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(23 total matches found)
Game
library
using System;
namespace Sandbox.Events;
/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked before any handlers not marked as early, except if more specific
/// constraints are given (i.e., <see cref="BeforeAttribute{T}"/>, <see cref="AfterAttribute{T}"/>).
/// </summary>
[AttributeUsage( AttributeTargets.Method )]
public sealed class EarlyAttribute : Attribute
{
}
/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked after any handlers not marked as late, except if more specific
/// constraints are given (i.e., <see cref="BeforeAttribute{T}"/>, <see cref="AfterAttribute{T}"/>).
/// </summary>
[AttributeUsage( AttributeTargets.Method )]
public sealed class LateAttribute : Attribute
{
}
internal interface IBeforeAttribute
{
Type Type { get; }
}
internal interface IAfterAttribute
{
Type Type { get; }
}
/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked before any handlers in the specified type.
/// </summary>
[AttributeUsage( AttributeTargets.Method, AllowMultiple = true )]
public sealed class BeforeAttribute<T> : Attribute, IBeforeAttribute
{
Type IBeforeAttribute.Type => typeof(T);
}
/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked after any handlers in the specified type.
/// </summary>
[AttributeUsage( AttributeTargets.Method, AllowMultiple = true )]
public sealed class AfterAttribute<T> : Attribute, IAfterAttribute
{
Type IAfterAttribute.Type => typeof( T );
}
Game
library
using System.Collections.Generic;
using System.Linq;
namespace Sandbox.Events;
/// <summary>
/// Generate an ordering based on a set of first-most and last-most items, and
/// individual constraints between pairs of items. All first-most items will be
/// ordered before all last-most items, and any other items will be put in the
/// middle unless forced to be elsewhere by a constraint.
/// </summary>
internal class SortingHelper
{
public record struct SortConstraint( int EarlierIndex, int LaterIndex )
{
public SortConstraint Complement => new ( LaterIndex, EarlierIndex );
}
private readonly int _itemCount;
private readonly HashSet<SortConstraint> _initialConstraints = new HashSet<SortConstraint>();
private readonly HashSet<int> _first = new HashSet<int>();
private readonly HashSet<int> _last = new HashSet<int>();
public SortingHelper( int itemCount )
{
_itemCount = itemCount;
}
public void AddConstraint( int earlierIndex, int laterIndex )
{
_initialConstraints.Add( new SortConstraint( earlierIndex, laterIndex ) );
}
public void AddFirst( int earlierIndex )
{
_first.Add( earlierIndex );
}
public void AddLast( int laterIndex )
{
_last.Add( laterIndex );
}
public bool Sort( List<int> result, out SortConstraint invalidConstraint )
{
var middle = new HashSet<int>();
for ( var index = 0; index < _itemCount; ++index )
{
if ( !_first.Contains( index ) && !_last.Contains( index ) )
middle.Add( index );
}
var allConstraints = new HashSet<SortConstraint>();
var newConstraints = new Queue<SortConstraint>();
var beforeDict = new Dictionary<int, HashSet<int>>();
var afterDict = new Dictionary<int, HashSet<int>>();
bool AddWorkingConstraint( int earlierIndex, int laterIndex, out SortConstraint constraint )
{
constraint = new SortConstraint( earlierIndex, laterIndex );
if ( allConstraints.Contains( constraint.Complement ) )
return false;
if ( !allConstraints.Add( constraint ) )
return true;
newConstraints.Enqueue( constraint );
if ( !beforeDict.TryGetValue( earlierIndex, out var before ) )
beforeDict.Add( earlierIndex, before = new HashSet<int>() );
if ( !afterDict.TryGetValue( laterIndex, out var after ) )
afterDict.Add( laterIndex, after = new HashSet<int>() );
before.Add( laterIndex );
after.Add( earlierIndex );
return true;
}
// Add initial constraints
foreach ( var initialConstraint in _initialConstraints )
{
if ( !AddWorkingConstraint( initialConstraint.EarlierIndex, initialConstraint.LaterIndex, out invalidConstraint ) )
return false;
}
// Everything in _first should be before everything in _last
foreach ( var earlierIndex in _first )
{
foreach ( var laterIndex in _last )
{
if ( !AddWorkingConstraint( earlierIndex, laterIndex, out invalidConstraint ) )
return false;
}
}
// Keep propagating constraints until nothing changes
while ( newConstraints.TryDequeue( out var nextConstraint ) )
{
// if a < b, and b < c, then a < c etc
if ( beforeDict.TryGetValue( nextConstraint.LaterIndex, out var before ) )
{
foreach ( var laterIndex in before )
{
if ( !AddWorkingConstraint( nextConstraint.EarlierIndex, laterIndex, out invalidConstraint ) )
return false;
}
}
if ( afterDict.TryGetValue( nextConstraint.EarlierIndex, out var after ) )
{
foreach ( var earlierIndex in after )
{
if ( !AddWorkingConstraint( earlierIndex, nextConstraint.LaterIndex, out invalidConstraint ) )
{
return false;
}
}
}
}
// Now if we have any items that aren't using GroupOrder.First, and haven't
// determined that they are ordered before another item with GroupOrder.First,
// we can safely order them after all GroupOrder.First items. And vice versa.
foreach ( var middleIndex in middle )
{
var isBeforeAnyFirst = beforeDict.TryGetValue( middleIndex, out var before )
&& before.Any( x => _first.Contains( x ) );
var isAfterAnyLast = afterDict.TryGetValue( middleIndex, out var after )
&& after.Any( x => _last.Contains( x ) );
if ( !isBeforeAnyFirst )
{
foreach ( var earlierIndex in _first )
AddWorkingConstraint( earlierIndex, middleIndex, out invalidConstraint );
}
if ( !isAfterAnyLast )
{
foreach ( var laterIndex in _last )
AddWorkingConstraint( middleIndex, laterIndex, out invalidConstraint );
}
}
// Now lets add items to the final ordering if all items that should be sorted
// before them are already added to that ordering. We'll implement this by choosing
// items that have an empty list / don't appear in afterDict, and update that
// dictionary as we go.
var earliestRemaining = new Queue<int>();
// First, seed the queue with everything that's already not ordered after anything
for ( var index = 0; index < _itemCount; ++index )
{
if ( !afterDict.ContainsKey( index ) )
{
earliestRemaining.Enqueue( index );
}
}
result.Clear();
while ( earliestRemaining.TryDequeue( out var nextIndex ) )
{
result.Add( nextIndex );
foreach ( var laterIndex in beforeDict.TryGetValue( nextIndex, out var laterIndices )
? laterIndices : Enumerable.Empty<int>() )
{
var beforeLater = afterDict[laterIndex];
beforeLater.Remove( nextIndex );
if ( beforeLater.Count == 0 )
earliestRemaining.Enqueue( laterIndex );
}
}
invalidConstraint = default;
return result.Count == _itemCount;
}
}
UnitTest
library
using Sandbox;
[TestClass]
public partial class LibraryTests
{
[TestMethod]
public void SceneTest()
{
var scene = new Scene();
using ( scene.Push() )
{
var go = new GameObject();
Assert.AreEqual( 1, scene.Directory.GameObjectCount );
}
}
}
Game
library
public sealed class PlayerPusher : Component
{
[Property] public float Radius { get; set; } = 100;
protected override void DrawGizmos()
{
base.DrawGizmos();
Gizmo.Draw.LineSphere( Vector3.Zero, Radius );
}
public static Vector3 GetPushVector( in Vector3 position, Scene scene, GameObject ignore )
{
Vector3 vec = default;
foreach ( var pusher in scene.GetAllComponents<PlayerPusher>() )
{
if ( pusher.GameObject.IsAncestor( ignore ) )
continue;
pusher.Collect( position, ref vec );
}
return vec;
}
private void Collect( Vector3 position, ref Vector3 output )
{
var delta = (position - Transform.Position);
if ( delta.Length > Radius ) return;
delta.z = 0; // ignore z
var distanceDelta = (delta.Length / Radius);
output += delta.Normal * (1.0f - distanceDelta);
}
}
Game
library
public sealed class PlayerFootsteps : Component
{
[Property] SkinnedModelRenderer Source { get; set; }
protected override void OnEnabled()
{
if ( Source is null )
return;
Source.OnFootstepEvent += OnEvent;
}
protected override void OnDisabled()
{
if ( Source is null )
return;
Source.OnFootstepEvent -= OnEvent;
}
TimeSince timeSinceStep;
private void OnEvent( SceneModel.FootstepEvent e )
{
if ( timeSinceStep < 0.2f )
return;
var tr = Scene.Trace
.Ray( e.Transform.Position + Vector3.Up * 20, e.Transform.Position + Vector3.Up * -20 )
.Run();
if ( !tr.Hit )
return;
if ( tr.Surface is null )
return;
timeSinceStep = 0;
var sound = e.FootId == 0 ? tr.Surface.Sounds.FootLeft : tr.Surface.Sounds.FootRight;
if ( sound is null ) return;
var handle = Sound.Play( sound, tr.HitPosition + tr.Normal * 5 );
handle.Volume *= e.Volume;
handle.Update();
}
}
Game
library
public sealed class BouncyBone : TransformProxyComponent
{
JiggleBoneState state = new JiggleBoneState();
[Property]
public Vector3 Influence { get; set; } = new Vector3( 1, 1, 1 );
[Property, Range( 0, 50.0f )]
public float Stiffness { get; set; } = 1;
[Property, Range( 0, 50.0f )]
public float Damping { get; set; } = 1;
Transform LocalJigglePosition;
TransformSpring springer;
protected override void OnEnabled()
{
springer = new TransformSpring();
springer.Transform = Transform.World;
LocalJigglePosition = springer.Transform;
base.OnEnabled();
}
protected override void OnUpdate()
{
var oldPos = LocalJigglePosition;
using ( Transform.DisableProxy() )
{
var worldTx = Transform.World;
springer.Stiffness = Stiffness;
springer.Damping = Damping;
springer.UpdateSpring( Transform.World, Time.Delta );
var tx = GameObject.Parent.Transform.World.ToLocal( springer.Transform );
LocalJigglePosition = tx;
}
if ( oldPos != LocalJigglePosition )
{
MarkTransformChanged();
}
}
public override Transform GetLocalTransform()
{
return LocalJigglePosition;
}
}
public struct TransformSpring
{
public Transform Transform;
private Vector3 velocityPosition;
private Vector3 velocityScale;
private Rotation velocityRotation = Rotation.Identity;
public float Stiffness = 1.5f; // Spring stiffness, higher is stiffer
public float Damping = 1.0f; // Damping, higher is less oscillation
public TransformSpring()
{
Transform = global::Transform.Zero;
}
public void UpdateSpring( Transform target, float deltaTime )
{
Transform.Position = SpringLerp( Transform.Position, target.Position, ref velocityPosition, deltaTime );
Transform.Scale = SpringLerp( Transform.Scale, target.Scale, ref velocityScale, deltaTime );
Transform.Rotation = target.Rotation;
}
private Vector3 SpringLerp( Vector3 current, Vector3 target, ref Vector3 velocity, float deltaTime )
{
float omega = 2f * MathF.PI * Stiffness;
float damper = MathF.Exp( -Damping * deltaTime * omega );
Vector3 displacement = current - target;
Vector3 springForce = -omega * omega * displacement;
Vector3 dampingForce = -2f * omega * Damping * velocity;
Vector3 acceleration = springForce + dampingForce;
velocity = (velocity + acceleration * deltaTime) * damper;
return target + displacement + velocity * deltaTime;
}
}
Game
library
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
namespace Sandbox.Events;
/// <summary>
/// Interface for event payloads that can be listened for by <see cref="IGameEventHandler{T}"/>s.
