sasalka/Code/Player/Dedugan.cs
2025-05-28 17:15:12 +03:00

108 lines
3.9 KiB
C#

using System;
using Sandbox;
using Sandbox.Citizen;
using ShrimpleCharacterController;
public sealed partial class Dedugan : Component
{
[RequireComponent] public ShrimpleCharacterController.ShrimpleCharacterController Controller { get; set; }
[RequireComponent] public CitizenAnimationHelper AnimationHelper { get; set; }
// [Property] public SkinnedModelRenderer Anim {get; set;}
public SkinnedModelRenderer Renderer { get; set; }
[Property] public GameObject Camera { get; set; }
[Property] public GameObject CameraPivot { 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;
private RagdollController RagdollController { get; set; }
public Vector3 OverrideGravity { get; set; } = Vector3.Zero;
private Vector3 _directionToAxis = Vector3.Up;
private Vector3 _up = Vector3.Up;
private Vector3 _forward = Vector3.Forward;
private Vector3 _right = Vector3.Right;
private Vector3 _wishDirection;
protected override void OnStart()
{
RagdollController = Components.Get<RagdollController>();
Renderer = Components.Get<SkinnedModelRenderer>(FindMode.EverythingInSelfAndDescendants);
var cameraComponent = Camera.GetComponent<CameraComponent>();
cameraComponent.Enabled = false;
if (!Network.IsOwner) return;
cameraComponent.Enabled = true;
}
protected override void OnUpdate()
{
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;
}
UpdateCustomAnimations();
}
protected override void OnFixedUpdate()
{
UpdateMovement();
}
protected override void DrawGizmos()
{
DrawDebugGizmos();
}
}