScaleFloor()
|
||||
{
|
||||
Floor.LocalPosition = new Vector3( 0, 0, -WallHeight );
|
||||
Floor.LocalScale = new Vector3( CellSize / 100 * Width, CellSize / 100 * Height, 0.5f );
|
||||
|
||||
var renderer = Floor.Components.Get<ModelRenderer>();
|
||||
var material = renderer.MaterialOverride;
|
||||
material?.Set( "g_vTexCoordScale", new Vector2( Width, Height ) );
|
||||
|
||||
Floor.NetworkSpawn( null );
|
||||
}
|
||||
|
||||
private void SpawnWall( Vector3 position, Rotation rotation )
|
||||
{
|
||||
var wall = new GameObject();
|
||||
wall.SetParent( GameObject );
|
||||
wall.LocalPosition = position + mazeOffset + new Vector3( 0, 0, WallHeight * 24 );
|
||||
wall.WorldRotation = rotation;
|
||||
wall.LocalScale = new Vector3( CellSize / 50, WallThickness / 10, WallHeight );
|
||||
|
||||
var collider = wall.Components.Create<BoxCollider>();
|
||||
var renderer = wall.Components.Create<ModelRenderer>();
|
||||
var navMeshArea = wall.Components.Create<NavMeshArea>();
|
||||
navMeshArea.IsBlocker = true;
|
||||
navMeshArea.LinkedCollider = collider;
|
||||
renderer.Model = Model.Load( WallModelPath );
|
||||
collider.Static = true;
|
||||
|
||||
wall.NetworkSpawn( null );
|
||||
_walls.Add( wall );
|
||||
}
|
||||
|
||||
private void AddExtraPassages( int count )
|
||||
{
|
||||
var rng = new Random( MazeSeed );
|
||||
int added = 0;
|
||||
|
||||
while ( added < count )
|
||||
{
|
||||
int x = rng.Next( 1, Width - 1 );
|
||||
int y = rng.Next( 1, Height - 1 );
|
||||
|
||||
var cell = Cells[x, y];
|
||||
|
||||
// Выбери случайного соседа
|
||||
List<(int dx, int dy, int dir)> directions = new()
|
||||
{
|
||||
(0, -1, 0), // Bottom
|
||||
(1, 0, 1), // Right
|
||||
(0, 1, 2), // Top
|
||||
(-1, 0, 3) // Left
|
||||
};
|
||||
|
||||
var (dx, dy, dir) = directions[rng.Next( directions.Count )];
|
||||
int nx = x + dx;
|
||||
int ny = y + dy;
|
||||
|
||||
if ( nx < 0 || nx >= Width || ny < 0 || ny >= Height )
|
||||
continue;
|
||||
|
||||
var neighbor = Cells[nx, ny];
|
||||
|
||||
if ( cell.Walls[dir] )
|
||||
{
|
||||
RemoveWall( cell, neighbor );
|
||||
added++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class Cell
|
||||
{
|
||||
public int X;
|
||||
public int Y;
|
||||
public bool Visited;
|
||||
public bool[] Walls = { true, true, true, true }; // Bottom, Right, Top, Left
|
||||
|
||||
public Cell( int x, int y )
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
}
|
||||
}
|
||||
}
|
||||
113
Code/NetworkManager.cs
Normal file
113
Code/NetworkManager.cs
Normal file
@@ -0,0 +1,113 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Sandbox;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a networked game lobby and assigns player prefabs to connected clients.
|
||||
/// </summary>
|
||||
[Title( "Network Manager" )]
|
||||
[Category( "Networking" )]
|
||||
[Icon( "electrical_services" )]
|
||||
public sealed class NetworkManager : Component, Component.INetworkListener
|
||||
{
|
||||
/// <summary>
|
||||
/// Create a server (if we're not joining one)
|
||||
/// </summary>
|
||||
[Property]
|
||||
public bool StartServer { get; set; } = true;
|
||||
|
||||
/// <summary>
|
||||
/// The prefab to spawn for the player to control.
|
||||
/// </summary>
|
||||
[Property]
|
||||
public GameObject PlayerPrefab { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// A list of points to choose from randomly to spawn the player in. If not set, we'll spawn at the
|
||||
/// location of the NetworkHelper object.