/// </summary>
public interface IGameEvent { }
/// <summary>
/// Interface for components that handle game events with a payload of type <see cref="T"/>.
/// </summary>
/// <typeparam name="T">Event payload type.</typeparam>
public interface IGameEventHandler<in T>
where T : IGameEvent
{
/// <summary>
/// Called when an event with payload of type <see cref="T"/> is dispatched on a <see cref="GameObject"/>
/// that contains this component, including on a descendant.
/// </summary>
/// <param name="eventArgs">Event payload.</param>
void OnGameEvent( T eventArgs );
}
/// <summary>
/// Helper for dispatching game events in a scene.
/// </summary>
public static class GameEvent
{
private static Dictionary<Type, IReadOnlyDictionary<Type, int>> HandlerOrderingCache { get; } = new();
/// <summary>
/// Notifies all <see cref="IGameEventHandler{T}"/> components that are within <paramref name="root"/>,
/// with a payload of type <typeparamref name="T"/>.
/// </summary>
public static void Dispatch<T>( this GameObject root, T eventArgs )
where T : IGameEvent
{
var handlers = (root is Scene scene
? scene.GetAllComponents<IGameEventHandler<T>>() // I think this is more efficient?
: root.Components.GetAll<IGameEventHandler<T>>())
.ToArray();
if ( !HandlerOrderingCache.TryGetValue( typeof(T), out var ordering ) || handlers.Any( x => !ordering.ContainsKey( x.GetType() ) ) )
{
ordering = HandlerOrderingCache[typeof(T)] = GetHandlerOrdering<T>();
}
List<Exception>? exceptions = null;
foreach ( var handler in handlers.OrderBy( x => ordering[x.GetType()] ) )
{
try
{
handler.OnGameEvent( eventArgs );
}
catch ( Exception e )
{
exceptions ??= new();
exceptions.Add( e );
}
}
switch ( exceptions?.Count )
{
case 1:
Log.Error( exceptions[0] );
break;
case > 1:
Log.Error( new AggregateException( exceptions ) );
break;
}
}
private static bool IsImplementingMethodName( string methodName )
{
if ( methodName == nameof(IGameEventHandler<IGameEvent>.OnGameEvent) )
{
return true;
}
return methodName.StartsWith( "Sandbox.Events.IGameEventHandler<" ) && methodName.EndsWith( ">.OnGameEvent" );
}
private static MethodDescription? GetImplementation<T>( TypeDescription type )
{
foreach ( var method in type.Methods )
{
if ( method.IsStatic ) continue;
if ( method.Parameters.Length != 1 ) continue;
if ( method.Parameters[0].ParameterType != typeof( T ) ) continue;
if ( !IsImplementingMethodName( method.Name ) ) continue;
return method;
}
return null;
}
private static IReadOnlyDictionary<Type, int> GetHandlerOrdering<T>()
where T : IGameEvent
{
var types = TypeLibrary.GetTypes<IGameEventHandler<T>>().ToArray();
var helper = new SortingHelper( types.Length );
for ( var i = 0; i < types.Length; ++i )
{
var type = types[i];
var method = GetImplementation<T>( type );
if ( method is null )
{
Log.Warning( $"Can't find {nameof( IGameEventHandler<T> )}<{typeof( T ).Name}> implementation in {type.Name}!" );
continue;
}
foreach ( var attrib in method.Attributes )
{
switch ( attrib )
{
case EarlyAttribute:
helper.AddFirst( i );
break;
case LateAttribute:
helper.AddLast( i );
break;
case IBeforeAttribute before:
for ( var j = 0; j < types.Length; ++j )
{
if ( i == j ) continue;
var other = types[j];
if ( before.Type.IsAssignableFrom( other.TargetType ) )
{
helper.AddConstraint( i, j );
}
}
break;
case IAfterAttribute after:
for ( var j = 0; j < types.Length; ++j )
{
if ( i == j ) continue;
var other = types[j];
if ( after.Type.IsAssignableFrom( other.TargetType ) )
{
helper.AddConstraint( j, i );
}
}
break;
}
}
}
var ordering = new List<int>();
if ( !helper.Sort( ordering, out var invalid ) )
{
Log.Error( $"Invalid event ordering constraint between {types[invalid.EarlierIndex].Name} and {types[invalid.LaterIndex].Name}!" );
return ImmutableDictionary<Type, int>.Empty;
}
return Enumerable.Range( 0, ordering.Count )
.ToImmutableDictionary( i => types[ordering[i]].TargetType, i => i );
}
}
public delegate void GameEventAction<in T>( T eventArgs )
where T : IGameEvent;
/// <summary>
/// Base class for components that expose game events to Action Graph.
/// </summary>
public abstract class GameEventComponent<T> : Component, IGameEventHandler<T>
where T : IGameEvent
{
/// <summary>
/// Action invoked when the <typeparamref name="T"/> event is dispatched.
/// </summary>
[Property]
public GameEventAction<T>? OnEvent { get; set; }
/// <summary>
/// If this component is within a state machine, optional state to transition
/// to when this event is dispatched.
/// </summary>
[Property]
public StateComponent? NextState { get; set; }
void IGameEventHandler<T>.OnGameEvent( T eventArgs )
{
OnEvent?.Invoke( eventArgs );
if ( NextState is not null )
{
Components.GetInAncestorsOrSelf<StateMachineComponent>()?.Transition( NextState );
}
}
}
Game
library
using System;
using System.Collections.Generic;
using System.Linq;
using Sandbox.Diagnostics;
namespace Sandbox.Events;
/// <summary>
/// <para>
/// A state machine containing a set of <see cref="StateComponent"/>s. The <see cref="GameObject"/> containing
/// the currently active state will be enabled (including its ancestors), and all other objects containing states
/// are disabled.
/// </para>
/// <para>
/// The currently active state is controlled by the owner, and synchronised over the network. When a transition occurs,
/// a <see cref="LeaveStateEvent"/> is dispatched on the old state's containing object, followed by a
/// <see cref="EnterStateEvent"/> event on the object containing the new state. These events are only dispatched
/// on the owner.
/// </para>
/// </summary>
[Title( "State Machine" ), Category( "State Machines" )]
public sealed class StateMachineComponent : Component
{
private StateComponent? _currentState;
/// <summary>
/// How many instant state transitions in a row until we throw an error?
/// </summary>
public const int MaxInstantTransitions = 16;
/// <summary>
/// Which state is currently active?
/// </summary>
[Property, Sync]
public StateComponent? CurrentState
{
get => _currentState;
set
{
if ( _currentState == value ) return;
_currentState = value;
if ( Network.IsProxy )
{
EnableActiveStates( false );
}
}
}
/// <summary>
/// Which state will we transition to next, at <see cref="NextStateTime"/>?
/// </summary>
[Sync]
public StateComponent? NextState { get; set; }
/// <summary>
/// What time will we transition to <see cref="NextState"/>?
/// </summary>
[Sync]
public float NextStateTime { get; set; }
/// <summary>
/// All states found on descendant objects.
/// </summary>
public IEnumerable<StateComponent> States => Components.GetAll<StateComponent>( FindMode.EverythingInSelfAndDescendants );
protected override void OnStart()
{
foreach ( var state in States )
{
state.Enabled = false;
state.GameObject.Enabled = state.GameObject == GameObject;
}
if ( !Network.IsProxy && CurrentState is { } current )
{
Transition( current );
}
}
private void EnableActiveStates( bool dispatch )
{
var current = CurrentState;
var active = current?.GetAncestors() ?? Array.Empty<StateComponent>();
var activeSet = active.ToHashSet();
var toDeactivate = new Queue<StateComponent>( States.Where( x => x.Enabled && !activeSet.Contains( x ) ).Reverse() );
var toActivate = new Queue<StateComponent>( active.Where( x => !x.Enabled ) );
if ( current != null )
{
toActivate.Enqueue( current );
}
while ( toDeactivate.TryDequeue( out var next ) )
{
next.Leave( dispatch );
if ( toDeactivate.All( x => x.GameObject != next.GameObject ) && toActivate.All( x => x.GameObject != next.GameObject ) )
{
next.GameObject.Enabled = false;
}
}
while ( toActivate.TryDequeue( out var next ) )
{
next.GameObject.Enabled = true;
next.Enter( dispatch );
}
}
protected override void OnFixedUpdate()
{
if ( Network.IsProxy )
{
return;
}
if ( CurrentState is not { } current )
{
return;
}
current.Update();
var transitions = 0;
while ( transitions++ < MaxInstantTransitions )
{
if ( NextState is not { } next || !(Time.Now >= NextStateTime) )
{
return;
}
if ( next.DefaultNextState is not null )
{
Transition( next.DefaultNextState, next.DefaultDuration );
}
else
{
ClearTransition();
}
CurrentState = next;
EnableActiveStates( true );
}
}
/// <summary>
/// Queue up a transition to the given state. This will occur at the end of
/// a fixed update on the state machine.
/// </summary>
public void Transition( StateComponent next, float delaySeconds = 0f )
{
Assert.NotNull( next );
Assert.False( Network.IsProxy );
NextState = next;
NextStateTime = Time.Now + delaySeconds;
}
/// <summary>
/// Removes any pending transitions, so this state machine will remain in the
/// current state until another transition is queued with <see cref="Transition"/>.
