This commit is contained in:
Oscar 2025-05-28 20:21:58 +03:00
parent 77c1704cd6
commit a6f2e43c49
35 changed files with 1310 additions and 132 deletions

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Assets/animations/test_anim_3.fbx (Stored with Git LFS) Normal file

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Assets/animations/test_anim_4.fbx (Stored with Git LFS) Normal file

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@ -33569,16 +33569,16 @@
{ {
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m_sName = "Unnamed" m_sName = "Unnamed"
m_vecPosition = [ 6144.0, -880.0 ] m_vecPosition = [ 6032.0, -992.0 ]
m_nNodeID = m_nNodeID =
{ {
m_id = 1030023589 m_id = 1030023589
} }
m_sNote = "" m_sNote = ""
m_tagSpans = [ ] m_tagSpans = [ ]
m_sequenceName = "test_anim_2" m_sequenceName = "test_anim_4"
m_playbackSpeed = 1.0 m_playbackSpeed = 1.0
m_bLoop = true m_bLoop = false
} }
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{ {
@ -74354,14 +74354,14 @@
{ {
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m_sName = "Unnamed" m_sName = "Unnamed"
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m_nNodeID = m_nNodeID =
{ {
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} }
m_sNote = "" m_sNote = ""
m_tagSpans = [ ] m_tagSpans = [ ]
m_sequenceName = "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" m_sequenceName = "test_anim_3"
m_playbackSpeed = 1.0 m_playbackSpeed = 1.0
m_bLoop = true m_bLoop = true
} }

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@ -0,0 +1 @@
https://befonts.com/integral-cf-font-family.html

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@ -69,8 +69,8 @@
}, },
{ {
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name = "test_anim_2" name = "test_anim_3"
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weight_list_name = "" weight_list_name = ""
fade_in_time = 0.2 fade_in_time = 0.2
@ -83,7 +83,30 @@
disable_compression = false disable_compression = false
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framerate = -1.0
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reverse = false
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fade_out_time = 0.2
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source_filename = "animations/test_anim_4.fbx"
start_frame = -1 start_frame = -1
end_frame = -1 end_frame = -1
framerate = -1.0 framerate = -1.0