|
||||
/// </summary>
|
||||
[Property]
|
||||
public List<GameObject> SpawnPoints { get; set; }
|
||||
|
||||
protected override async Task OnLoad()
|
||||
{
|
||||
if ( Scene.IsEditor )
|
||||
return;
|
||||
|
||||
if ( StartServer && !Networking.IsActive )
|
||||
{
|
||||
LoadingScreen.Title = "Creating Lobby";
|
||||
await Task.DelayRealtimeSeconds( 0.1f );
|
||||
Networking.CreateLobby( new() );
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A client is fully connected to the server. This is called on the host.
|
||||
/// </summary>
|
||||
public void OnActive( Connection channel )
|
||||
{
|
||||
Log.Info( $"Player '{channel.DisplayName}' has joined the game" );
|
||||
|
||||
if ( !PlayerPrefab.IsValid() )
|
||||
return;
|
||||
|
||||
//
|
||||
// Find a spawn location for this player
|
||||
//
|
||||
var startLocation = FindSpawnLocation().WithScale( 1 );
|
||||
|
||||
// Spawn this object and make the client the owner
|
||||
var player = PlayerPrefab.Clone( startLocation, name: $"Player - {channel.DisplayName}" );
|
||||
player.NetworkSpawn( channel );
|
||||
|
||||
var dedugan = player.Components.Get<Dedugan>( true );
|
||||
|
||||
dedugan.SetupConnection( channel );
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a client disconnects from the server.
|
||||
/// </summary>
|
||||
public void OnDisconnected( Connection channel )
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the connection is being torn down.
|
||||
/// </summary>
|
||||
public void OnBecomeInactive( Connection channel )
|
||||
{
|
||||
// Optional: Handle any cleanup before player becomes fully inactive
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Find the most appropriate place to respawn
|
||||
/// </summary>
|
||||
Transform FindSpawnLocation()
|
||||
{
|
||||
//
|
||||
// If they have spawn point set then use those
|
||||
//
|
||||
if ( SpawnPoints is not null && SpawnPoints.Count > 0 )
|
||||
{
|
||||
return Random.Shared.FromList( SpawnPoints, default ).WorldTransform;
|
||||
}
|
||||
|
||||
//
|
||||
// If we have any SpawnPoint components in the scene, then use those
|
||||
//
|
||||
var spawnPoints = Scene.GetAllComponents<SpawnPoint>().ToArray();
|
||||
if ( spawnPoints.Length > 0 )
|
||||
{
|
||||
return Random.Shared.FromArray( spawnPoints ).WorldTransform;
|
||||
}
|
||||
|
||||
//
|
||||
// Failing that, spawn where we are
|
||||
//
|
||||
return WorldTransform;
|
||||
}
|
||||
}
|
||||
138
Code/UI/Chat.razor
Normal file
138
Code/UI/Chat.razor
Normal file
@@ -0,0 +1,138 @@
|
||||
@using System;
|
||||
@using Sandbox.UI;
|
||||
@namespace Sandbox
|
||||
@inherits PanelComponent
|
||||
@implements Component.INetworkListener
|
||||
<root>
|
||||
|
||||
<div class="output">
|
||||
@foreach (var entry in Entries)
|
||||
{
|
||||
<div class="chat_entry">
|
||||
@if (entry.steamid > 0)
|
||||
{
|
||||
<div class="avatar" style="background-image: url( avatar:@entry.steamid )"></div>
|
||||
}
|
||||
<div class="author">@entry.author</div>
|
||||
<div class="message">@entry.message</div>
|
||||
</div>
|
||||
}
|
||||
</div>
|
||||
|
||||
<div class="input">
|
||||
<TextEntry @ref="InputBox" onsubmit="@ChatFinished"></TextEntry>
|
||||
</div>
|
||||
|
||||
</root>
|
||||
|
||||
@code
|
||||
{
|
||||
|
||||
public static Chat Instance;
|
||||
public Chat() => Instance = this;
|
||||