/// </summary>
public void ClearTransition()
{
Assert.False( Network.IsProxy );
NextState = null;
NextStateTime = float.PositiveInfinity;
}
}
Game
library
global using Microsoft.AspNetCore.Components; global using Microsoft.AspNetCore.Components.Rendering;
UnitTest
library
global using Microsoft.VisualStudio.TestTools.UnitTesting;
[TestClass]
public class TestInit
{
[AssemblyInitialize]
public static void ClassInitialize( TestContext context )
{
Sandbox.Application.InitUnitTest();
}
}
Game
library
using System.Linq;
using Microsoft.VisualBasic;
using Sandbox;
using SceneLoading;
public sealed class ChangeSceneTrigger : Component, Component.ITriggerListener
{
[Property] public SceneFile sceneFile { get; set; }
[Property] public GameObject PrefabTest { get; set; }
void ITriggerListener.OnTriggerEnter( Sandbox.Collider other )
{
if ( other.GameObject.Tags.Has( "player" ) )
{
LoadScene();
}
}
void ITriggerListener.OnTriggerExit( Sandbox.Collider other )
{
}
public void LoadScene()
{
var customScene = new CustomScene( sceneFile );
if ( customScene.GetAllObjectsByType( typeof( SkinnedModelRenderer ) ).Count() == 0 )
{
customScene.CreateObject( new GameObject() );
}
customScene.LoadScene();
}
}
Game
library
using Sandbox;
/// <summary>
/// This is a component - in your library!
/// </summary>
[Title( "Screen Shot Library - My Component" )]
public class MyLibraryComponent : Component
{
}
Game
library
using System.Linq;
using Microsoft.VisualBasic;
using Sandbox;
using SceneLoading;
public sealed class ChangeSceneTrigger : Component, Component.ITriggerListener
{
[Property] public SceneFile sceneFile { get; set; }
[Property] public GameObject PrefabTest { get; set; }
void ITriggerListener.OnTriggerEnter( Sandbox.Collider other )
{
if ( other.GameObject.Tags.Has( "player" ) )
{
LoadScene();
}
}
void ITriggerListener.OnTriggerExit( Sandbox.Collider other )
{
}
public void LoadScene()
{
var customScene = new CustomScene( sceneFile );
if ( customScene.GetAllObjectsByType( typeof( SkinnedModelRenderer ) ).Count() == 0 )
{
customScene.CreateObject( new GameObject() );
}
customScene.LoadScene();
}
}
Game
library
using System;
using System.Collections.Generic;
namespace Sandbox.Events;
/// <summary>
/// Marks a <see cref="GameObject"/> as a state in a state machine. There must be a
/// <see cref="StateMachineComponent"/> on an ancestor object for this to function.
/// The object containing this state (and all ancestors) will be enabled when the state
/// machine transitions to this state, and will disable again when this state is exited.
/// States may be nested within each other.
/// </summary>
[Title( "State" ), Category( "State Machines" )]
public sealed class StateComponent : Component
{
private StateMachineComponent? _stateMachine;
/// <summary>
/// Which state machine does this state belong to?
/// </summary>
public StateMachineComponent StateMachine =>
_stateMachine ??= Components.GetInAncestorsOrSelf<StateMachineComponent>();
/// <summary>
/// Which state is this nested in, if any?
/// </summary>
public StateComponent? Parent => Components.GetInAncestors<StateComponent>( true );
/// <summary>
/// Transition to this state by default.
/// </summary>
[Property]
public StateComponent? DefaultNextState { get; set; }
/// <summary>
/// If <see cref="DefaultNextState"/> is given, transition after this delay in seconds.
/// </summary>
[Property, HideIf( nameof( DefaultNextState ), null )]
public float DefaultDuration { get; set; }
/// <summary>
/// Event dispatched on the owner when this state is entered.
/// </summary>
[Property]
public event Action? OnEnterState;
/// <summary>
/// Event dispatched on the owner while this state is active.
/// </summary>
[Property]
public event Action? OnUpdateState;
/// <summary>
/// Event dispatched on the owner when this state is exited.
/// </summary>
[Property]
public event Action? OnLeaveState;
internal void Enter( bool dispatch )
{
Enabled = true;
if ( dispatch )
{
OnEnterState?.Invoke();
GameObject.Dispatch( new EnterStateEvent( this ) );
}
}
internal void Update()
{
OnUpdateState?.Invoke();
Scene.Dispatch( new UpdateStateEvent( this ) );
}
internal void Leave( bool dispatch )
{
if ( dispatch )
{
OnLeaveState?.Invoke();
GameObject.Dispatch( new LeaveStateEvent( this ) );
}
Enabled = false;
}
/// <summary>
/// Queue up a transition to the given state. This will occur at the end of
/// a fixed update on the state machine.
/// </summary>
public void Transition( StateComponent next, float delaySeconds = 0f )
{
StateMachine.Transition( next, delaySeconds );
}
/// <summary>
/// Queue up a transition to the default next state.
/// </summary>
public void Transition()
{
StateMachine.Transition( DefaultNextState! );
}
internal IReadOnlyList<StateComponent> GetAncestors()
{
var list = new List<StateComponent>();
var parent = Parent;
while ( parent != null )
{
list.Add( parent );
parent = parent.Parent;
}
list.Reverse();
return list;
}
}
/// <summary>
/// Event dispatched on the owner when a <see cref="StateMachineComponent"/> changes state.
/// Only invoked on components on the same object as the new state.
/// </summary>
public record EnterStateEvent( StateComponent State ) : IGameEvent;
/// <inheritdoc cref="EnterStateEvent"/>
[Title( "Enter State Event" ), Group( "State Machines" ), Icon( "electric_bolt" )]
public sealed class EnterStateEventComponent : GameEventComponent<EnterStateEvent> { }
/// <summary>
/// Event dispatched on the owner when a <see cref="StateMachineComponent"/> changes state.
/// Only invoked on components on the same object as the old state.
/// </summary>
public record LeaveStateEvent( StateComponent State ) : IGameEvent;
/// <inheritdoc cref="LeaveStateEvent"/>
[Title( "Leave State Event" ), Group( "State Machines" ), Icon( "electric_bolt" )]
public sealed class LeaveStateEventComponent : GameEventComponent<LeaveStateEvent> { }
/// <summary>
/// Event dispatched on the owner every fixed update while a <see cref="StateComponent"/> is active.
/// Only invoked on components on the same object as the state.
/// </summary>
public record UpdateStateEvent( StateComponent State ) : IGameEvent;
/// <inheritdoc cref="UpdateStateEvent"/>
[Title( "Update State Event" ), Group( "State Machines" ), Icon( "electric_bolt" )]
public sealed class UpdateStateEventComponent : GameEventComponent<UpdateStateEvent> { }
Game
library
using System;
using System.Collections.Generic;
using System.Data;
using System.Dynamic;
using System.Formats.Tar;
using System.Linq;
using System.Reflection.PortableExecutable;
using System.Text.Json;
using System.Text.Json.Nodes;
using System.Text.Json.Serialization;
using Microsoft.CSharp.RuntimeBinder;
using Sandbox;
using Sandbox.ActionGraphs;
namespace SceneLoading
{
public class SceneLoadingUtility
{
public static void LoadScene( SceneFile sceneFile, SceneLoadingResource sceneLoadingResource )
{
var objects = sceneFile.GameObjects;
Game.ActiveScene.Load( new SceneFile() );
foreach ( var obj in objects )
{
var gameObject = Game.ActiveScene.CreateObject();
gameObject.Deserialize( obj );
}
foreach ( var clone in sceneLoadingResource.SceneLoadingClasses )
{
bool gameObjectSpawned = false;
foreach ( var componentType in clone.ComponentTypes )
{
if ( clone.Flags == LoadingFlags.CheckForComponents && Game.ActiveScene.Components.GetAll( componentType, FindMode.EverythingInSelfAndDescendants ).Count() > 0 )
{
Log.Info( "Component found, skipping" );
continue;
}
else if ( clone.Flags == LoadingFlags.DestroyFirst && Game.ActiveScene.Components.GetAll( componentType, FindMode.EverythingInSelfAndDescendants ).Count() > 0 )
{
Log.Info( "Component found, replacing" );
Game.ActiveScene.Components.GetAll( componentType, FindMode.EverythingInSelfAndDescendants ).FirstOrDefault()?.GameObject.Destroy();
if ( gameObjectSpawned ) return;
var gb = clone.Prefab.Clone();
gb.BreakFromPrefab();
if ( clone.NetworkSpawn ) gb.NetworkSpawn( null );
gameObjectSpawned = true;
continue;
}
else if ( clone.Flags == LoadingFlags.DestroyAll && Game.ActiveScene.Components.GetAll( componentType, FindMode.EverythingInSelfAndDescendants ).Count() > 0 )
{
Log.Info( "Component found, replacing all" );
foreach ( var component in Game.ActiveScene.Components.GetAll( componentType, FindMode.EverythingInSelfAndDescendants ) )
{
component.GameObject.Destroy();
}
if ( gameObjectSpawned ) return;
var gb = clone.Prefab.Clone();
gb.BreakFromPrefab();
if ( clone.NetworkSpawn ) gb.NetworkSpawn( null );
gameObjectSpawned = true;
continue;
}
if ( !gameObjectSpawned )
{
var obj = clone.Prefab.Clone();
obj.BreakFromPrefab();
if ( clone.NetworkSpawn ) obj.NetworkSpawn( null );
gameObjectSpawned = true;
}
}
}
}
}
public enum LoadingFlags
{
None,
[Description( "Checks if a component is in the scene, if it is, the prefab will not be spawned" )]
