using System.ComponentModel;
using LuckerGame.Components.Pawn;
using Sandbox;
namespace LuckerGame.Entities;
///
/// Represents an entity in the world. Could be controlled by a Lucker or a minigame
///
public partial class Pawn : AnimatedEntity
{
[ClientInput]
public Vector3 InputDirection { get; set; }
[ClientInput]
public Angles ViewAngles { get; set; }
///
/// Position a player should be looking from in world space.
///
[Browsable( false )]
public Vector3 EyePosition
{
get => Transform.PointToWorld( EyeLocalPosition );
set => EyeLocalPosition = Transform.PointToLocal( value );
}
///
/// Position a player should be looking from in local to the entity coordinates.
///
[Net, Predicted, Browsable( false )]
public Vector3 EyeLocalPosition { get; set; }
///
/// Rotation of the entity's "eyes", i.e. rotation for the camera when this entity is used as the view entity.
///
[Browsable( false )]
public Rotation EyeRotation
{
get => Transform.RotationToWorld( EyeLocalRotation );
set => EyeLocalRotation = Transform.RotationToLocal( value );
}
///
/// Rotation of the entity's "eyes", i.e. rotation for the camera when this entity is used as the view entity. In local to the entity coordinates.
///
[Net, Predicted, Browsable( false )]
public Rotation EyeLocalRotation { get; set; }
public BBox Hull
{
get => new
(
new Vector3( -16, -16, 0 ),
new Vector3( 16, 16, 64 )
);
}
[BindComponent] public UserPawnController Controller { get; }
[BindComponent] public PawnAnimator Animator { get; }
public override Ray AimRay => new Ray( EyePosition, EyeRotation.Forward );
///
/// Called when the entity is first created
///
public override void Spawn()
{
SetModel( "models/citizen/citizen.vmdl" );
EnableDrawing = true;
EnableHideInFirstPerson = true;
EnableShadowInFirstPerson = true;
}
public void Respawn()
{
Components.Create();
Components.Create();
}
public void DressFromClient( IClient cl )
{
var c = new ClothingContainer();
c.LoadFromClient( cl );
c.DressEntity( this );
}
public override void Simulate( IClient cl )
{
SimulateRotation();
Controller?.Simulate( cl );
Animator?.Simulate();
}
public override void BuildInput()
{
}
public override void FrameSimulate( IClient cl )
{
SimulateRotation();
}
public TraceResult TraceBBox( Vector3 start, Vector3 end, float liftFeet = 0.0f )
{
return TraceBBox( start, end, Hull.Mins, Hull.Maxs, liftFeet );
}
public TraceResult TraceBBox( Vector3 start, Vector3 end, Vector3 mins, Vector3 maxs, float liftFeet = 0.0f )
{
if ( liftFeet > 0 )
{
start += Vector3.Up * liftFeet;
maxs = maxs.WithZ( maxs.z - liftFeet );
}
var tr = Trace.Ray( start, end )
.Size( mins, maxs )
.WithAnyTags( "solid", "playerclip", "passbullets" )
.Ignore( this )
.Run();
return tr;
}
protected void SimulateRotation()
{
var idealRotation = ViewAngles.ToRotation();
EyeRotation = Rotation.Slerp( Rotation, idealRotation, Time.Delta * 10f );
Rotation = EyeRotation;
}
}