public static bool IsActive => Instance.InputBox.HasFocus;
|
||||
|
||||
public static void Open()
|
||||
{
|
||||
Instance.InputBox.Focus();
|
||||
}
|
||||
|
||||
public static void AddText(string text)
|
||||
{
|
||||
Instance.AddTextInternal(text);
|
||||
}
|
||||
|
||||
public event Action<string> OnChat;
|
||||
public TextEntry InputBox;
|
||||
|
||||
public record Entry(ulong steamid, string author, string message, RealTimeSince timeSinceAdded);
|
||||
List<Entry> Entries = new();
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
if (InputBox is null)
|
||||
return;
|
||||
|
||||
Panel.AcceptsFocus = false;
|
||||
|
||||
if (Input.Pressed("chat"))
|
||||
Open();
|
||||
|
||||
if (Entries.RemoveAll(x => x.timeSinceAdded > 20.0f) > 0)
|
||||
{
|
||||
StateHasChanged();
|
||||
}
|
||||
|
||||
if (InputBox.HasFocus && Input.EscapePressed)
|
||||
{
|
||||
Input.EscapePressed = false;
|
||||
ChatClosed();
|
||||
}
|
||||
|
||||
SetClass("open", InputBox.HasFocus);
|
||||
}
|
||||
|
||||
void ChatFinished()
|
||||
{
|
||||
var text = InputBox.Text;
|
||||
Mouse.Visibility = MouseVisibility.Auto;
|
||||
|
||||
OnChat?.Invoke(text);
|
||||
OnChat = null;
|
||||
if (string.IsNullOrWhiteSpace(text))
|
||||
return;
|
||||
|
||||
AddTextInternal(InputBox.Text);
|
||||
InputBox.Text = "";
|
||||
}
|
||||
|
||||
void ChatClosed()
|
||||
{
|
||||
var text = InputBox.Text;
|
||||
InputBox.Text = "";
|
||||
OnChat = null;
|
||||
}
|
||||
|
||||
[Rpc.Broadcast]
|
||||
public void AddTextInternal(string message)
|
||||
{
|
||||
message = message.Truncate(300);
|
||||
|
||||
if (string.IsNullOrWhiteSpace(message))
|
||||
return;
|
||||
|
||||
var author = Rpc.Caller.DisplayName;
|
||||
var steamid = Rpc.Caller.SteamId;
|
||||
|
||||
Log.Info($"{author}: {message}");
|
||||
|
||||
Entries.Add(new Entry(steamid, author, message, 0.0f));
|
||||
StateHasChanged();
|
||||
}
|
||||
|
||||
[Rpc.Broadcast]
|
||||
void AddSystemText(string message)
|
||||
{
|
||||
message = message.Truncate(300);
|
||||
|
||||
if (string.IsNullOrWhiteSpace(message))
|
||||
return;
|
||||
|
||||
Entries.Add(new Entry(0, "ℹ️", message, 0.0f));
|
||||
StateHasChanged();
|
||||
}
|
||||
|
||||
void Component.INetworkListener.OnConnected(Connection channel)
|
||||
{
|
||||
if (IsProxy) return;
|
||||
|
||||
AddSystemText($"{channel.DisplayName} has joined the game");
|
||||
}
|
||||
|
||||
void Component.INetworkListener.OnDisconnected(Connection channel)
|
||||
{
|
||||
if (IsProxy) return;
|
||||
|
||||
AddSystemText($"{channel.DisplayName} has left the game");
|
||||
}
|
||||
}
|
||||
70
Code/UI/Chat.razor.scss
Normal file
70
Code/UI/Chat.razor.scss
Normal file
@@ -0,0 +1,70 @@
|
||||
Chat {
|
||||
position: absolute;
|
||||
top: 100px;
|
||||
left: 200px;
|
||||
bottom: 200px;
|
||||
width: 600px;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
font-weight: bold;
|
||||
border-radius: 20px;
|
||||
flex-direction: column;
|
||||
align-items: stretch;
|
||||
font-size: 17px;
|
||||
font-family: Poppins;
|
||||
gap: 10px;
|
||||
|
||||
.output {
|
||||
flex-grow: 1;
|
||||
flex-direction: column;
|
||||
justify-content: flex-end;
|
||||
align-items: stretch;
|
||||
gap: 5px;
|
||||
|
||||
.chat_entry {
|
||||
padding: 2px;
|
||||
gap: 10px;
|
||||
text-shadow: 2px 2px 2px #000a;
|
||||
|
||||
.avatar {
|
||||
width: 32px;
|
||||
height: 32px;
|
||||