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@ -102,27 +102,6 @@
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@ -998,7 +998,6 @@
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},
{
"__type": "Sandbox.BoxCollider",
"__guid": "c02dbc59-ccd8-4d25-b8ec-a40a1a2a217c",
"Center": "0,0,0",
"Friction": null,
"IsTrigger": true,
"OnComponentDestroy": null,
"OnComponentDisabled": null,
"OnComponentEnabled": null,
"OnComponentFixedUpdate": null,
"OnComponentStart": null,
"OnComponentUpdate": null,
"OnObjectTriggerEnter": null,
"OnObjectTriggerExit": null,
"OnTriggerEnter": null,
"OnTriggerExit": null,
"Scale": "2000,2000,1000",
"Static": true,
"Surface": null,
"SurfaceVelocity": "0,0,0"
}
],
"Children": []
},
{ {
"__guid": "285c9910-d341-4fa0-9e80-c89a2e31f4cb", "__guid": "285c9910-d341-4fa0-9e80-c89a2e31f4cb",
"Flags": 0, "Flags": 0,
@ -2256,7 +2773,11 @@
{ {
"__type": "Teleporter", "__type": "Teleporter",
"__guid": "587a82f6-7821-40db-9fdc-e62d098430f0", "__guid": "587a82f6-7821-40db-9fdc-e62d098430f0",
"Building": null, "Building": {
"_type": "gameobject",
"go": "ff3159db-f393-4632-a969-e9e8aeb61f68"
},
"gravityType": "Down",
"OnComponentDestroy": null, "OnComponentDestroy": null,
"OnComponentDisabled": null, "OnComponentDisabled": null,
"OnComponentEnabled": null, "OnComponentEnabled": null,
@ -2676,60 +3197,6 @@
} }
], ],
"Children": [] "Children": []
},
{
"__guid": "62f21cd0-bc18-43b6-aed4-905f28eb7dd6",
"Flags": 0,
"Name": "test_anim",
"Position": "69.22212,98.3616,4800.975",
"Rotation": "0,0.000000000000001776357,0.9999999,0.00000003344307",
"Scale": "0.236241,0.236241,0.236241",
"Enabled": true,
"Components": [
{
"__type": "Sandbox.SkinnedModelRenderer",
"__guid": "9aaa0e4a-8aa3-480f-8e2d-6fc9cae437e6",
"AnimationGraph": "animations/test/test_anim.vanmgrph",
"BodyGroups": 18446744073709551615,
"BoneMergeTarget": null,
"CreateAttachments": false,
"CreateBoneObjects": false,
"MaterialGroup": null,
"MaterialOverride": null,
"Model": "animations/test/test_anim.vmdl",
"Morphs": {},
"OnComponentDestroy": null,
"OnComponentDisabled": null,
"OnComponentEnabled": null,
"OnComponentFixedUpdate": null,
"OnComponentStart": null,
"OnComponentUpdate": null,
"Parameters": {
"bools": {
"anim": false
},
"ints": {},
"floats": {},
"vectors": {},
"rotations": {}
},
"PlaybackRate": 0.75,
"RenderOptions": {
"GameLayer": true,
"OverlayLayer": false,
"BloomLayer": false,
"AfterUILayer": false
},
"RenderType": "On",
"Sequence": {
"Name": null,
"Looping": true
},
"Tint": "1,1,1,1",
"UseAnimGraph": true
}
],
"Children": []
} }
], ],
"SceneProperties": { "SceneProperties": {