CheckForComponents,
[Description( "Checks if a component is in the scene, if it is, the first one will be destroyed, and the prefab will be spawned" )]
DestroyFirst,
[Description( "Checks if a component is in the scene, if it is, all of them will be destroyed and the prefab will be spawned" )]
DestroyAll,
}
[GameResource( "SceneLoadingResource", "loading", "A resource that allows spawning of prefabs on scene start", Icon = "public" )]
public class SceneLoadingResource : GameResource
{
public List<SceneLoadingClass> SceneLoadingClasses { get; set; } = new();
}
public class SceneLoadingClass
{
public GameObject Prefab { get; set; }
public LoadingFlags Flags { get; set; } = LoadingFlags.None;
public List<Type> ComponentTypes { get; set; }
public bool NetworkSpawn { get; set; } = false;
public SceneLoadingClass()
{
Prefab = null;
Flags = LoadingFlags.None;
ComponentTypes = null;
}
public SceneLoadingClass( GameObject prefab, LoadingFlags flags, List<Type> componentType )
{
Prefab = prefab;
Flags = flags;
ComponentTypes = componentType;
}
}
[Description( "A custom scene that allows for manipulation of the scene file before loading" )]
public class CustomScene
{
[Description( "The scenefile you are manipulating, override to change it" )] public virtual SceneFile sceneFileDupe { get; set; }
public string RawScene { get; private set; }
public Scene newScene { get; private set; } = new();
[Description( "Called when a scene object is created, return the object you want to spawn, or null to use the default object" )]
public Action<JsonObject> OnSceneObjectCreated { get; set; }
public Action<JsonObject[]> BeforeSceneLoaded { get; set; }
public CustomScene( SceneFile sceneFile )
{
sceneFileDupe = new SceneFile();
sceneFileDupe.GameObjects = sceneFile.GameObjects
.Select( obj => JsonSerializer.Deserialize<JsonObject>( JsonSerializer.Serialize( obj ) ) )
.ToArray();
}
internal void LoadSceneInternal()
{
var finalScene = new SceneFile();
var finalList = new List<JsonObject>();
foreach ( var obj in sceneFileDupe.GameObjects )
{
OnSceneObjectCreated?.Invoke( obj );
finalList.Add( obj );
}
finalScene.GameObjects = finalList.ToArray();
BeforeSceneLoaded?.Invoke( finalScene.GameObjects );
Game.ActiveScene.Load( finalScene );
}
[Description( "Load the custom scene" )]
public void LoadScene()
{
LoadSceneInternal();
}
[Description( "Create a GameObject within the custom scene" )]
public void CreateObject( GameObject gameObject )
{
var clone = gameObject.Clone();
var objects = sceneFileDupe.GameObjects.ToList();
objects.Add( clone.Serialize() );
Log.Info( clone.Serialize().ToString() );
sceneFileDupe.GameObjects = objects.ToArray();
}
[Description( "Remove a GameObject from the custom scene" )]
public void RemoveObject( JsonNode obj )
{
List<JsonObject> gameObjects = sceneFileDupe.GameObjects.ToList();
var selectedObject = gameObjects.Find( x => x == obj );
gameObjects.Remove( selectedObject );
sceneFileDupe.GameObjects = gameObjects.ToArray();
}
public void RemoveComponentByType( JsonObject obj, Type type )
{
var preObj = JsonSerializer.Deserialize<JsonObject>( JsonSerializer.Serialize( obj ) );
if ( obj.TryGetPropertyValue( "Components", out var jsonnode ) && jsonnode is not null )
{
var jsonString = jsonnode.ToString();
if ( !string.IsNullOrWhiteSpace( jsonString ) )
{
var components = JsonSerializer.Deserialize<List<JsonNode>>( jsonString );
var component = components.Find( x => x["__type"]?.ToString() == type.ToString() );
if ( component is not null )
{
components.Remove( component );
obj["Components"] = JsonSerializer.Deserialize<JsonNode>( JsonSerializer.Serialize( components ) );
}
}
var gbList = sceneFileDupe.GameObjects.ToList();
if ( gbList.Find( x => x == obj ) is null )
{
var parentNode = FindParent( preObj );
var parent = gbList.Find( x => x == parentNode );
if ( parent != null && parent.TryGetPropertyValue( "Children", out var childrenJsonNode ) && childrenJsonNode != null )
{
if ( childrenJsonNode is JsonArray childrenArray )
{
UpdateChildComponentsRecursively( childrenArray, obj );
}
else
{
Log.Warning( "The 'Children' node is not of type 'JsonArray'." );
}
}
}
else
{
gbList[gbList.FindIndex( x => x == obj )] = obj;
}
sceneFileDupe.GameObjects = gbList.ToArray();
}
}
private void UpdateChildComponentsRecursively( JsonArray childrenArray, JsonObject obj )
{
foreach ( var child in childrenArray )
{
if ( child is JsonObject childObject )
{
if ( childObject["__guid"].ToString() == obj["__guid"].ToString() )
{
childObject["Components"] = JsonSerializer.Deserialize<JsonNode>( JsonSerializer.Serialize( obj["Components"] ) );
}
else if ( childObject.TryGetPropertyValue( "Children", out var nestedChildrenJsonNode ) && nestedChildrenJsonNode is JsonArray nestedChildrenArray )
{
UpdateChildComponentsRecursively( nestedChildrenArray, obj );
}
}
}
}
public void AddComponent( JsonObject obj, JsonObject newComponent )
{
var preObj = JsonSerializer.Deserialize<JsonObject>( JsonSerializer.Serialize( obj ) );
if ( obj.TryGetPropertyValue( "Components", out var jsonnode ) && jsonnode is not null )
{
var jsonString = jsonnode.ToString();
if ( !string.IsNullOrWhiteSpace( jsonString ) )
{
var components = JsonSerializer.Deserialize<List<JsonNode>>( jsonString );
components.Add( newComponent );
obj["Components"] = JsonSerializer.Deserialize<JsonNode>( JsonSerializer.Serialize( components ) );
}
else
{
var components = new List<JsonNode> { newComponent };
obj["Components"] = JsonSerializer.Deserialize<JsonNode>( JsonSerializer.Serialize( components ) );
}
var gbList = sceneFileDupe.GameObjects.ToList();
if ( gbList.Find( x => x == obj ) is null )
{
var parentNode = FindParent( preObj );
var parent = gbList.Find( x => x == parentNode );
if ( parent != null && parent.TryGetPropertyValue( "Children", out var childrenJsonNode ) && childrenJsonNode != null )
{
if ( childrenJsonNode is JsonArray childrenArray )
{
UpdateChildComponentsRecursively( childrenArray, obj );
}
else
{
Log.Warning( "The 'Children' node is not of type 'JsonArray'." );
}
}
}
else
{
gbList[gbList.FindIndex( x => x == obj )] = obj;
}
sceneFileDupe.GameObjects = gbList.ToArray();
}
}
public void AddComponentByType( JsonObject obj, Type componentType )
{
var preObj = JsonSerializer.Deserialize<JsonObject>( JsonSerializer.Serialize( obj ) );
if ( obj.TryGetPropertyValue( "Components", out var jsonnode ) && jsonnode is not null )
{
var jsonString = jsonnode.ToString();
var components = !string.IsNullOrWhiteSpace( jsonString )
? JsonSerializer.Deserialize<List<JsonNode>>( jsonString )
: new List<JsonNode>();
var newComponent = new JsonObject
{
["__type"] = componentType.ToString()
};
components.Add( newComponent );
obj["Components"] = JsonSerializer.Deserialize<JsonNode>( JsonSerializer.Serialize( components ) );
var gbList = sceneFileDupe.GameObjects.ToList();
if ( gbList.Find( x => x == obj ) is null )
{
var parentNode = FindParent( preObj );
var parent = gbList.Find( x => x == parentNode );
if ( parent != null && parent.TryGetPropertyValue( "Children", out var childrenJsonNode ) && childrenJsonNode != null )
{
if ( childrenJsonNode is JsonArray childrenArray )
{
UpdateChildComponentsRecursively( childrenArray, obj );
}
else
{
Log.Warning( "The 'Children' node is not of type 'JsonArray'." );
}
}
}
else
{
gbList[gbList.FindIndex( x => x == obj )] = obj;
}
sceneFileDupe.GameObjects = gbList.ToArray();
}
}
public JsonObject FindParent( JsonNode children )
{
foreach ( var obj in sceneFileDupe.GameObjects )
{
var parent = FindParentRecursive( obj, children );
if ( parent != null )
{
return parent;
}
}
return null;
}
private JsonObject FindParentRecursive( JsonObject parent, JsonNode children )
{
if ( parent.TryGetPropertyValue( "Children", out var childrenJsonNode ) )
{
var childrenList = JsonSerializer.Deserialize<List<JsonObject>>( childrenJsonNode.ToString() );
if ( childrenList != null )
{
foreach ( var child in childrenList )
{
if ( child != null && child["__guid"].ToString() == children["__guid"].ToString() )
{
return parent;
}
var foundParent = FindParentRecursive( child, children );
if ( foundParent != null )
{
return parent;
}
}
}
}
return null;
}
public IEnumerable<JsonObject> GetAllObjectsByType( Type type )
{
return GetAllObjectsByTypeRecursive( sceneFileDupe.GameObjects, type );
}
public IEnumerable<JsonObject> GetAllObjectsByGuid( string guid )
{
return GetAllObjectsByGuidRecursive( sceneFileDupe.GameObjects, guid );
}
private IEnumerable<JsonObject> GetAllObjectsByTypeRecursive( IEnumerable<JsonObject> gameObjects, Type type )
{
foreach ( var obj in gameObjects )
{
if ( obj.TryGetPropertyValue( "Components", out var jsonnode ) && jsonnode is not null )
{
var jsonString = jsonnode.ToString();
if ( !string.IsNullOrWhiteSpace( jsonString ) )
