AI захватит мир

This commit is contained in:
Oscar
2025-06-26 23:24:52 +03:00
parent 793165bb03
commit 875d594038
28 changed files with 1263 additions and 266 deletions

View File

@@ -4,7 +4,7 @@ using Sasalka;
public sealed partial class Dedugan : Component
{
[Property, InlineEditor] public Inventar Inventory { get; private set; } = new();
[Property] public Inventar Inventory { get; private set; }
private Dictionary<Inventar.InventorySlot, (GameObject obj, IUseable useable)> _useableCache = new();
[Sync] private bool InAds { get; set; } = false;
@@ -12,65 +12,72 @@ public sealed partial class Dedugan : Component
void InventoryStart()
{
if ( !Network.IsOwner ) return;
if (!Network.IsOwner) return;
_resolver = new AttachmentSlotResolver( Renderer.GetAttachmentObject );
// Создаем инвентарь как компонент
Inventory = GameObject.Components.GetOrCreate<Inventar>();
_resolver = new AttachmentSlotResolver(Renderer.GetAttachmentObject);
// Inventory.AddItem( new InventoryItem
// {
// Definition = ResourceLibrary.Get<ClothingItemDefinition>( "Items/Cloth/cloth_pijama.clitem" )
// } );
//
// Inventory.AddItem( new InventoryItem
// {
// Definition = ResourceLibrary.Get<ClothingItemDefinition>( "Items/Cloth/cloth_pijama_bottom.clitem" )
// } );
//
// Inventory.AddItem( new InventoryItem
// {
// Definition = ResourceLibrary.Get<WeaponItemDefinition>( "Items/pistol_test.weapon" )
// } );
//
// var ammo = new InventoryItem
// {
// Definition = ResourceLibrary.Get<BaseItemDefinition>( "Items/pistol_ammo.inv" )
// };
// ammo.Count = 30;
// ammo.MaxCount = 130;
//
// Inventory.AddItem( ammo );
// Добавляем тестовые предметы (раскомментируйте для тестирования)
var clothingItem = new InventoryItem
{
Definition = ResourceLibrary.Get<ClothingItemDefinition>("Items/Cloth/cloth_pijama.clitem")
};
Inventory.AddItem(clothingItem);
var weaponItem = new InventoryItem
{
Definition = ResourceLibrary.Get<WeaponItemDefinition>("Items/pistol_test.weapon")
};
Inventory.AddItem(weaponItem);
var ammoItem = new InventoryItem
{
Definition = ResourceLibrary.Get<AmmoItemDefinition>("Items/pistol_ammo.inv")
};
ammoItem.Count = 30;
Inventory.AddItem(ammoItem);
Inventory.OnEquipped += OnItemEquipped;
Inventory.OnUnEquipped += OnItemUnEquipped;
Inventory.OnItemAdded += OnItemAdded;
Inventory.OnItemRemoved += OnItemRemoved;
}
private void OnItemEquipped( InventoryItem item )
private void OnItemEquipped(InventoryItem item)
{
// Если это оружие
if ( item.Definition is WeaponItemDefinition weaponDef && weaponDef.Prefab.IsValid() )
// Очищаем кэши при экипировке предмета
_useableCache.Clear();
_resolver?.ClearCache();
if (item?.Definition is WeaponItemDefinition weaponDef && weaponDef.Prefab.IsValid())
{
var go = weaponDef.Prefab.Clone();
AnimationHelper.HoldType = weaponDef.HoldType;
switch ( weaponDef.Slot )
switch (weaponDef.Slot)
{
case Inventar.InventorySlot.LeftHand | Inventar.InventorySlot.RightHand:
case Inventar.InventorySlot.RightHand:
go.Parent = Renderer.GetAttachmentObject( "hold_R" );
go.Parent = Renderer.GetAttachmentObject("hold_R");
break;
case Inventar.InventorySlot.LeftHand:
go.Parent = Renderer.GetAttachmentObject( "hold_L" );
go.Parent = Renderer.GetAttachmentObject("hold_L");
break;
default:
go.Parent = Renderer.GetAttachmentObject( "forward_reference_modelspace" );
go.Parent = Renderer.GetAttachmentObject("forward_reference_modelspace");
break;
}
go.LocalPosition = weaponDef.WeaponDefinition.Position;
go.LocalRotation = weaponDef.WeaponDefinition.Rotation;
go.LocalScale = weaponDef.WeaponDefinition.Scale;
go.Components.Get<UseableBase>().Equipped = true;
if (go.Components.TryGet<UseableBase>(out var useable))
{
useable.Equipped = true;
}
go.NetworkSpawn();
@@ -83,94 +90,108 @@ public sealed partial class Dedugan : Component
};
AnimationHelper.Handedness = hand;
RpcSetHoldAnimation( weaponDef.HoldType, hand );
RpcSetHoldAnimation(weaponDef.HoldType, hand);
InAds = true;
}
// Если это одежда
else if ( item.Definition is ClothingItemDefinition clothingDef )
else if (item?.Definition is ClothingItemDefinition clothingDef)
{
WearWorkshop( new List<string>() { clothingDef.ClothUrl } );
WearWorkshop(new List<string>() { clothingDef.ClothUrl });
}