View File

@ -0,0 +1,261 @@
//=========================================================================================================================
// Optional
//=========================================================================================================================
HEADER
{
Description = "Glass Shader";
Version = 3;
}
//=========================================================================================================================
// Optional
//=========================================================================================================================
FEATURES
{
#include "common/features.hlsl"
Feature( F_RENDER_SIGHTS_ONLY, 0..1, "Glass");
}
//=========================================================================================================================
// Optional
//=========================================================================================================================
MODES
{
VrForward(); // Indicates this shader will be used for main rendering
ToolsVis( S_MODE_TOOLS_VIS ); // Ability to see in the editor
ToolsWireframe("vr_tools_wireframe.shader"); // Allows for mat_wireframe to work
ToolsShadingComplexity("tools_shading_complexity.shader"); // Shows how expensive drawing is in debug view
Depth( S_MODE_DEPTH );
}
//=========================================================================================================================
COMMON
{
#include "common/shared.hlsl"
}
//=========================================================================================================================
struct VertexInput
{
#include "common/vertexinput.hlsl"
};
//=========================================================================================================================
struct PixelInput
{
#include "common/pixelinput.hlsl"
};
//=========================================================================================================================
VS
{
#include "common/vertex.hlsl"
//
// Main
//
PixelInput MainVs(VS_INPUT i)
{
PixelInput o = ProcessVertex(i);
// Add your vertex manipulation functions here
return FinalizeVertex(o);
}
}
//=========================================================================================================================
PS
{
// Combos ----------------------------------------------------------------------------------------------
StaticCombo( S_MODE_DEPTH, 0..1, Sys(ALL) );
StaticCombo( S_RENDER_SIGHTS_ONLY, F_RENDER_SIGHTS_ONLY, Sys(ALL) );
DynamicCombo( D_MULTIVIEW_INSTANCING, 0..1, Sys(PC) );
// Transparency
#if (S_RENDER_SIGHTS_ONLY)
#define BLEND_MODE_ALREADY_SET
RenderState(BlendEnable, true);
RenderState(SrcBlend, SRC_ALPHA);
RenderState(DstBlend, INV_SRC_ALPHA);
#endif
// Attributes ------------------------------------------------------------------------------------------
#include "common/pixel.hlsl"
BoolAttribute(bWantsFBCopyTexture, !F_RENDER_SIGHTS_ONLY );
BoolAttribute(translucent, true);
CreateTexture2D( g_tFrameBufferCopyTexture ) < Attribute("FrameBufferCopyTexture"); SrgbRead( false ); Filter(MIN_MAG_MIP_LINEAR); AddressU( MIRROR ); AddressV( MIRROR ); > ;
CreateTexture2DMS( g_tSceneDepth ) < Attribute( "DepthBuffer" ); SrgbRead( false ); Filter( POINT ); AddressU( MIRROR ); AddressV( MIRROR ); >;
//
// Blur and Refraction Settings
//
float g_flBlurAmount < Default(0.0f); Range(0.0f, 1.0f); UiGroup("Glass,10/10"); > ;
float g_flRefractionStrength < Default(1.005); Range(1.0, 1.1); UiGroup("Glass,10/20"); > ;
float g_flIridescence < Default(600.0); Range(0.0f, 1000.0); UiGroup("Glass,10/30"); > ;
float g_flIridescenceScale < Default(1.0); Range(0.0f, 10.0); UiGroup("Glass,10/30"); > ;
float3 g_vSightLightColor < UiType( Color ); Default3(1.0, 1.0, 1.0); UiGroup("Glass,10/40"); > ;
float g_flSightDistanceScale < Default(1.0); Range(0.0, 20.0); UiGroup("Glass,10/50"); > ;
//
// Overlay layer
//
CreateInputTexture2D(RedDot, Srgb, 8, "", "_color", "Sight Dot,10/10", Default3(0.0, 0.0, 0.0));
CreateInputTexture2D(RedDot2, Srgb, 8, "", "_color", "Sight Dot,10/10", Default3(0.0, 0.0, 0.0));
CreateInputTexture2D(RedDot3, Srgb, 8, "", "_color", "Sight Dot,10/10", Default3(0.0, 0.0, 0.0));
CreateTexture2DWithoutSampler(g_tRedDot) < Channel(R, Box(RedDot), Linear); Channel(G, Box(RedDot2), Linear); Channel(B, Box(RedDot3), Linear); OutputFormat(BC7); SrgbRead(false); > ;
float3 GetIridescence(float3 vCameraDirWs, float3 vNormalWs, float k)
{
