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36
code/EntityComponents/Lucker/Cameras/AbstractCamera.cs
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36
code/EntityComponents/Lucker/Cameras/AbstractCamera.cs
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using LuckerGame.Entities;
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using Sandbox;
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namespace LuckerGame.Components.Lucker.Cameras;
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public abstract class AbstractCamera : EntityComponent<Entities.Lucker>
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{
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protected Vector3 CameraPosition { get; set; }
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protected Rotation CameraRotation { get; set; }
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protected float FieldOfView { get; set; }
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protected IEntity FirstPersonViewer { get; set; }
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protected Transform SoundSource { get; set; }
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/// <summary>
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/// Handles any input-independent camera updates (ie following a pawn)
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/// </summary>
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protected abstract void UpdateCameraParameters();
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/// <summary>
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/// Handles any input dependent camera updates (ie moving around a top down cam)
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/// </summary>
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public abstract void BuildInput();
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/// <summary>
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/// Applies Camera parameters to the static Camera
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/// </summary>
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public virtual void Update()
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{
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UpdateCameraParameters();
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Camera.Position = CameraPosition;
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Camera.Rotation = CameraRotation;
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Camera.FieldOfView = FieldOfView;
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Camera.FirstPersonViewer = FirstPersonViewer;
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Sound.Listener = SoundSource;
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}
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}
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47
code/EntityComponents/Lucker/Cameras/RTSCamera.cs
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47
code/EntityComponents/Lucker/Cameras/RTSCamera.cs
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using Sandbox;
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using System;
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using System.Linq;
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namespace LuckerGame.Components.Lucker.Cameras;
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/// <summary>
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/// A top down camera that can be
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/// </summary>
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public partial class RTSCamera : AbstractCamera, ISingletonComponent
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{
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private const float MaxDistance = 400f;
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private const float MinDistance = 200f;
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private const float Speed = 4f;
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protected float WheelSpeed => 5f;
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protected Vector2 DistanceClamp => new( MinDistance, MaxDistance );
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protected float CameraDistance = MinDistance;
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protected float TargetDistance = MinDistance;
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private Vector3 CameraPositionOffset = Vector3.Zero;
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protected override void UpdateCameraParameters()
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{
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CameraPosition = Entity.Position + CameraPositionOffset;
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CameraRotation = Rotation.FromPitch( -270 );
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FieldOfView = 70f;
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FirstPersonViewer = null;
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CameraPosition = CameraPosition.WithZ( CameraDistance );
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SoundSource = new Transform { Position = CameraPosition };
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}
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public override void BuildInput()
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{
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// Zooming in and out
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var wheel = Input.MouseWheel;
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if ( wheel != 0 )
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{
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TargetDistance -= wheel * WheelSpeed;
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TargetDistance = TargetDistance.Clamp( DistanceClamp.x, DistanceClamp.y );
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}
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CameraDistance = CameraDistance.LerpTo( TargetDistance, Time.Delta * 10f );
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// Moving
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CameraPositionOffset += Input.AnalogMove * Speed;
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}
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}
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97
code/EntityComponents/Lucker/Cameras/TopDownCamera.cs
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97
code/EntityComponents/Lucker/Cameras/TopDownCamera.cs
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/*using Sandbox;
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using System;
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using System.Linq;
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namespace LuckerGame.Components.Lucker.Cameras;
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/// <summary>
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/// A top downish camera that follows an entity
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/// </summary>
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public partial class TopDownCamera : AbstractCamera, ISingletonComponent
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{
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protected float WheelSpeed => 30f;
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protected Vector2 CameraDistance => new( 125, 1000 );
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protected Vector2 PitchClamp => new( 30, 60 );
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float OrbitDistance = 400f;
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float TargetOrbitDistance = 400f;
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Angles OrbitAngles = Angles.Zero;
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protected static Vector3 IntersectPlane( Vector3 pos, Vector3 dir, float z )
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{
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float a = (z - pos.z) / dir.z;
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return new( dir.x * a + pos.x, dir.y * a + pos.y, z );
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}
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protected static Rotation LookAt( Vector3 targetPosition, Vector3 position )
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{
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var targetDelta = (targetPosition - position);
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var direction = targetDelta.Normal;
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return Rotation.From( new Angles(
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((float)Math.Asin( direction.z )).RadianToDegree() * -1.0f,
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((float)Math.Atan2( direction.y, direction.x )).RadianToDegree(),
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0.0f ) );
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}
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public override void Update()
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{
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var pawn = Entity;
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if ( !pawn.IsValid() )
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return;
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Camera.Position = pawn.Position;
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Vector3 targetPos;
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Camera.Position += Vector3.Up * (pawn.CollisionBounds.Center.z * pawn.Scale);
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Camera.Rotation = Rotation.From( OrbitAngles );
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targetPos = Camera.Position + Camera.Rotation.Backward * OrbitDistance;
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Camera.Position = targetPos;
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Camera.FieldOfView = 70f;
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Camera.FirstPersonViewer = null;
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Sound.Listener = new()
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{
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Position = pawn.AimRay.Position,
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Rotation = pawn.EyeRotation
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};
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}
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public override void BuildInput()
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{
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var wheel = Input.MouseWheel;
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if ( wheel != 0 )
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{
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TargetOrbitDistance -= wheel * WheelSpeed;
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TargetOrbitDistance = TargetOrbitDistance.Clamp( CameraDistance.x, CameraDistance.y );
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}
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OrbitDistance = OrbitDistance.LerpTo( TargetOrbitDistance, Time.Delta * 10f );
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// Sets pawn to face where the camera faces
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if ( Input.UsingController || Input.Down( "attack2" ) )
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{
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OrbitAngles.yaw += Input.AnalogLook.yaw;
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OrbitAngles.pitch += Input.AnalogLook.pitch;
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OrbitAngles = OrbitAngles.Normal;
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Entity.ViewAngles = OrbitAngles.WithPitch( 0f );
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}
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// Sets pawn to face to point that the mouse is over
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else
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{
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// Get ray from direction vector from mouse pointer through screen
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var direction = Screen.GetDirection( Mouse.Position, Camera.FieldOfView, Camera.Rotation, Screen.Size );
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var hitPos = IntersectPlane( Camera.Position, direction, Entity.EyePosition.z );
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Entity.ViewAngles = (hitPos - Entity.EyePosition).EulerAngles;
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}
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OrbitAngles.pitch = OrbitAngles.pitch.Clamp( PitchClamp.x, PitchClamp.y );
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Entity.InputDirection = Input.AnalogMove;
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}
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}*/
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15
code/EntityComponents/Lucker/LuckerClientInput.cs
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15
code/EntityComponents/Lucker/LuckerClientInput.cs
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@@ -0,0 +1,15 @@
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using Sandbox;
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namespace LuckerGame.EntityComponents.Lucker;
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/// <summary>
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/// A component for capturing and passing around a client's input for an attached Lucker
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/// </summary>
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public class LuckerClientInput : EntityComponent<Entities.Lucker>
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{
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[ClientInput]
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public Vector3 InputDirection { get; set; }
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[ClientInput]
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public Angles ViewAngles { get; set; }
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}
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