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fixed-came
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b9dbe07e1f | ||
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4a338d9502 |
@@ -3,7 +3,7 @@ using Sandbox;
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namespace LuckerGame.Components.Lucker.Cameras;
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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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{
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public virtual bool ShouldShowCursor => false;
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public virtual bool ShouldShowCursor => false;
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protected Vector3 CameraPosition { get; set; }
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protected Vector3 CameraPosition { get; set; }
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@@ -16,11 +16,11 @@ public abstract class AbstractCamera : EntityComponent<Entities.Lucker>, ISingle
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/// Handles any input-independent camera updates (ie following a pawn)
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/// Handles any input-independent camera updates (ie following a pawn)
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/// </summary>
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/// </summary>
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protected abstract void UpdateCameraParameters();
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protected abstract void UpdateCameraParameters();
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/// <summary>
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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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/// Handles any input dependent camera updates (ie moving around a top down cam)
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/// </summary>
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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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/// <summary>
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/// Applies Camera parameters to the static Camera
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/// Applies Camera parameters to the static Camera
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41
code/EntityComponents/Lucker/Cameras/FixedCamera.cs
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41
code/EntityComponents/Lucker/Cameras/FixedCamera.cs
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@@ -0,0 +1,41 @@
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using Sandbox;
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namespace LuckerGame.Components.Lucker.Cameras;
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public partial class FixedCamera : AbstractCamera, ISingletonComponent
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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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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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52
code/Minigames/TerryRaces/TerryRacesMinigame.cs
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52
code/Minigames/TerryRaces/TerryRacesMinigame.cs
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@@ -0,0 +1,52 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using LuckerGame.Components.Lucker.Cameras;
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using LuckerGame.Components.Pawn;
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using LuckerGame.Entities;
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using Sandbox;
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using Sandbox.UI;
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namespace LuckerGame.Minigames.TerryRaces;
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[Library( "mg_terry_races" )]
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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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Players = players;
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// Setup cameras for players
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Players.ForEach( player =>
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{
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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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{
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var player = pair.Player;
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var index = pair.Index;
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var pawn = new Pawn();
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pawn.Name = player.Name;
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pawn.Tags.Add( "victim" );
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pawn.Health = 1;
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player.Pawn = pawn;
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pawn.DressFromClient( player.Client );
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} );
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}
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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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{
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}
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}
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