const float3 c1 = float3(3.54585104, 2.93225262, 2.41593945);
const float3 x1 = float3(0.69549072, 0.49228336, 0.27699880);
const float3 y1 = float3(0.02312639, 0.15225084, 0.52607955);
const float3 c2 = float3(3.90307140, 3.21182957, 3.96587128);
const float3 x2 = float3(0.11748627, 0.86755042, 0.66077860);
const float3 y2 = float3(0.84897130, 0.88445281, 0.73949448);
float3 color = 0;
float NDotV = dot(vNormalWs, vCameraDirWs);
[unroll]
for (int n = 1; n <= 8; n++) {
float wavelength = abs( NDotV ) * k / float(n);
float x = saturate( ( wavelength - 400.0f ) / 300.0f );
float3 col1 = saturate(1 - (c1 * (x - x1)) * (c1 * (x - x1)) - y1);
float3 col2 = saturate(1 - (c2 * (x - x2)) * (c2 * (x - x2)) - y2);
color += col1 + col2;
}
return color;
}
//
// Main
//
float4 MainPs(PixelInput i) : SV_Target0
{
Material m = Material::From(i);
// Shadows
#if S_MODE_DEPTH
{
float flOpacity = CalcBRDFReflectionFactor(dot(-i.vNormalWs.xyz, g_vCameraDirWs.xyz), m.Roughness, 0.04).x;
flOpacity = pow(flOpacity, 1.0f / 2.0f);
flOpacity = lerp(flOpacity, 0.75f, sqrt(m.Roughness)); // Glossiness
flOpacity = lerp(flOpacity, 1.0 - dot(-i.vNormalWs.xyz, g_vCameraDirWs.xyz), ( g_flRefractionStrength - 1.0f ) * 5.0f ); // Refraction
flOpacity = lerp(1.0f, flOpacity + 0.04f, length(m.Albedo)); // Albedo absorption
OpaqueFadeDepth(flOpacity, i.vPositionSs.xy);
return 1;
}
#endif
m.Metalness = 0; // Glass is always non-metallic
float3 vViewRayWs = normalize(i.vPositionWithOffsetWs.xyz);
float flNDotV = saturate(dot(-m.Normal, vViewRayWs));
float3 vEnvBRDF = CalcBRDFReflectionFactor(flNDotV, m.Roughness, 0.04);
float4 vDotColor;
{
float4 vRefractionColor = 0;
float flDepthPs = RemapValClamped( Tex2DMS( 1 - g_tSceneDepth, i.vPositionSs.xy, 0 ).r, g_flViewportMinZ, g_flViewportMaxZ, 0.0, 1.0);
float3 vRefractionWs = RecoverWorldPosFromProjectedDepthAndRay(flDepthPs, normalize(i.vPositionWithOffsetWs.xyz)) - g_vCameraPositionWs;
float flDistanceVs = distance(i.vPositionWithOffsetWs.xyz, vRefractionWs);
float3 vRefractRayWs = refract(vViewRayWs, m.Normal, 1.0 / g_flRefractionStrength);
float3 vRefractWorldPosWs = i.vPositionWithOffsetWs.xyz + vRefractRayWs * flDistanceVs;
float4 vPositionPs = Position4WsToPs(float4(vRefractWorldPosWs, 0));
float2 vPositionSs = vPositionPs.xy / vPositionPs.w;
vPositionSs = vPositionSs * 0.5 + 0.5;
vPositionSs.y = 1.0 - vPositionSs.y;
//
// Multiview
//
#if (D_MULTIVIEW_INSTANCING)
{
vPositionSs.x *= 0.5;
}
#endif
float flAmount;
float3 vAlbedoTint = m.Albedo;
vAlbedoTint += GetIridescence( vViewRayWs, m.Normal, g_flIridescence ) * g_flIridescenceScale * m.Albedo;
//
// Color and blur
//
{
flAmount = g_flBlurAmount * m.Roughness * (1.0 - (1.0 / flDistanceVs));
// Isotropic blur based on grazing angle
flAmount /= flNDotV;
const int nNumMips = 7;
float2 vUV = float2(vPositionSs) * g_vFrameBufferCopyInvSizeAndUvScale.zw;
vRefractionColor = Tex2DLevel(g_tFrameBufferCopyTexture, vUV, sqrt(flAmount) * nNumMips);
}
// Blend
{
m.Emission = lerp(vRefractionColor.xyz, 0.0f, vEnvBRDF);
m.Emission *= vAlbedoTint;
m.Albedo = 0;
}
// Sight dot
{
float3 vRedDotColor = g_vSightLightColor * 20.0f;
float3 vCameraToPosition = i.vPositionWithOffsetWs;
float3 vCameraDir = normalize( vCameraToPosition );
float flProjectDirOntoNormal = 1.0f / dot( vCameraDir, m.Normal );
float flProjectA = -g_flSightDistanceScale * flProjectDirOntoNormal ;
float flProjectDirOntoTangentU = dot( vCameraDir, i.vTangentUWs ) ;
float flProjectDirOntoTangentV = dot( vCameraDir, i.vTangentVWs ) ;
float2 vRedDotUV = saturate( i.vTextureCoords.xy + ( flProjectA * 0.5 ) * float2( flProjectDirOntoTangentU, flProjectDirOntoTangentV ) );
float2 vRedDotUV2 = saturate( i.vTextureCoords.xy + ( flProjectA * 1.1 ) * float2( flProjectDirOntoTangentU, flProjectDirOntoTangentV ) );
float2 vRedDotUV3 = saturate( i.vTextureCoords.xy + ( flProjectA * 1.2 ) * float2( flProjectDirOntoTangentU, flProjectDirOntoTangentV ) );
float flRedDot = Tex2DLevelS(g_tRedDot, TextureFiltering, vRedDotUV, sqrt(flAmount) * 7 ).r;
flRedDot += Tex2DLevelS(g_tRedDot, TextureFiltering, vRedDotUV2, sqrt(flAmount) * 7 ).g;
flRedDot += Tex2DLevelS(g_tRedDot, TextureFiltering, vRedDotUV3, sqrt(flAmount) * 7 ).b;
vDotColor = float4( flRedDot * vRedDotColor * vAlbedoTint, flRedDot );
m.Emission = lerp(m.Emission, vDotColor.rgb, vDotColor.a );
}
#if S_MODE_TOOLS_VIS
m.Albedo = m.Emission;
m.Emission = 0;
#endif
}
#if S_RENDER_SIGHTS_ONLY
return vDotColor;
#endif
return ShadingModelStandard::Shade(i, m);
}
}