{
var components = JsonSerializer.Deserialize<List<JsonNode>>( jsonString );
if ( components.Any( component => component["__type"]?.ToString() == type.ToString() ) )
{
yield return obj;
}
}
}
if ( obj.TryGetPropertyValue( "Children", out var childrenJsonNode ) && childrenJsonNode is not null )
{
var childrenString = childrenJsonNode.ToString();
if ( !string.IsNullOrWhiteSpace( childrenString ) )
{
var children = JsonSerializer.Deserialize<List<JsonObject>>( childrenString );
foreach ( var child in GetAllObjectsByTypeRecursive( children, type ) )
{
yield return child;
}
}
}
}
}
private IEnumerable<JsonObject> GetAllObjectsByGuidRecursive( IEnumerable<JsonObject> gameObjects, string guid )
{
foreach ( var obj in gameObjects )
{
if ( obj.TryGetPropertyValue( "__guid", out var jsonNode ) && jsonNode is not null )
{
var objectGuid = jsonNode.ToString();
if ( !string.IsNullOrWhiteSpace( objectGuid ) && objectGuid == guid )
{
yield return obj;
}
}
if ( obj.TryGetPropertyValue( "Children", out var childrenJsonNode ) && childrenJsonNode is not null )
{
var childrenString = childrenJsonNode.ToString();
if ( !string.IsNullOrWhiteSpace( childrenString ) )
{
var children = JsonSerializer.Deserialize<List<JsonObject>>( childrenString );
foreach ( var child in GetAllObjectsByGuidRecursive( children, guid ) )
{
yield return child;
}
}
}
}
}
public IEnumerable<JsonNode> GetAllObjectsByName( string name )
{
var objects = sceneFileDupe.GameObjects;
foreach ( var obj in objects )
{
obj.TryGetPropertyValue( "Name", out var objName );
if ( objName is not null && objName.ToString() == name )
{
yield return obj;
}
}
}
}
}
Editor
library
using Editor;
using Sandbox;
using SceneLoading;
//[CustomEditor(typeof(SceneLoadingClass))]
public sealed class SceneLoadingResourceCustomEditor : ControlWidget
{
public SceneLoadingResourceCustomEditor( SerializedProperty property ) : base( property )
{
Layout = Layout.Column();
if ( property.IsNull )
{
property.SetValue( new SceneLoadingClass() );
}
var so = property.GetValue<SceneLoadingClass>()?.GetSerialized();
if ( so is null ) return;
var controlSheet = new ControlSheet();
controlSheet.AddObject( so );
Layout.Add( controlSheet );
}
}
Game
library
using Sandbox.Citizen;
[Group( "Walker" )]
[Title( "Walker - Player Controller" )]
public sealed class PlayerController : Component
{
[Property] public CharacterController CharacterController { get; set; }
[Property] public float CrouchMoveSpeed { get; set; } = 64.0f;
[Property] public float WalkMoveSpeed { get; set; } = 190.0f;
[Property] public float RunMoveSpeed { get; set; } = 190.0f;
[Property] public float SprintMoveSpeed { get; set; } = 320.0f;
[Property] public CitizenAnimationHelper AnimationHelper { get; set; }
[Sync] public bool Crouching { get; set; }
[Sync] public Angles EyeAngles { get; set; }
[Sync] public Vector3 WishVelocity { get; set; }
public bool WishCrouch;
public float EyeHeight = 64;
protected override void OnUpdate()
{
if ( !IsProxy )
{
MouseInput();
Transform.Rotation = new Angles( 0, EyeAngles.yaw, 0 );
}
UpdateAnimation();
}
protected override void OnFixedUpdate()
{
if ( IsProxy )
return;
CrouchingInput();
MovementInput();
}
private void MouseInput()
{
var e = EyeAngles;
e += Input.AnalogLook;
e.pitch = e.pitch.Clamp( -90, 90 );
e.roll = 0.0f;
EyeAngles = e;
}
float CurrentMoveSpeed
{
get
{
if ( Crouching ) return CrouchMoveSpeed;
if ( Input.Down( "run" ) ) return SprintMoveSpeed;
if ( Input.Down( "walk" ) ) return WalkMoveSpeed;
return RunMoveSpeed;
}
}
RealTimeSince lastGrounded;
RealTimeSince lastUngrounded;
RealTimeSince lastJump;
float GetFriction()
{
if ( CharacterController.IsOnGround ) return 6.0f;
// air friction
return 0.2f;
}
private void MovementInput()
{
if ( CharacterController is null )
return;
var cc = CharacterController;
Vector3 halfGravity = Scene.PhysicsWorld.Gravity * Time.Delta * 0.5f;
WishVelocity = Input.AnalogMove;
if ( lastGrounded < 0.2f && lastJump > 0.3f && Input.Pressed( "jump" ) )
{
lastJump = 0;
cc.Punch( Vector3.Up * 300 );
}
if ( !WishVelocity.IsNearlyZero() )
{
WishVelocity = new Angles( 0, EyeAngles.yaw, 0 ).ToRotation() * WishVelocity;
WishVelocity = WishVelocity.WithZ( 0 );
WishVelocity = WishVelocity.ClampLength( 1 );
WishVelocity *= CurrentMoveSpeed;
if ( !cc.IsOnGround )
{
WishVelocity = WishVelocity.ClampLength( 50 );
}
}
cc.ApplyFriction( GetFriction() );
if ( cc.IsOnGround )
{
cc.Accelerate( WishVelocity );
cc.Velocity = CharacterController.Velocity.WithZ( 0 );
}
else
{
cc.Velocity += halfGravity;
cc.Accelerate( WishVelocity );
}
//
// Don't walk through other players, let them push you out of the way
//
var pushVelocity = PlayerPusher.GetPushVector( Transform.Position + Vector3.Up * 40.0f, Scene, GameObject );
if ( !pushVelocity.IsNearlyZero() )
{
var travelDot = cc.Velocity.Dot( pushVelocity.Normal );
if ( travelDot < 0 )
{
cc.Velocity -= pushVelocity.Normal * travelDot * 0.6f;
}
cc.Velocity += pushVelocity * 128.0f;
}
cc.Move();
if ( !cc.IsOnGround )
{
cc.Velocity += halfGravity;
}
else
{
cc.Velocity = cc.Velocity.WithZ( 0 );
}
if ( cc.IsOnGround )
{
lastGrounded = 0;
}
else
{
lastUngrounded = 0;
}
}
float DuckHeight = (64 - 36);
bool CanUncrouch()
{
if ( !Crouching ) return true;
if ( lastUngrounded < 0.2f ) return false;
var tr = CharacterController.TraceDirection( Vector3.Up * DuckHeight );
return !tr.Hit; // hit nothing - we can!
}
public void CrouchingInput()
{
WishCrouch = Input.Down( "duck" );
if ( WishCrouch == Crouching )
return;
// crouch
if ( WishCrouch )
{
CharacterController.Height = 36;
Crouching = WishCrouch;
// if we're not on the ground, slide up our bbox so when we crouch
// the bottom shrinks, instead of the top, which will mean we can reach
// places by crouch jumping that we couldn't.
if ( !CharacterController.IsOnGround )
{
CharacterController.MoveTo( Transform.Position += Vector3.Up * DuckHeight, false );
Transform.ClearLerp();
EyeHeight -= DuckHeight;
}
return;
}
// uncrouch
if ( !WishCrouch )
{
if ( !CanUncrouch() ) return;
CharacterController.Height = 64;
Crouching = WishCrouch;
return;
}
}
private void UpdateCamera()
{
var camera = Scene.GetAllComponents<CameraComponent>().Where( x => x.IsMainCamera ).FirstOrDefault();
if ( camera is null ) return;
var targetEyeHeight = Crouching ? 28 : 64;
EyeHeight = EyeHeight.LerpTo( targetEyeHeight, RealTime.Delta * 10.0f );
var targetCameraPos = Transform.Position + new Vector3( 0, 0, EyeHeight );
// smooth view z, so when going up and down stairs or ducking, it's smooth af
if ( lastUngrounded > 0.2f )
{
targetCameraPos.z = camera.Transform.Position.z.LerpTo( targetCameraPos.z, RealTime.Delta * 25.0f );
}
camera.Transform.Position = targetCameraPos;
camera.Transform.Rotation = EyeAngles;
camera.FieldOfView = Preferences.FieldOfView;
}
protected override void OnPreRender()
{
UpdateBodyVisibility();
if ( IsProxy )
return;
UpdateCamera();
}
private void UpdateAnimation()
{
if ( AnimationHelper is null || CharacterController is null ) return;
var wv = WishVelocity.Length;
AnimationHelper.WithWishVelocity( WishVelocity );
AnimationHelper.WithVelocity( CharacterController.Velocity );
AnimationHelper.IsGrounded = CharacterController.IsOnGround;
AnimationHelper.DuckLevel = Crouching ? 1.0f : 0.0f;
AnimationHelper.MoveStyle = wv < 160f ? CitizenAnimationHelper.MoveStyles.Walk : CitizenAnimationHelper.MoveStyles.Run;
var lookDir = EyeAngles.ToRotation().Forward * 1024;
AnimationHelper.WithLook( lookDir, 1, 0.5f, 0.25f );
}
private void UpdateBodyVisibility()
{
if ( AnimationHelper is null )
return;
var renderMode = ModelRenderer.ShadowRenderType.On;
if ( !IsProxy ) renderMode = ModelRenderer.ShadowRenderType.ShadowsOnly;
AnimationHelper.Target.RenderType = renderMode;
foreach ( var clothing in AnimationHelper.Target.Components.GetAll<ModelRenderer>( FindMode.InChildren ) )
{
if ( !clothing.Tags.Has( "clothing" ) )
continue;
clothing.RenderType = renderMode;
}
}
}
Game
library
public sealed class JiggleBone : TransformProxyComponent
{
JiggleBoneState state = new JiggleBoneState();
[Property]
public Vector3 StartPoint = new Vector3( 0, 0, 0 );
[Property]
public Vector3 EndPoint = new Vector3( 32, 0, 0 );
[Property, Range( 0, 2 )]
public float Speed { get; set; } = 1.0f;
[Property, Range( 0, 2 )]
public float Stiffness { get; set; } = 1.0f;
[Property, Range( 0, 2 )]
public float Damping { get; set; } = 1.0f;
[Property, Range( 0, 100 )]
public float Radius { get; set; } = 40.0f;
[Property, Range( 0, 100 )]
public float Mass { get; set; } = 1.0f;
Transform LocalJigglePosition;
protected override void OnEnabled()
{
LocalJigglePosition = Transform.Local;
base.OnEnabled();
state = new JiggleBoneState();
}
protected override void OnUpdate()
{
var oldPos = LocalJigglePosition;
using ( Transform.DisableProxy() )