}
private void OnItemUnEquipped( InventoryItem item )
private void OnItemUnEquipped(InventoryItem item)
{
if ( item.Definition is WeaponItemDefinition weaponDef && weaponDef.Prefab.IsValid() )
// Очищаем кэши при снятии предмета
_useableCache.Clear();
_resolver?.ClearCache();
if (item?.Definition is WeaponItemDefinition weaponDef && weaponDef.Prefab.IsValid())
{
switch ( weaponDef.Slot )
switch (weaponDef.Slot)
{
case Inventar.InventorySlot.LeftHand | Inventar.InventorySlot.RightHand:
case Inventar.InventorySlot.RightHand:
case Inventar.InventorySlot.LeftHand:
var attachmentName = !weaponDef.Slot.HasFlag( Inventar.InventorySlot.RightHand )
var attachmentName = !weaponDef.Slot.HasFlag(Inventar.InventorySlot.RightHand)
? "hold_L"
: "hold_R";
Renderer.GetAttachmentObject( attachmentName ).Children.ForEach( child => child.Destroy() );
RpcSetHoldAnimation( CitizenAnimationHelper.HoldTypes.None, CitizenAnimationHelper.Hand.Both );
Renderer.GetAttachmentObject(attachmentName).Children.ForEach(child => child.Destroy());
RpcSetHoldAnimation(CitizenAnimationHelper.HoldTypes.None, CitizenAnimationHelper.Hand.Both);
break;
default:
Renderer.GetAttachmentObject( "forward_reference_modelspace" ).Children
.ForEach( child => child.Destroy() );
Renderer.GetAttachmentObject("forward_reference_modelspace").Children
.ForEach(child => child.Destroy());
break;
}
item.Destroy();
InAds = false;
}
else if ( item.Definition is ClothingItemDefinition clothingDef )
else if (item?.Definition is ClothingItemDefinition clothingDef)
{
StripByName( clothingDef.Description );
StripByName(clothingDef.Description);
}
}
private void OnItemAdded(InventoryItem item)
{
// Очищаем кэши при добавлении предмета
_useableCache.Clear();
_resolver?.ClearCache();
}
private void OnItemRemoved(InventoryItem item)
{
// Очищаем кэши при удалении предмета
_useableCache.Clear();
_resolver?.ClearCache();
}
[Rpc.Broadcast]
public void RpcSetHoldAnimation( CitizenAnimationHelper.HoldTypes HoldType, CitizenAnimationHelper.Hand hand )
public void RpcSetHoldAnimation(CitizenAnimationHelper.HoldTypes HoldType, CitizenAnimationHelper.Hand hand)
{
AnimationHelper.HoldType = HoldType;
AnimationHelper.Handedness = hand;
}
// AnimationHelper.HoldType = CitizenAnimationHelper.HoldTypes.None;
// AnimationHelper.Handedness = CitizenAnimationHelper.Hand.Both;
void InventoryUpdate()
{
if ( !Network.IsOwner ) return;
if (!Network.IsOwner) return;
// InAds = Input.Down( "Attack2" );
if ( Input.Pressed( "Attack1" ) )
if (Input.Pressed("Attack1"))
{
if ( UseSystem.TryUse( this ) )
if (UseSystem.TryUse(this))
{
Attack();
}
}
}
public IEnumerable<IUseable>
GetUsables() //Допустим, у джетпака слот Body. Просто дописываешь в GetUsables() Inventar.InventorySlot.Body:
public IEnumerable<IUseable> GetUsables()
{
foreach ( var slot in new[] { Inventar.InventorySlot.LeftHand, Inventar.InventorySlot.RightHand } )
// Кэшируем слоты для избежания повторного создания массива
var slots = new[] { Inventar.InventorySlot.LeftHand, Inventar.InventorySlot.RightHand };
foreach (var slot in slots)
{
if ( !Inventory.EquippedItems.TryGetValue( slot, out var item ) )
continue;
var holder = _resolver.GetSlotObject( slot );
var heldObject = holder?.Children.FirstOrDefault();
if ( heldObject == null )
continue;
if ( _useableCache.TryGetValue( slot, out var cached ) && cached.obj == heldObject )
if (!Inventory.EquippedItems.TryGetValue(slot, out var item))
{
if ( cached.useable != null )
continue;
}
var holder = _resolver.GetSlotObject(slot);
if (holder == null) continue;
var heldObject = holder.Children.FirstOrDefault();
if (heldObject == null)
{
continue;
}
// Проверяем кэш
if (_useableCache.TryGetValue(slot, out var cached) && cached.obj == heldObject)
{
if (cached.useable != null)
yield return cached.useable;
}
else
@@ -178,7 +199,7 @@ public sealed partial class Dedugan : Component
var useable = heldObject.Components.Get<IUseable>();
_useableCache[slot] = (heldObject, useable);
if ( useable != null )
if (useable != null)
yield return useable;
}
}
@@ -187,7 +208,7 @@ public sealed partial class Dedugan : Component
[Rpc.Broadcast]
void Attack()
{
Renderer.Set( "b_attack", true );
Renderer.Set("b_attack", true);
}
}