Binary file not shown.

View File

@ -1,10 +1,20 @@
using Sandbox; using Sandbox;
public enum GravityType
{
Down,
Circle
}
public sealed class Teleporter : Component, Component.ITriggerListener public sealed class Teleporter : Component, Component.ITriggerListener
{ {
[Property] public GameObject ToPosGameObject { get; set; } [Property] public GameObject ToPosGameObject { get; set; }
[Property] public GameObject Building { get; set; } [Property] public GameObject Building { get; set; }
// [Property] public bool ResetGravity { get; set; } = false;
// [Property] public bool NormalGravity { get; set; } = true;
[Property] public GravityType gravityType { get; set; } = GravityType.Down;
public void OnTriggerEnter( Collider other ) public void OnTriggerEnter( Collider other )
{ {
@ -17,7 +27,16 @@ public sealed class Teleporter : Component, Component.ITriggerListener
Log.Info($"{otherEntity.Name} вошел в зону телепорта"); Log.Info($"{otherEntity.Name} вошел в зону телепорта");
otherEntity.WorldPosition = ToPosGameObject.WorldPosition; otherEntity.WorldPosition = ToPosGameObject.WorldPosition;
controller.OverrideGravity = Vector3.Down;
if ( gravityType == GravityType.Circle )
{
controller.OverrideGravity = Vector3.Zero;
}
if ( gravityType == GravityType.Down )
{
controller.OverrideGravity = Vector3.Down;
}
controller.EyeAngles = new Angles( 0, ToPosGameObject.WorldRotation.Yaw(), 0 ).ToRotation(); controller.EyeAngles = new Angles( 0, ToPosGameObject.WorldRotation.Yaw(), 0 ).ToRotation();
controller.Renderer.LocalRotation = new Angles( 0, ToPosGameObject.WorldRotation.Yaw(), 0 ).ToRotation(); controller.Renderer.LocalRotation = new Angles( 0, ToPosGameObject.WorldRotation.Yaw(), 0 ).ToRotation();

View File

@ -6,10 +6,9 @@ public sealed partial class Dedugan
{ {
if ( Network.IsOwner ) if ( Network.IsOwner )
{ {
// IsDancing = Input.Down( "Dance" ); IsDancing = Input.Down( "Dance" );
} }
Log.Info(IsDancing);
Renderer.Set( "test_dance", IsDancing ); Renderer.Set( "test_dance", IsDancing );
} }
} }