{
var worldTx = Transform.World;
var startPoint = worldTx.PointToWorld( StartPoint );
var endPoint = worldTx.PointToWorld( EndPoint );
//Gizmo.Draw.LineSphere( startPoint, 1 );
//Gizmo.Draw.LineSphere( endPoint, 1 );
state.Extent = (endPoint - startPoint);
state.Stiffness = Stiffness;
state.Damping = Damping;
state.Radius = Radius;
state.Mass = Mass;
state.Update( startPoint, Time.Delta * Speed * 16.0f );
var tx = worldTx.RotateAround( startPoint, state.Rotation );
LocalJigglePosition = GameObject.Parent.Transform.World.ToLocal( tx );
}
if ( oldPos != LocalJigglePosition )
{
MarkTransformChanged();
}
}
protected override void DrawGizmos()
{
base.DrawGizmos();
if ( !Gizmo.IsSelected )
return;
using ( Transform.DisableProxy() )
{
Gizmo.Transform = Transform.World;
Gizmo.Draw.IgnoreDepth = false;
Gizmo.Draw.Color = Gizmo.Colors.Yaw.WithAlpha( 0.5f );
Gizmo.Draw.Line( StartPoint, EndPoint );
Gizmo.Draw.LineBBox( BBox.FromPositionAndSize( StartPoint, 5 ) );
Gizmo.Draw.LineBBox( BBox.FromPositionAndSize( EndPoint, 5 ) );
Gizmo.Draw.LineSphere( EndPoint, Radius * 2.0f, 4 );
}
}
public override Transform GetLocalTransform()
{
return LocalJigglePosition;
}
}
class JiggleBoneState
{
public Vector3 Extent = new Vector3( 32, 0, 0 );
public Vector3 Position { get; set; }
public Rotation Rotation { get; set; }
public float Stiffness { get; set; } = 1.0f;
public float Damping { get; set; } = 1.0f;
public float Radius { get; set; } = 10.0f;
public float Gravity { get; set; } = 1.0f;
public float Mass { get; set; } = 1.0f;
Vector3 basePosition;
Vector3 velocity;
public JiggleBoneState()
{
}
internal void Update( Vector3 position, float timeDelta )
{
basePosition = position + Extent;
// initialization
if ( Position == default )
{
Position = basePosition;
}
// Calculate spring force based on displacement from the cube
Vector3 displacement = Position - basePosition;
Vector3 springForce = -Stiffness * displacement;
// Calculate acceleration (Newton's second law)
Vector3 acceleration = springForce / Mass;
// Update velocity (integrate acceleration)
velocity += acceleration * timeDelta;
// Apply exponential damping
velocity *= (float)Math.Exp( -Damping * timeDelta );
// Update position (integrate velocity)
Position += velocity * timeDelta;
{
var diff = Position - basePosition;
var diffLen = diff.Length;
if ( diffLen > Radius )
{
Position = basePosition + diff.Normal * Radius;
//velocity = velocity.AddClamped( -diff * 2.0f, diff.Length );
}
}
// Store the rotation offset result
Rotation = Rotation.FromToRotation( basePosition - position, Position - position );
//Gizmo.Draw.IgnoreDepth = true;
//Gizmo.Draw.Line( position, Position );
//Gizmo.Draw.Line( basePosition, Position );
}
}
Game
library
using System;
using Sandbox;
//Only uses to get the scene camera
public sealed class BlankPostProcess : PostProcess
{
IDisposable renderHook;
public SceneCamera sceneCam { get; set; }
protected override void OnEnabled()
{
renderHook = Camera.AddHookBeforeOverlay( "My Post Processing", 1000, RenderEffect );
}
protected override void OnDisabled()
{
renderHook?.Dispose();
renderHook = null;
}
RenderAttributes attributes = new RenderAttributes();
public void RenderEffect( SceneCamera camera )
{
if ( !camera.EnablePostProcessing )
return;
sceneCam = camera;
}
}
Game
library
global using static Sandbox.Internal.GlobalGameNamespace;
[assembly: global::System.Reflection.AssemblyMetadata( "AddonTitle", "Scene Loading Utility" )]
[assembly: global::System.Reflection.AssemblyMetadata( "AddonIdent", "sceneloadingutility" )]
[assembly: global::System.Reflection.AssemblyMetadata( "OrgIdent", "nolankicks" )]
[assembly: global::System.Reflection.AssemblyMetadata( "Ident", "nolankicks.sceneloadingutility" )]
[assembly: global::System.Reflection.AssemblyMetadata( "CompileTime", "8/10/2024 7:55:20 PM" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineVersion", "17" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineMinorVersion", "1" )]
[assembly: System.Runtime.Versioning.TargetFramework( ".NETCoreApp,Version=v7.0", FrameworkDisplayName = ".NET 7.0" )]
[assembly: global::System.Reflection.AssemblyVersion("0.0.120.0")]
[assembly: global::System.Reflection.AssemblyFileVersion("0.0.120.0")]
Debug: View Raw JSON Response
{
"TotalCount": 23,
"Files": [
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "Attributes.cs",
"FileName": "Attributes.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "\r\nusing System;\r\n\r\nnamespace Sandbox.Events;\r\n\r\n/// <summary>\r\n/// Only valid on <see cref=\"IGameEventHandler{T}.OnGameEvent\"/> implementations. Forces this\r\n/// event handler to be invoked before any handlers not marked as early, except if more specific\r\n/// constraints are given (i.e., <see cref=\"BeforeAttribute{T}\"/>, <see cref=\"AfterAttribute{T}\"/>).\r\n/// </summary>\r\n[AttributeUsage( AttributeTargets.Method )]\r\npublic sealed class EarlyAttribute : Attribute\r\n{\r\n\r\n}\r\n\r\n/// <summary>\r\n/// Only valid on <see cref=\"IGameEventHandler{T}.OnGameEvent\"/> implementations. Forces this\r\n/// event handler to be invoked after any handlers not marked as late, except if more specific\r\n/// constraints are given (i.e., <see cref=\"BeforeAttribute{T}\"/>, <see cref=\"AfterAttribute{T}\"/>).\r\n/// </summary>\r\n[AttributeUsage( AttributeTargets.Method )]\r\npublic sealed class LateAttribute : Attribute\r\n{\r\n\r\n}\r\n\r\ninternal interface IBeforeAttribute\r\n{\r\n\tType Type { get; }\r\n}\r\n\r\ninternal interface IAfterAttribute\r\n{\r\n\tType Type { get; }\r\n}\r\n\r\n/// <summary>\r\n/// Only valid on <see cref=\"IGameEventHandler{T}.OnGameEvent\"/> implementations. Forces this\r\n/// event handler to be invoked before any handlers in the specified type.\r\n/// </summary>\r\n[AttributeUsage( AttributeTargets.Method, AllowMultiple = true )]\r\npublic sealed class BeforeAttribute<T> : Attribute, IBeforeAttribute\r\n{\r\n\tType IBeforeAttribute.Type => typeof(T);\r\n}\r\n\r\n/// <summary>\r\n/// Only valid on <see cref=\"IGameEventHandler{T}.OnGameEvent\"/> implementations. Forces this\r\n/// event handler to be invoked after any handlers in the specified type.\r\n/// </summary>\r\n[AttributeUsage( AttributeTargets.Method, AllowMultiple = true )]\r\npublic sealed class AfterAttribute<T> : Attribute, IAfterAttribute\r\n{\r\n\tType IAfterAttribute.Type => typeof( T );\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "SortingHelper.cs",
"FileName": "SortingHelper.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "using System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nnamespace Sandbox.Events;\r\n\r\n/// <summary>\r\n/// Generate an ordering based on a set of first-most and last-most items, and\r\n/// individual constraints between pairs of items. All first-most items will be\r\n/// ordered before all last-most items, and any other items will be put in the\r\n/// middle unless forced to be elsewhere by a constraint.\r\n/// </summary>\r\ninternal class SortingHelper\r\n{\r\n\tpublic record struct SortConstraint( int EarlierIndex, int LaterIndex )\r\n\t{\r\n\t\tpublic SortConstraint Complement => new ( LaterIndex, EarlierIndex );\r\n\t}\r\n\r\n\tprivate readonly int _itemCount;\r\n\r\n\tprivate readonly HashSet<SortConstraint> _initialConstraints = new HashSet<SortConstraint>();\r\n\r\n\tprivate readonly HashSet<int> _first = new HashSet<int>();\r\n\tprivate readonly HashSet<int> _last = new HashSet<int>();\r\n\r\n\tpublic SortingHelper( int itemCount )\r\n\t{\r\n\t\t_itemCount = itemCount;\r\n\t}\r\n\r\n\tpublic void AddConstraint( int earlierIndex, int laterIndex )\r\n\t{\r\n\t\t_initialConstraints.Add( new SortConstraint( earlierIndex, laterIndex ) );\r\n\t}\r\n\r\n\tpublic void AddFirst( int earlierIndex )\r\n\t{\r\n\t\t_first.Add( earlierIndex );\r\n\t}\r\n\r\n\tpublic void AddLast( int laterIndex )\r\n\t{\r\n\t\t_last.Add( laterIndex );\r\n\t}\r\n\r\n\tpublic bool Sort( List<int> result, out SortConstraint invalidConstraint )\r\n\t{\r\n\t\tvar middle = new HashSet<int>();\r\n\r\n\t\tfor ( var index = 0; index < _itemCount; ++index )\r\n\t\t{\r\n\t\t\tif ( !_first.Contains( index ) && !