fixed camera with lookat functions
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@@ -3,7 +3,7 @@ using Sandbox;
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namespace LuckerGame.Components.Lucker.Cameras;
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public abstract class AbstractCamera : EntityComponent<Entities.Lucker>, ISingletonComponent
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public abstract partial class AbstractCamera : EntityComponent<Entities.Lucker>, ISingletonComponent
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{
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public virtual bool ShouldShowCursor => false;
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protected Vector3 CameraPosition { get; set; }
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@@ -20,7 +20,7 @@ public abstract class AbstractCamera : EntityComponent<Entities.Lucker>, ISingle
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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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public virtual void BuildInput() { }
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/// <summary>
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/// Applies Camera parameters to the static Camera
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@@ -4,13 +4,38 @@ namespace LuckerGame.Components.Lucker.Cameras;
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public partial class FixedCamera : AbstractCamera, ISingletonComponent
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{
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public override void BuildInput()
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{
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throw new System.NotImplementedException();
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}
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[Net] public float FieldOfViewValue { get; set; } = 70f;
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public override bool ShouldShowCursor => true;
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protected override void UpdateCameraParameters()
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{
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throw new System.NotImplementedException();
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FieldOfView = FieldOfViewValue;
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FirstPersonViewer = null;
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SoundSource = new Transform { Position = CameraPosition };
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}
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/// <summary>
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/// ClientRpc doesn't allow for nullable versions of non-nullable types
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/// so here we are
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/// </summary>
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public void UpdateCameraPositionRotation( Vector3? position = null, Rotation? rotation = null )
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{
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CameraPosition = (Vector3)(position.Equals( null ) ? CameraPosition : position);
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CameraRotation = (Rotation)(rotation.Equals( null ) ? CameraRotation : rotation);
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}
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[ClientRpc]
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public void LookAt( Vector3 position )
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{
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UpdateCameraPositionRotation( position );
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}
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[ClientRpc]
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public void LookAt( Rotation rotation )
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{
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UpdateCameraPositionRotation( rotation: rotation );
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}
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[ClientRpc]
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public void LookAt( Vector3 position, Rotation rotation )
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{
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UpdateCameraPositionRotation( position, rotation );
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}
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}
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@@ -15,6 +15,7 @@ public class TerryRaces : Minigame
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{
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public override string Name => "Terry Races";
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private List<Lucker> Players { get; set; }
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private FixedCamera camera;
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public override void Initialize( List<Lucker> players )
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{
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@@ -22,7 +23,9 @@ public class TerryRaces : Minigame
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// Setup cameras for players
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Players.ForEach( player =>
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{
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player.Components.Create<RTSCamera>();
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camera = player.Components.Create<FixedCamera>();
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camera.LookAt( new Vector3( -110f, 4f, 180f ), Rotation.FromPitch( 45 ) );
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camera.FieldOfViewValue = 120f;
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} );
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Players.Select( ( player, i ) => (Player: player, Index: i) ).ToList().ForEach( pair =>
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@@ -41,7 +44,6 @@ public class TerryRaces : Minigame
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public override void Tick()
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{
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}
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public override void Cleanup()
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