View File

@ -5,6 +5,8 @@ public sealed class RagdollController : Component
[Group("Setup"), Order(-100), Property] public SkinnedModelRenderer bodyRenderer { get; set; } [Group("Setup"), Order(-100), Property] public SkinnedModelRenderer bodyRenderer { get; set; }
[Group("Config"), Order(0), Property] public bool isLocked { get; set; } [Group("Config"), Order(0), Property] public bool isLocked { get; set; }
// [Property] public Collider Collider;
[Sync] [Sync]
public new bool Enabled public new bool Enabled
{ {
@ -14,6 +16,7 @@ public sealed class RagdollController : Component
bodyPhysics.Enabled = value; bodyPhysics.Enabled = value;
bodyPhysics.MotionEnabled = value; bodyPhysics.MotionEnabled = value;
bodyRenderer.UseAnimGraph = !value; bodyRenderer.UseAnimGraph = !value;
// Collider.Enabled = !value;
if ( !value ) if ( !value )
{ {
@ -23,6 +26,13 @@ public sealed class RagdollController : Component
} }
} }
// protected override void OnStart()
// {
// Collider = GetComponent<Collider>();
//
// Log.Info(Collider.Enabled);
// }
protected override void OnUpdate() protected override void OnUpdate()
{ {
if ( Network.IsOwner ) if ( Network.IsOwner )

View File

@ -0,0 +1,4 @@
[
"package.base",
"package.trend.clothing_dresser"
]

View File

@ -0,0 +1,8 @@
<?xml version="1.0"?>
<doc>
<assembly>
<name>package.trend.clothing_dresser</name>
</assembly>
<members>
</members>
</doc>

View File

@ -0,0 +1 @@
1.0.84525

View File

@ -0,0 +1,16 @@
using Sandbox;
using System.Collections.Generic;
[Icon( "checkroom" )]
[Category( "Citizen" )]
public sealed class ClothingDresser : Component, Component.ExecuteInEditor
{
public Dictionary<GameObject, Clothing> EnabledClothing { get; set; } = new();
protected override void OnUpdate()
{
}
}