background-position: center;
|
||||
background-size: cover;
|
||||
border-radius: 4px;
|
||||
aspect-ratio: 1;
|
||||
min-width: 32px;
|
||||
max-width: 32px;
|
||||
}
|
||||
|
||||
.author {
|
||||
color: #2d95ce;
|
||||
white-space: nowrap;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.message {
|
||||
color: #fff;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
.input {
|
||||
color: white;
|
||||
|
||||
.textentry {
|
||||
align-items: flex-start;
|
||||
white-space: normal;
|
||||
}
|
||||
}
|
||||
|
||||
&.open {
|
||||
.input {
|
||||
border-radius: 8px;
|
||||
background-color: rgba(0,0,0,0.2);
|
||||
backdrop-filter: blur(10px);
|
||||
padding: 8px;
|
||||
pointer-events: all;
|
||||
}
|
||||
}
|
||||
}
|
||||
25
Code/UI/GUI.razor
Normal file
25
Code/UI/GUI.razor
Normal file
@@ -0,0 +1,25 @@
|
||||
@using Sandbox
|
||||
@using Sandbox.UI
|
||||
@inherits PanelComponent
|
||||
@namespace Sandbox
|
||||
|
||||
<root>
|
||||
<div class="crosshair"></div>
|
||||
</root>
|
||||
|
||||
<style>
|
||||
.crosshair {
|
||||
position: absolute;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
width: 4px;
|
||||
height: 4px;
|
||||
background-color: rgba(255, 255, 255, 0.5);
|
||||
border-radius: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
pointer-events: none;
|
||||
}
|
||||
</style>
|
||||
|
||||
@code {
|
||||
}
|
||||
95
Code/UI/Scoreboard.razor
Normal file
95
Code/UI/Scoreboard.razor
Normal file
@@ -0,0 +1,95 @@
|
||||
@using Sandbox;
|
||||
@using Sandbox.UI;
|
||||
@inherits PanelComponent
|
||||
|
||||
<root class="@(Visible ? "" : "hidden")">
|
||||
@* <div class="decoration top-left"></div> *@
|
||||
@* <div class="decoration top-right"></div> *@
|
||||
@* <div class="decoration bottom-left"></div> *@
|
||||
@* <div class="decoration bottom-right"></div> *@
|
||||
|
||||
<label class="title">Players</label>
|
||||
|
||||
<div class="content">
|
||||
<div class="header">
|
||||
<label class="column nick">Player</label>
|
||||
<label class="column status">Status</label>
|
||||
<label class="column ping">Ping</label>
|
||||
</div>
|
||||
|
||||
<div class="player-list">
|
||||
@if (Dedugan.All is not null)
|
||||
{
|
||||
foreach (var ded in Dedugan.All)
|
||||
{
|
||||
<div class="player" onclick="@(() => OpenProfile(ded.Connection))">
|
||||
<div class="avatar">
|
||||
<img src="avatar:@ded.SteamID"/>
|
||||
</div>
|
||||
<label class="column nick">@ded.Connection.DisplayName</label>
|
||||
<label class="column status">@GetPlayerStatus(ded.Connection)</label>
|
||||
<label class="column ping">@ded.Connection.Ping</label>
|
||||
</div>
|
||||
}
|
||||
}
|
||||
</div>
|
||||
</div>
|
||||
</root>
|
||||
|
||||
@code
|
||||
{
|
||||
public static bool Visible => Input.Down("Score");
|
||||
private NetworkManager _networkManager;
|
||||
|
||||
private NetworkManager NetworkManager
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_networkManager == null || !_networkManager.IsValid)
|
||||
{
|
||||
_networkManager = Scene.Directory.FindByName("Network Manager")
|
||||
.FirstOrDefault()?
|
||||
.GetComponent<NetworkManager>();
|
||||
}
|
||||
return _networkManager;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnEnabled()
|
||||
{
|
||||
// Кэшируем NetworkManager при включении компонента
|
||||
_networkManager = Scene.Directory.FindByName("Network Manager")
|
||||
.FirstOrDefault()?