_last.Contains( index ) )\r\n\t\t\t\tmiddle.Add( index );\r\n\t\t}\r\n\r\n\t\tvar allConstraints = new HashSet<SortConstraint>();\r\n\t\tvar newConstraints = new Queue<SortConstraint>();\r\n\t\tvar beforeDict = new Dictionary<int, HashSet<int>>();\r\n\t\tvar afterDict = new Dictionary<int, HashSet<int>>();\r\n\r\n\t\tbool AddWorkingConstraint( int earlierIndex, int laterIndex, out SortConstraint constraint )\r\n\t\t{\r\n\t\t\tconstraint = new SortConstraint( earlierIndex, laterIndex );\r\n\r\n\t\t\tif ( allConstraints.Contains( constraint.Complement ) )\r\n\t\t\t\treturn false;\r\n\r\n\t\t\tif ( !allConstraints.Add( constraint ) )\r\n\t\t\t\treturn true;\r\n\r\n\t\t\tnewConstraints.Enqueue( constraint );\r\n\r\n\t\t\tif ( !beforeDict.TryGetValue( earlierIndex, out var before ) )\r\n\t\t\t\tbeforeDict.Add( earlierIndex, before = new HashSet<int>() );\r\n\r\n\t\t\tif ( !afterDict.TryGetValue( laterIndex, out var after ) )\r\n\t\t\t\tafterDict.Add( laterIndex, after = new HashSet<int>() );\r\n\r\n\t\t\tbefore.Add( laterIndex );\r\n\t\t\tafter.Add( earlierIndex );\r\n\r\n\t\t\treturn true;\r\n\t\t}\r\n\r\n\t\t// Add initial constraints\r\n\r\n\t\tforeach ( var initialConstraint in _initialConstraints )\r\n\t\t{\r\n\t\t\tif ( !AddWorkingConstraint( initialConstraint.EarlierIndex, initialConstraint.LaterIndex, out invalidConstraint ) )\r\n\t\t\t\treturn false;\r\n\t\t}\r\n\r\n\t\t// Everything in _first should be before everything in _last\r\n\r\n\t\tforeach ( var earlierIndex in _first )\r\n\t\t{\r\n\t\t\tforeach ( var laterIndex in _last )\r\n\t\t\t{\r\n\t\t\t\tif ( !AddWorkingConstraint( earlierIndex, laterIndex, out invalidConstraint ) )\r\n\t\t\t\t\treturn false;\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t// Keep propagating constraints until nothing changes\r\n\r\n\t\twhile ( newConstraints.TryDequeue( out var nextConstraint ) )\r\n\t\t{\r\n\t\t\t// if a < b, and b < c, then a < c etc\r\n\r\n\t\t\tif ( beforeDict.TryGetValue( nextConstraint.LaterIndex, out var before ) )\r\n\t\t\t{\r\n\t\t\t\tforeach ( var laterIndex in before )\r\n\t\t\t\t{\r\n\t\t\t\t\tif ( !AddWorkingConstraint( nextConstraint.EarlierIndex, laterIndex, out invalidConstraint ) )\r\n\t\t\t\t\t\treturn false;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n\t\t\tif ( afterDict.TryGetValue( nextConstraint.EarlierIndex, out var after ) )\r\n\t\t\t{\r\n\t\t\t\tforeach ( var earlierIndex in after )\r\n\t\t\t\t{\r\n\t\t\t\t\tif ( !AddWorkingConstraint( earlierIndex, nextConstraint.LaterIndex, out invalidConstraint ) )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\treturn false;\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t// Now if we have any items that aren't using GroupOrder.First, and haven't\r\n\t\t// determined that they are ordered before another item with GroupOrder.First,\r\n\t\t// we can safely order them after all GroupOrder.First items. And vice versa.\r\n\r\n\t\tforeach ( var middleIndex in middle )\r\n\t\t{\r\n\t\t\tvar isBeforeAnyFirst = beforeDict.TryGetValue( middleIndex, out var before )\r\n\t\t\t\t&& before.Any( x => _first.Contains( x ) );\r\n\r\n\t\t\tvar isAfterAnyLast = afterDict.TryGetValue( middleIndex, out var after )\r\n\t\t\t\t&& after.Any( x => _last.Contains( x ) );\r\n\r\n\t\t\tif ( !isBeforeAnyFirst )\r\n\t\t\t{\r\n\t\t\t\tforeach ( var earlierIndex in _first )\r\n\t\t\t\t\tAddWorkingConstraint( earlierIndex, middleIndex, out invalidConstraint );\r\n\t\t\t}\r\n\r\n\t\t\tif ( !isAfterAnyLast )\r\n\t\t\t{\r\n\t\t\t\tforeach ( var laterIndex in _last )\r\n\t\t\t\t\tAddWorkingConstraint( middleIndex, laterIndex, out invalidConstraint );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t// Now lets add items to the final ordering if all items that should be sorted\r\n\t\t// before them are already added to that ordering. We'll implement this by choosing\r\n\t\t// items that have an empty list / don't appear in afterDict, and update that\r\n\t\t// dictionary as we go.\r\n\r\n\t\tvar earliestRemaining = new Queue<int>();\r\n\r\n\t\t// First, seed the queue with everything that's already not ordered after anything\r\n\r\n\t\tfor ( var index = 0; index < _itemCount; ++index )\r\n\t\t{\r\n\t\t\tif ( !afterDict.ContainsKey( index ) )\r\n\t\t\t{\r\n\t\t\t\tearliestRemaining.Enqueue( index );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tresult.Clear();\r\n\r\n\t\twhile ( earliestRemaining.TryDequeue( out var nextIndex ) )\r\n\t\t{\r\n\t\t\tresult.Add( nextIndex );\r\n\r\n\t\t\tforeach ( var laterIndex in beforeDict.TryGetValue( nextIndex, out var laterIndices )\r\n\t\t\t\t? laterIndices : Enumerable.Empty<int>() )\r\n\t\t\t{\r\n\t\t\t\tvar beforeLater = afterDict[laterIndex];\r\n\t\t\t\tbeforeLater.Remove( nextIndex );\r\n\r\n\t\t\t\tif ( beforeLater.Count == 0 )\r\n\t\t\t\t\tearliestRemaining.Enqueue( laterIndex );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tinvalidConstraint = default;\r\n\t\treturn result.Count == _itemCount;\r\n\t}\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "UnitTests/LibraryTest.cs",
"FileName": "LibraryTest.cs",
"PackageType": "library",
"CodeKind": "UnitTest",
"AssetVersionId": 65380,
"Code": "using Sandbox;\r\n\r\n[TestClass]\r\npublic partial class LibraryTests\r\n{\r\n\t[TestMethod]\r\n\tpublic void SceneTest()\r\n\t{\r\n\t\tvar scene = new Scene();\r\n\t\tusing ( scene.Push() )\r\n\t\t{\r\n\t\t\tvar go = new GameObject();\r\n\r\n\t\t\tAssert.AreEqual( 1, scene.Directory.GameObjectCount );\r\n\t\t}\r\n\t}\r\n\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "PlayerPusher.cs",
"FileName": "PlayerPusher.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "\r\npublic sealed class PlayerPusher : Component\r\n{\r\n\t[Property] public float Radius { get; set; } = 100;\r\n\r\n\tprotected override void DrawGizmos()\r\n\t{\r\n\t\tbase.DrawGizmos();\r\n\r\n\t\tGizmo.Draw.LineSphere( Vector3.Zero, Radius );\r\n\t}\r\n\r\n\tpublic static Vector3 GetPushVector( in Vector3 position, Scene scene, GameObject ignore )\r\n\t{\r\n\t\tVector3 vec = default;\r\n\r\n\t\tforeach ( var pusher in scene.GetAllComponents<PlayerPusher>() )\r\n\t\t{\r\n\t\t\tif ( pusher.GameObject.IsAncestor( ignore ) )\r\n\t\t\t\tcontinue;\r\n\r\n\t\t\tpusher.Collect( position, ref vec );\r\n\t\t}\r\n\r\n\t\treturn vec;\r\n\t}\r\n\r\n\tprivate void Collect( Vector3 position, ref Vector3 output )\r\n\t{\r\n\t\tvar delta = (position - Transform.Position);\r\n\t\tif ( delta.Length > Radius ) return;\r\n\r\n\t\tdelta.z = 0; // ignore z\r\n\r\n\t\tvar distanceDelta = (delta.Length / Radius);\r\n\r\n\t\toutput += delta.Normal * (1.0f - distanceDelta);\r\n\t}\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "PlayerFootsteps.cs",
"FileName": "PlayerFootsteps.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "\r\npublic sealed class PlayerFootsteps : Component\r\n{\r\n\t[Property] SkinnedModelRenderer Source { get; set; }\r\n\r\n\tprotected override void OnEnabled()\r\n\t{\r\n\t\tif ( Source is null )\r\n\t\t\treturn;\r\n\r\n\t\tSource.OnFootstepEvent += OnEvent;\r\n\t}\r\n\r\n\tprotected override void OnDisabled()\r\n\t{\r\n\t\tif ( Source is null )\r\n\t\t\treturn;\r\n\r\n\t\tSource.OnFootstepEvent -= OnEvent;\r\n\t}\r\n\r\n\tTimeSince timeSinceStep;\r\n\r\n\tprivate void OnEvent( SceneModel.FootstepEvent e )\r\n\t{\r\n\t\tif ( timeSinceStep < 0.2f )\r\n\t\t\treturn;\r\n\r\n\t\tvar tr = Scene.Trace\r\n\t\t\t.Ray( e.Transform.Position + Vector3.Up * 20, e.Transform.Position + Vector3.Up * -20 )\r\n\t\t\t.Run();\r\n\r\n\t\tif ( !tr.Hit )\r\n\t\t\treturn;\r\n\r\n\t\tif ( tr.Surface is null )\r\n\t\t\treturn;\r\n\r\n\t\ttimeSinceStep = 0;\r\n\r\n\t\tvar sound = e.FootId == 0 ? tr.Surface.Sounds.FootLeft : tr.Surface.Sounds.FootRight;\r\n\t\tif ( sound is null ) return;\r\n\r\n\t\tvar handle = Sound.Play( sound, tr.HitPosition + tr.Normal * 5 );\r\n\t\thandle.Volume *= e.Volume;\r\n\t\thandle.Update();\r\n\t}\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "BouncyBone.cs",
"FileName": "BouncyBone.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "public sealed class BouncyBone : TransformProxyComponent\r\n{\r\n\tJiggleBoneState state = new JiggleBoneState();\r\n\r\n\t[Property]\r\n\tpublic Vector3 Influence { get; set; } = new Vector3( 1, 1, 1 );\r\n\r\n\t[Property, Range( 0, 50.0f )]\r\n\tpublic float Stiffness { get; set; } = 1;\r\n\r\n\t[Property, Range( 0, 50.0f )]\r\n\tpublic float Damping { get; set; } = 1;\r\n\r\n\tTransform LocalJigglePosition;\r\n\tTransformSpring springer;\r\n\r\n\tprotected override void OnEnabled()\r\n\t{\r\n\t\tspringer = new TransformSpring();\r\n\t\tspringer.Transform = Transform.World;\r\n\t\tLocalJigglePosition = springer.Transform;\r\n\r\n\t\tbase.OnEnabled();\r\n\r\n\r\n\t}\r\n\r\n\tprotected override void OnUpdate()\r\n\t{\r\n\t\tvar oldPos = LocalJigglePosition;\r\n\r\n\t\tusing ( Transform.DisableProxy() )\r\n\t\t{\r\n\t\t\tvar worldTx = Transform.World;\r\n\r\n\t\t\tspringer.Stiffness = Stiffness;\r\n\t\t\tspringer.Damping = Damping;\r\n\t\t\tspringer.UpdateSpring( Transform.World, Time.Delta );\r\n\r\n\t\t\tvar tx = GameObject.Parent.Transform.World.ToLocal( springer.Transform );\r\n\t\t\tLocalJigglePosition = tx;\r\n\t\t}\r\n\r\n\t\tif ( oldPos != LocalJigglePosition )\r\n\t\t{\r\n\t\t\tMarkTransformChanged();\r\n\t\t}\r\n\t}\r\n\r\n\tpublic override Transform GetLocalTransform()\r\n\t{\r\n\t\treturn LocalJigglePosition;\r\n\t}\r\n}\r\n\r\n\r\npublic