View File

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup />
</Project>

View File

@ -0,0 +1,182 @@
using System.Collections.Generic;
using System.Linq;
using Editor;
using Sandbox;
using Application = Editor.Application;
public class ClothesList : ListView
{
private readonly ClothingDresser Dresser;
public ClothesList( Widget parent, ClothingDresser dresser, IEnumerable<Clothing> clothingFilter ) : base( parent )
{
Instance = this;
ItemContextMenu = ShowItemContext;
ItemClicked = OnItemClicked;
MinimumHeight = 500;
//ItemAlign = Sandbox.UI.Align.SpaceBetween;
Dresser = dresser;
ItemSize = new Vector2( 96, 114 );
if ( clothingFilter != null && clothingFilter.Any() )
{
BuildItems( clothingFilter );
}
}
public static ClothesList Instance { get; private set; }
protected void OnItemClicked( object obj )
{
if ( obj is not Clothing entry )
{
return;
}
var citizen = Dresser.Components.Get<SkinnedModelRenderer>();
var asset = AssetSystem.FindByPath( entry.ResourcePath );
if ( Dresser.EnabledClothing.ContainsValue( entry ) )
{
var clothingEntry = Dresser.EnabledClothing.Where( x => x.Value == entry ).FirstOrDefault();
clothingEntry.Key.Destroy();
Dresser.EnabledClothing.Remove( clothingEntry.Key );
return;
}
if ( entry.SlotsUnder == Clothing.Slots.Skin )
{
if ( entry.SkinMaterial != null && entry.EyesMaterial != null )
{
citizen.SetMaterialOverride( Material.Load( entry.SkinMaterial ), "skin" );
citizen.SetMaterialOverride( Material.Load( entry.EyesMaterial ), "eyes" );
}
return;
}
var clonedClothing = Dresser.Scene.CreateObject();
clonedClothing.Parent = Dresser.GameObject;
clonedClothing.Name = $"Clothing - {asset.Name}";
var cloth = clonedClothing.Components.Create<SkinnedModelRenderer>();
cloth.Model = Model.Load( entry.Model );
cloth.BoneMergeTarget = citizen;
cloth.Tags.Add( "clothing" );
//Log.Info( $"{cloth.GameObject.Id}, {entry.Title}" );
Dresser?.EnabledClothing.Add( cloth.GameObject, entry );
}
private void ShowItemContext( object obj )
{
if ( obj is not Clothing entry )
{
return;
}
var m = new Menu();
if ( Dresser.EnabledClothing.ContainsValue( entry ) )
{
m.AddOption( "Remove Clothing", "checkroom", () =>
{
var clothingEntry = Dresser.EnabledClothing.Where( x => x.Value == entry ).FirstOrDefault();
clothingEntry.Key.Destroy();
Dresser.EnabledClothing.Remove( clothingEntry.Key );
} );
}
m.AddOption( "Open In Editor", "edit", () =>
{
var asset = AssetSystem.FindByPath( entry.ResourcePath );
asset?.OpenInEditor();
} );
m.OpenAt( Application.CursorPosition );
}
public void BuildItems( IEnumerable<object> objects )
{
SetItems( objects );
}
protected override void PaintItem( VirtualWidget item )
{
var rect = item.Rect.Shrink( 0, 0, 0, 15 );
if ( item.Object is not Clothing clothing )
{
return;
}
Paint.Antialiasing = true;
Paint.TextAntialiasing = true;
var asset = AssetSystem.FindByPath( clothing.ResourcePath );
if ( asset is null )
{
Paint.SetDefaultFont();
Paint.SetPen( Color.Red );
Paint.DrawText( item.Rect.Shrink( 2 ), "<ERROR>" );
return;
}
if ( Dresser.EnabledClothing.ContainsValue( clothing ) )
{
Paint.ClearPen();
Paint.SetBrush( item.Hovered ? Theme.Red.WithAlpha( 0.10f ) : Theme.Green.WithAlpha( 0.10f ) );
Paint.SetPen( item.Hovered ? Theme.Red.WithAlpha( 0.50f ) : Theme.Green.WithAlpha( 0.90f ) );
Paint.DrawRect( item.Rect.Shrink( 2 ), 3 );
}
if ( Paint.HasMouseOver )
{
Paint.SetBrush( Theme.Blue.WithAlpha( item.Selected ? 0.2f : 0.2f ) );
Paint.ClearPen();
Paint.DrawRect( item.Rect, 4 );
}
var pixmap = asset.GetAssetThumb();
Paint.ClearPen();
Paint.SetBrush( Theme.White.WithAlpha( 0.01f ) );
Paint.SetPen( Theme.White.WithAlpha( 0.05f ) );
Paint.DrawRect( item.Rect.Shrink( 2 ), 3 );
Paint.Draw( item.Rect.Shrink( item.Hovered ? 2 : 6 ), pixmap );
var textRect = rect.Shrink( 4 );
textRect.Top = textRect.Top + 50;
textRect.Top = textRect.Top + 25;
Paint.ClearPen();
Paint.SetBrush( Theme.Black.WithAlpha( 0.5f ) );
Paint.DrawRect( textRect, 0.0f );
Paint.Antialiasing = true;
Paint.SetPen( Theme.White, 2.0f );
Paint.ClearBrush();
Paint.SetFont( "Roboto Condensed", 9, 700 );
Paint.DrawText( textRect, clothing.Title );
}
protected override void OnPaint()
{
Paint.ClearPen();
Paint.SetBrush( Theme.ControlBackground );
Paint.DrawRect( LocalRect, 4 );
base.OnPaint();
}
}