|
||||
.GetComponent<NetworkManager>();
|
||||
}
|
||||
|
||||
private string GetPlayerStatus(Connection conn)
|
||||
{
|
||||
var playerObj = Dedugan.GetByID( conn.Id ).GameObject;
|
||||
return playerObj?.IsValid == true ? "In Game" : "Connecting";
|
||||
}
|
||||
|
||||
private void OpenProfile(Connection connection)
|
||||
{
|
||||
Log.Info($"Opening profile: {connection.SteamId}");
|
||||
Game.Overlay.ShowPlayer(connection.SteamId);
|
||||
}
|
||||
|
||||
protected override int BuildHash()
|
||||
{
|
||||
if (!Visible || Dedugan.All == null)
|
||||
return -1;
|
||||
|
||||
var hash = new System.HashCode();
|
||||
hash.Add(Visible);
|
||||
|
||||
foreach (var ded in Dedugan.All)
|
||||
{
|
||||
hash.Add(ded.Id);
|
||||
hash.Add(ded.Connection.Ping);
|
||||
hash.Add(ded.Name);
|
||||
}
|
||||
|
||||
return hash.ToHashCode();
|
||||
}
|
||||
}
|
||||
191
Code/UI/Scoreboard.razor.scss
Normal file
191
Code/UI/Scoreboard.razor.scss
Normal file
@@ -0,0 +1,191 @@
|
||||
Scoreboard {
|
||||
background: linear-gradient(135deg, #0a1a2b 0%, #08111f 100%);
|
||||
border: 3px solid #2a3d54;
|
||||
border-radius: 16px;
|
||||
//box-shadow:
|
||||
// 0 0 15px rgba(0, 150, 255, 0.2),
|
||||
// inset 0 0 10px rgba(0, 100, 200, 0.1);
|
||||
font-family: 'Orbitron', 'Poppins', sans-serif;
|
||||
position: absolute;
|
||||
width: 60%;
|
||||
height: 70vh;
|
||||
top: 15vh;
|
||||
left: 20%;
|
||||
padding: 30px;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 20px;
|
||||
transition: all 0.2s ease;
|
||||
z-index: 100;
|
||||
overflow: hidden;
|
||||
|
||||
&.hidden {
|
||||
opacity: 0;
|
||||
}
|
||||
|
||||
.decoration {
|
||||
position: absolute;
|
||||
width: 60px;
|
||||
height: 60px;
|
||||
border: 2px solid rgba(0, 180, 255, 0.25);
|
||||
opacity: 0.8;
|
||||
box-shadow: 0 0 8px rgba(100, 200, 255, 0.1);
|
||||
|
||||
&.top-left {
|
||||
top: 10px;
|
||||
left: 10px;
|
||||
border-right: none;
|
||||
border-bottom: none;
|
||||
border-radius: 12px 0 0 0;
|
||||
}
|
||||
|
||||
&.top-right {
|
||||
top: 10px;
|
||||
right: 10px;
|
||||
border-left: none;
|
||||
border-bottom: none;
|
||||
border-radius: 0 12px 0 0;
|
||||
}
|
||||
|
||||
&.bottom-left {
|
||||
bottom: 10px;
|
||||
left: 10px;
|
||||
border-right: none;
|
||||
border-top: none;
|
||||
border-radius: 0 0 0 12px;
|
||||
}
|
||||
|
||||
&.bottom-right {
|
||||
bottom: 10px;
|
||||
right: 10px;
|
||||
border-left: none;
|
||||
border-top: none;
|
||||
border-radius: 0 0 12px 0;
|
||||
}
|
||||
}
|
||||
|
||||
.title {
|
||||
font-size: 42px;
|
||||
color: #a0e0ff;
|
||||
text-align: center;
|
||||
//text-shadow:
|
||||
// 0 0 10px rgba(100, 200, 255, 0.7),
|
||||
// 0 0 20px rgba(80, 180, 255, 0.4);
|
||||
letter-spacing: 4px;
|
||||
margin-bottom: 15px;
|
||||
font-weight: 600;
|
||||
text-transform: uppercase;
|
||||
}
|
||||
|
||||
.content {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
background-color: rgba(10, 25, 40, 0.6);
|
||||
border-radius: 12px;
|
||||
border: 1px solid #253a50;
|
||||
overflow: hidden;
|
||||
flex-grow: 1;
|
||||
//box-shadow: inset 0 0 20px rgba(0, 30, 60, 0.5);
|
||||
|
||||
.header {
|
||||
display: flex;
|
||||
padding: 15px 20px 15px 85px;
|
||||
background: linear-gradient(90deg, #0f2a42 0%, #0a1d30 100%);
|
||||
border-bottom: 2px solid #1e3a5c;
|
||||
text-shadow: 0 0 5px rgba(100, 200, 255, 0.5);
|
||||
|
||||
.column {
|
||||
font-size: 18px;
|
||||
color: #6eb4ff;
|
||||
font-weight: 600;
|
||||
letter-spacing: 1px;
|
||||
|
||||
&.nick {
|
||||
flex: 3;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
&.status {
|
||||
