sasalka/Code/Player/Dedugan.cs
2025-06-28 18:13:47 +03:00

137 lines
4.8 KiB
C#

using System;
using Sandbox;
using Sandbox.Citizen;
using Sasalka;
using ShrimpleCharacterController;
using System.Collections.Generic;
using System.Linq;
public sealed partial class Dedugan : Component, IUseContext, Component.INetworkSpawn
{
[RequireComponent] public ShrimpleCharacterController.ShrimpleCharacterController Controller { get; set; }
[RequireComponent] public CitizenAnimationHelper AnimationHelper { get; set; }
[Property] public SkinnedModelRenderer Renderer { get; set; }
[Property] public GameObject Camera { get; set; }
[Property] public GameObject CameraPivot { get; set; }
[Property] public GameObject InventoryUI { get; set; }
[Property] [Range( 1f, 200f, 1f )] public float CamOffsetX { get; set; }
[Property] [Range( 50f, 1200f, 10f )] public float WalkSpeed { get; set; } = 100f;
[Property] [Range( 100f, 1500f, 20f )] public float RunSpeed { get; set; } = 300f;
[Property] [Range( 25f, 1100f, 5f )] public float DuckSpeed { get; set; } = 50f;
[Property] [Range( 200f, 1500f, 20f )] public float JumpStrength { get; set; } = 350f;
[Property] [Range( 10f, 500f, 10f )] public float InteractDistance { get; set; } = 350f;
[Sync] public Angles NetworkedEyeAngles { get; set; }
public Angles EyeAngles { get; set; }
[Sync] private float IsDucking { get; set; } = 0f;
[Sync] public bool IsDancing { get; set; } = false;
[Sync] public int Health { get; set; } = 100;
private RagdollController RagdollController { get; set; }
[Property] public Vector3 OverrideGravity { get; set; } = Vector3.Zero;
private Vector3 _directionToAxis = Vector3.Up;
private Vector3 _up = Vector3.Up;
private Vector3 _forward = Vector3.Forward;
private Vector3 _right = Vector3.Right;
private Vector3 _wishDirection;
protected override void OnStart()
{
InventoryStart();
RagdollController = Components.Get<RagdollController>();
// Renderer = Components.Get<SkinnedModelRenderer>( FindMode.EverythingInSelfAndDescendants );
var cameraComponent = Camera.GetComponent<CameraComponent>();
var listener = Components.Get<AudioListener>( true );
cameraComponent.Enabled = false;
InventoryUI.Enabled = false;
listener.Enabled = false;
if ( !Network.IsOwner ) return;
cameraComponent.Enabled = true;
listener.Enabled = true;
InventoryUI.Enabled = true;
if ( Renderer is null )
return;
Renderer.OnFootstepEvent += OnFootstepEvent;
}
protected override void OnUpdate()
{
UpdateCustomAnimations();
InventoryUpdate();
if ( Network.IsOwner )
{
EyeAngles += Input.AnalogLook;
EyeAngles = EyeAngles.WithPitch( MathX.Clamp( EyeAngles.pitch, -89f, 89f ) );
NetworkedEyeAngles = EyeAngles;
var targetRotation = Rotation.LookAt( Rotation.FromYaw( EyeAngles.yaw ).Forward, -_directionToAxis );
var currentForward = Renderer.LocalRotation.Forward;
float angleDiff = currentForward.Angle( targetRotation.Forward );
if ( angleDiff > 15f && Controller.Velocity.Length > 10f )
{
Renderer.LocalRotation = Rotation.Slerp( Renderer.LocalRotation, Rotation.FromYaw( EyeAngles.yaw ),
Time.Delta * 3f );
}
RotateCamera();
InteractionsUpdate();
}
else
{
EyeAngles = NetworkedEyeAngles;
var targetRotation = Rotation.LookAt( Rotation.FromYaw( EyeAngles.yaw ).Forward, -_directionToAxis );
var currentForward = Renderer.LocalRotation.Forward;
float angleDiff = currentForward.Angle( targetRotation.Forward );
if ( angleDiff > 15f && Controller.Velocity.Length > 10f )
{
Renderer.LocalRotation = Rotation.Slerp( Renderer.LocalRotation, Rotation.FromYaw( EyeAngles.yaw ),
Time.Delta * 3f );
}
// Renderer.LocalRotation = Rotation.Slerp(Renderer.LocalRotation, Rotation.FromYaw(EyeAngles.yaw), Time.Delta * 5f);
Camera.LocalRotation = EyeAngles.ToRotation();
var pivotOffset = CameraPivot.LocalRotation.Backward * CamOffsetX;
var localPitchOffset = Camera.LocalRotation.Down * MathF.Max( 0f, EyeAngles.pitch ) * 0.32f +
Camera.LocalRotation.Backward * MathF.Max( 0f, EyeAngles.pitch ) * 0.7f +
Camera.LocalRotation.Up * MathF.Min( 0f, EyeAngles.pitch ) * 0.5f +
Camera.LocalRotation.Backward * MathF.Min( 0f, EyeAngles.pitch ) * 0.8f;
var offset = (CameraPivot.LocalPosition + pivotOffset) * EyeAngles.ToRotation() + localPitchOffset;
Camera.LocalPosition = offset;
}
}
protected override void OnFixedUpdate()
{
UpdateMovement();
}
protected override void DrawGizmos()
{
DrawDebugGizmos();
}
/// <summary>
/// Реализация интерфейса IUseContext
/// Возвращает список используемых предметов
/// </summary>
public IEnumerable<IUseable> GetUsables()
{
// Возвращаем пустой список, так как теперь оружие управляется через новую систему
return Enumerable.Empty<IUseable>();
}
}