fixed camera with lookat functions

This commit is contained in:
mccarreon
2023-08-04 21:16:49 -07:00
parent 4a338d9502
commit b9dbe07e1f
3 changed files with 38 additions and 11 deletions

View File

@@ -3,7 +3,7 @@ using Sandbox;
namespace LuckerGame.Components.Lucker.Cameras;
public abstract class AbstractCamera : EntityComponent<Entities.Lucker>, ISingletonComponent
public abstract partial class AbstractCamera : EntityComponent<Entities.Lucker>, ISingletonComponent
{
public virtual bool ShouldShowCursor => false;
protected Vector3 CameraPosition { get; set; }
@@ -16,11 +16,11 @@ public abstract class AbstractCamera : EntityComponent<Entities.Lucker>, ISingle
/// Handles any input-independent camera updates (ie following a pawn)
/// </summary>
protected abstract void UpdateCameraParameters();
/// <summary>
/// Handles any input dependent camera updates (ie moving around a top down cam)
/// </summary>
public abstract void BuildInput();
public virtual void BuildInput() { }
/// <summary>
/// Applies Camera parameters to the static Camera

View File

@@ -4,13 +4,38 @@ namespace LuckerGame.Components.Lucker.Cameras;
public partial class FixedCamera : AbstractCamera, ISingletonComponent
{
public override void BuildInput()
{
throw new System.NotImplementedException();
}
[Net] public float FieldOfViewValue { get; set; } = 70f;
public override bool ShouldShowCursor => true;
protected override void UpdateCameraParameters()
{
throw new System.NotImplementedException();
FieldOfView = FieldOfViewValue;
FirstPersonViewer = null;
SoundSource = new Transform { Position = CameraPosition };
}
/// <summary>
/// ClientRpc doesn't allow for nullable versions of non-nullable types
/// so here we are
/// </summary>
public void UpdateCameraPositionRotation( Vector3? position = null, Rotation? rotation = null )
{
CameraPosition = (Vector3)(position.Equals( null ) ? CameraPosition : position);
CameraRotation = (Rotation)(rotation.Equals( null ) ? CameraRotation : rotation);
}
[ClientRpc]
public void LookAt( Vector3 position )
{
UpdateCameraPositionRotation( position );
}
[ClientRpc]
public void LookAt( Rotation rotation )
{
UpdateCameraPositionRotation( rotation: rotation );
}
[ClientRpc]
public void LookAt( Vector3 position, Rotation rotation )
{
UpdateCameraPositionRotation( position, rotation );
}
}