flex: 1;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
&.ping {
|
||||
flex: 1;
|
||||
text-align: right;
|
||||
padding-right: 20px;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
.player-list {
|
||||
pointer-events: all;
|
||||
flex-grow: 1;
|
||||
height: 100%;
|
||||
flex-direction: column;
|
||||
overflow-x: hidden;
|
||||
overflow-y: scroll;
|
||||
|
||||
.player {
|
||||
flex-shrink: 0;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
padding: 15px 25px;
|
||||
transition: all 0.2s ease;
|
||||
width: 100%;
|
||||
//background: rgba(15, 30, 50, 0.4);
|
||||
border-bottom: 1px solid rgba(40, 80, 120, 0.2);
|
||||
cursor: pointer;
|
||||
|
||||
&:hover {
|
||||
//background: rgba(25, 60, 90, 0.4);
|
||||
box-shadow: 0 0 15px rgba(0, 150, 255, 0.1);
|
||||
}
|
||||
|
||||
.avatar {
|
||||
width: 45px;
|
||||
height: 45px;
|
||||
border-radius: 4px;
|
||||
overflow: hidden;
|
||||
margin-right: 20px;
|
||||
border: 2px solid #2a4a6b;
|
||||
box-shadow: 0 0 8px rgba(100, 180, 255, 0.2);
|
||||
background: #0c1a2a;
|
||||
|
||||
img {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
object-fit: cover;
|
||||
}
|
||||
}
|
||||
|
||||
.column {
|
||||
font-size: 17px;
|
||||
color: #c0e8ff;
|
||||
text-shadow: 0 0 5px rgba(100, 180, 255, 0.3);
|
||||
|
||||
&.nick {
|
||||
flex: 3;
|
||||
text-align: left;
|
||||
font-weight: 500;
|
||||
letter-spacing: 0.5px;
|
||||
}
|
||||
|
||||
&.status {
|
||||
flex: 1;
|
||||
text-align: center;
|
||||
color: #6ecbff;
|
||||
}
|
||||
|
||||
&.ping {
|
||||
flex: 1;
|
||||
text-align: right;
|
||||
padding-right: 20px;
|
||||
font-family: 'Courier New', monospace;
|
||||
color: #88d6ff;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
60
Code/Weapons/PhysBullet.cs
Normal file
60
Code/Weapons/PhysBullet.cs
Normal file
@@ -0,0 +1,60 @@
|
||||
public sealed class PhysBullet : Component, Component.ICollisionListener
|
||||
{
|
||||
[Property] public Collider collider { get; set; }
|
||||
[Property] public Rigidbody BRigidbody { get; set; }
|
||||
|
||||
protected override async void OnStart()
|
||||
{
|
||||
if ( collider != null )
|
||||
{
|
||||
collider.OnTriggerEnter += OnTriggerEnter;
|
||||
}
|
||||
|
||||
await Task.DelaySeconds( 5 );
|
||||
GameObject.Destroy();
|
||||
}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
}
|
||||
|
||||
async void ICollisionListener.OnCollisionStart( Collision collision )
|
||||
{
|
||||
await Task.DelaySeconds( 1 );
|
||||
GameObject.Destroy();
|
||||
}
|
||||
|
||||
// var a= Scene.Trace.Ray( collision.Contact.Point, collision.Contact.Point + collision.Contact.Normal * 10 ).Run();
|
||||
// Log.Info(collision.Other.GameObject);
|
||||
// Log.Info(a.GameObject);
|
||||
// DebugOverlay.Line(a.StartPosition,a.EndPosition, duration: 5.5f);
|
||||
// DestroyGameObject();
|
||||
|
||||
public void OnTriggerEnter( Collider other )
|
||||
{
|
||||
var components = other.Components;
|
||||
|
||||
if ( components.TryGet<RagdollController>( out var controller ) )
|
||||
{
|
||||
if ( Network.IsOwner )
|
||||
return;
|
||||
|
||||
controller.Enabled = true;
|
||||
|
||||
// ModelHitboxes sas = controller.Components.Get<ModelHitboxes>();
|
||||
// collider.FindClosestPoint(other.WorldPosition);
|
||||
|
||||
// var d = controller.GameObject.GetComponent<Dedugan>();
|
||||
//
|
||||
// d.Controller.Velocity = Vector3.Up * 2500;
|
||||
|
||||
|
||||
// rb.MassOverride = 500f;
|
||||
//
|
||||
// rb.ApplyImpulse( Vector3.Up * 5000000 );
|
||||
|
||||
// rb.Destroy();
|
||||
// controller.bodyPhysics.
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user