View File

@ -0,0 +1,116 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Editor;
using Sandbox;
using Sandbox.UI;
using Button = Editor.Button;
using Checkbox = Editor.Checkbox;
[CustomEditor( typeof(ClothingDresser) )]
public class ClothingDresserEditor : ComponentEditorWidget
{
public ClothingDresserEditor( SerializedObject obj ) : base( obj )
{
Layout = Layout.Column();
Layout.Margin = new Margin( 15, 5 );
var tabBar = new SegmentedControl( this );
tabBar.SetSizeMode( SizeMode.Flexible, SizeMode.CanShrink );
tabBar.FixedHeight = 35f;
var row = Layout.AddRow();
row.Add( tabBar );
var categories = Enum.GetValues<Clothing.ClothingCategory>();
foreach ( var category in categories )
{
tabBar.AddOption( category.ToString() );
}
tabBar.OnSelectedChanged += tab =>
{
if ( tab == "None" )
{
ClothesList.BuildItems( AllClothing );
return;
}
ClothesList.BuildItems( AllClothing.Where( x => x.Category.ToString() == tab ) );
};
var dresser = SerializedObject.Targets.FirstOrDefault() as ClothingDresser;
var secondRow = Layout.AddRow();
Filter = new LineEdit();
Filter.PlaceholderText = "Filter..";
Filter.FixedHeight = 30f;
Filter.TextEdited += text =>
{
if ( !string.IsNullOrEmpty( text ) )
{
// Log.Info( text );
SearchQuery = text;
ClothesList.BuildItems( AllClothing.Where( x =>
x.Title.Contains( SearchQuery, StringComparison.OrdinalIgnoreCase ) ) );
return;
}
ClothesList.BuildItems( AllClothing );
};
var resetClothing = new Button( "Reset Clothing" );
resetClothing.Icon = "refresh";
resetClothing.Tint = new Color( 179, 72, 64 );
resetClothing.SetStyles( "font-size: 13px; padding: 8px;" );
resetClothing.Clicked = () =>
{
foreach ( var kv in dresser?.EnabledClothing )
{
kv.Key.Destroy();
}
dresser?.EnabledClothing.Clear();
};
var checkbox = new Checkbox();
checkbox.SetStyles( "padding: 10px;" );
checkbox.Text = "Show Enabled";
checkbox.Toggled += () =>
{
if ( checkbox.Value )
{
ClothesList.BuildItems( AllClothing.Where( x => dresser.EnabledClothing.ContainsValue( x ) ) );
}
else
{
ClothesList.BuildItems( AllClothing );
}
};
secondRow.Margin = new Margin( 0, 10 );
secondRow.Add( Filter );
secondRow.Add( checkbox );
secondRow.AddStretchCell();
secondRow.Add( resetClothing );
ClothesList = new ClothesList( null, dresser, AllClothing );
var tlayout = Layout.AddColumn();
tlayout.Spacing = 8;
tlayout.Add( ClothesList );
}
public static List<Clothing> AllClothing => ResourceLibrary.GetAll<Clothing>().ToList();
public static LineEdit Filter { get; set; }
public ClothesList ClothesList { get; set; }
public static string SearchQuery { get; set; } = string.Empty;
}

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using Sandbox;
[TestClass]
public partial class LibraryTests
{
[TestMethod]
public void SceneTest()
{
var scene = new Scene();
using ( scene.Push() )
{
var go = new GameObject();
Assert.AreEqual( 1, scene.Directory.GameObjectCount );
}
}
}

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global using Microsoft.VisualStudio.TestTools.UnitTesting;
[TestClass]
public class TestInit
{
[AssemblyInitialize]
public static void ClassInitialize( TestContext context )
{
Sandbox.Application.InitUnitTest();
}
}

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{
"Title": "Clothing Dresser",
"Type": "library",
"Org": "trend",
"Ident": "clothing_dresser",
"Schema": 1,
"IncludeSourceFiles": false,
"Resources": null,
"PackageReferences": [],
"EditorReferences": null,
"IsWhitelistDisabled": false,
"Metadata": {
"CsProjName": ""
}
}