struct TransformSpring\r\n{\r\n\tpublic Transform Transform;\r\n\r\n\tprivate Vector3 velocityPosition;\r\n\tprivate Vector3 velocityScale;\r\n\tprivate Rotation velocityRotation = Rotation.Identity;\r\n\r\n\tpublic float Stiffness = 1.5f; // Spring stiffness, higher is stiffer\r\n\tpublic float Damping = 1.0f; // Damping, higher is less oscillation\r\n\r\n\tpublic TransformSpring()\r\n\t{\r\n\t\tTransform = global::Transform.Zero;\r\n\t}\r\n\r\n\tpublic void UpdateSpring( Transform target, float deltaTime )\r\n\t{\r\n\t\tTransform.Position = SpringLerp( Transform.Position, target.Position, ref velocityPosition, deltaTime );\r\n\t\tTransform.Scale = SpringLerp( Transform.Scale, target.Scale, ref velocityScale, deltaTime );\r\n\t\tTransform.Rotation = target.Rotation;\r\n\t}\r\n\r\n\tprivate Vector3 SpringLerp( Vector3 current, Vector3 target, ref Vector3 velocity, float deltaTime )\r\n\t{\r\n\t\tfloat omega = 2f * MathF.PI * Stiffness;\r\n\t\tfloat damper = MathF.Exp( -Damping * deltaTime * omega );\r\n\r\n\t\tVector3 displacement = current - target;\r\n\t\tVector3 springForce = -omega * omega * displacement;\r\n\t\tVector3 dampingForce = -2f * omega * Damping * velocity;\r\n\r\n\t\tVector3 acceleration = springForce + dampingForce;\r\n\t\tvelocity = (velocity + acceleration * deltaTime) * damper;\r\n\t\treturn target + displacement + velocity * deltaTime;\r\n\t}\r\n\r\n\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "GameEvent.cs",
"FileName": "GameEvent.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Collections.Immutable;\r\nusing System.Linq;\r\n\r\nnamespace Sandbox.Events;\r\n\r\n/// <summary>\r\n/// Interface for event payloads that can be listened for by <see cref=\"IGameEventHandler{T}\"/>s.\r\n/// </summary>\r\npublic interface IGameEvent { }\r\n\r\n/// <summary>\r\n/// Interface for components that handle game events with a payload of type <see cref=\"T\"/>.\r\n/// </summary>\r\n/// <typeparam name=\"T\">Event payload type.</typeparam>\r\npublic interface IGameEventHandler<in T>\r\n\twhere T : IGameEvent\r\n{\r\n\t/// <summary>\r\n\t/// Called when an event with payload of type <see cref=\"T\"/> is dispatched on a <see cref=\"GameObject\"/>\r\n\t/// that contains this component, including on a descendant.\r\n\t/// </summary>\r\n\t/// <param name=\"eventArgs\">Event payload.</param>\r\n\tvoid OnGameEvent( T eventArgs );\r\n}\r\n\r\n/// <summary>\r\n/// Helper for dispatching game events in a scene.\r\n/// </summary>\r\npublic static class GameEvent\r\n{\r\n\tprivate static Dictionary<Type, IReadOnlyDictionary<Type, int>> HandlerOrderingCache { get; } = new();\r\n\r\n\t/// <summary>\r\n\t/// Notifies all <see cref=\"IGameEventHandler{T}\"/> components that are within <paramref name=\"root\"/>,\r\n\t/// with a payload of type <typeparamref name=\"T\"/>.\r\n\t/// </summary>\r\n\tpublic static void Dispatch<T>( this GameObject root, T eventArgs )\r\n\t\twhere T : IGameEvent\r\n\t{\r\n\t\tvar handlers = (root is Scene scene\r\n\t\t\t? scene.GetAllComponents<IGameEventHandler<T>>() // I think this is more efficient?\r\n\t\t\t: root.Components.GetAll<IGameEventHandler<T>>())\r\n\t\t\t.ToArray();\r\n\r\n\t\tif ( !HandlerOrderingCache.TryGetValue( typeof(T), out var ordering ) || handlers.Any( x => !ordering.ContainsKey( x.GetType() ) ) )\r\n\t\t{\r\n\t\t\tordering = HandlerOrderingCache[typeof(T)] = GetHandlerOrdering<T>();\r\n\t\t}\r\n\r\n\t\tList<Exception>? exceptions = null;\r\n\r\n\t\tforeach ( var handler in handlers.OrderBy( x => ordering[x.GetType()] ) )\r\n\t\t{\r\n\t\t\ttry\r\n\t\t\t{\r\n\t\t\t\thandler.OnGameEvent( eventArgs );\r\n\t\t\t}\r\n\t\t\tcatch ( Exception e )\r\n\t\t\t{\r\n\t\t\t\texceptions ??= new();\r\n\t\t\t\texceptions.Add( e );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tswitch ( exceptions?.Count )\r\n\t\t{\r\n\t\t\tcase 1:\r\n\t\t\t\tLog.Error( exceptions[0] );\r\n\t\t\t\tbreak;\r\n\r\n\t\t\tcase > 1:\r\n\t\t\t\tLog.Error( new AggregateException( exceptions ) );\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\r\n\tprivate static bool IsImplementingMethodName( string methodName )\r\n\t{\r\n\t\tif ( methodName == nameof(IGameEventHandler<IGameEvent>.OnGameEvent) )\r\n\t\t{\r\n\t\t\treturn true;\r\n\t\t}\r\n\r\n\t\treturn methodName.StartsWith( \"Sandbox.Events.IGameEventHandler<\" ) && methodName.EndsWith( \">.OnGameEvent\" );\r\n\t}\r\n\r\n\tprivate static MethodDescription? GetImplementation<T>( TypeDescription type )\r\n\t{\r\n\t\tforeach ( var method in type.Methods )\r\n\t\t{\r\n\t\t\tif ( method.IsStatic ) continue;\r\n\t\t\tif ( method.Parameters.Length != 1 ) continue;\r\n\t\t\tif ( method.Parameters[0].ParameterType != typeof( T ) ) continue;\r\n\r\n\t\t\tif ( !IsImplementingMethodName( method.Name ) ) continue;\r\n\r\n\t\t\treturn method;\r\n\t\t}\r\n\r\n\t\treturn null;\r\n\t}\r\n\r\n\tprivate static IReadOnlyDictionary<Type, int> GetHandlerOrdering<T>()\r\n\t\twhere T : IGameEvent\r\n\t{\r\n\t\tvar types = TypeLibrary.GetTypes<IGameEventHandler<T>>().ToArray();\r\n\t\tvar helper = new SortingHelper( types.Length );\r\n\r\n\t\tfor ( var i = 0; i < types.Length; ++i )\r\n\t\t{\r\n\t\t\tvar type = types[i];\r\n\t\t\tvar method = GetImplementation<T>( type );\r\n\r\n\t\t\tif ( method is null )\r\n\t\t\t{\r\n\t\t\t\tLog.Warning( $\"Can't find {nameof( IGameEventHandler<T> )}<{typeof( T ).Name}> implementation in {type.Name}!\" );\r\n\t\t\t\tcontinue;\r\n\t\t\t}\r\n\r\n\t\t\tforeach ( var attrib in method.Attributes )\r\n\t\t\t{\r\n\t\t\t\tswitch ( attrib )\r\n\t\t\t\t{\r\n\t\t\t\t\tcase EarlyAttribute:\r\n\t\t\t\t\t\thelper.AddFirst( i );\r\n\t\t\t\t\t\tbreak;\r\n\r\n\t\t\t\t\tcase LateAttribute:\r\n\t\t\t\t\t\thelper.AddLast( i );\r\n\t\t\t\t\t\tbreak;\r\n\r\n\t\t\t\t\tcase IBeforeAttribute before:\r\n\t\t\t\t\t\tfor ( var j = 0; j < types.Length; ++j )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tif ( i == j ) continue;\r\n\r\n\t\t\t\t\t\t\tvar other = types[j];\r\n\r\n\t\t\t\t\t\t\tif ( before.Type.IsAssignableFrom( other.TargetType ) )\r\n\t\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\t\thelper.AddConstraint( i, j );\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\r\n\t\t\t\t\t\tbreak;\r\n\r\n\t\t\t\t\tcase IAfterAttribute after:\r\n\t\t\t\t\t\tfor ( var j = 0; j < types.Length; ++j )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tif ( i == j ) continue;\r\n\r\n\t\t\t\t\t\t\tvar other = types[j];\r\n\r\n\t\t\t\t\t\t\tif ( after.Type.IsAssignableFrom( other.TargetType ) )\r\n\t\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\t\thelper.AddConstraint( j, i );\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tvar ordering = new List<int>();\r\n\r\n\t\tif ( !helper.Sort( ordering, out var invalid ) )\r\n\t\t{\r\n\t\t\tLog.Error( $\"Invalid event ordering constraint between {types[invalid.EarlierIndex].Name} and {types[invalid.LaterIndex].Name}!\" );\r\n\t\t\treturn ImmutableDictionary<Type, int>.Empty;\r\n\t\t}\r\n\r\n\t\treturn Enumerable.Range( 0, ordering.Count )\r\n\t\t\t.ToImmutableDictionary( i => types[ordering[i]].TargetType, i => i );\r\n\t}\r\n}\r\n\r\npublic delegate void GameEventAction<in T>( T eventArgs )\r\n\twhere T : IGameEvent;\r\n\r\n/// <summary>\r\n/// Base class for components that expose game events to Action Graph.\r\n/// </summary>\r\npublic abstract class GameEventComponent<T> : Component, IGameEventHandler<T>\r\n\twhere T : IGameEvent\r\n{\r\n\t/// <summary>\r\n\t/// Action invoked when the <typeparamref name=\"T\"/> event is dispatched.\r\n\t/// </summary>\r\n\t[Property]\r\n\tpublic GameEventAction<T>? OnEvent { get; set; }\r\n\r\n\t/// <summary>\r\n\t/// If this component is within a state machine, optional state to transition\r\n\t/// to when this event is dispatched.\r\n\t/// </summary>\r\n\t[Property]\r\n\tpublic StateComponent? NextState { get; set; }\r\n\r\n\tvoid IGameEventHandler<T>.OnGameEvent( T eventArgs )\r\n\t{\r\n\t\tOnEvent?.Invoke( eventArgs );\r\n\r\n\t\tif ( NextState is not null )\r\n\t\t{\r\n\t\t\tComponents.GetInAncestorsOrSelf<StateMachineComponent>()?.Transition( NextState );\r\n\t\t}\r\n\t}\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "StateMachine.cs",
"FileName": "StateMachine.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\nusing Sandbox.Diagnostics;\r\n\r\nnamespace Sandbox.Events;\r\n\r\n/// <summary>\r\n/// <para>\r\n/// A state machine containing a set of <see cref=\"StateComponent\"/>s. The <see cref=\"GameObject\"/> containing\r\n/// the currently active state will be enabled (including its ancestors), and all other objects containing states\r\n/// are disabled.\r\n/// </para>\r\n/// <para>\r\n/// The currently active state is controlled by the owner, and synchronised over the network. When a transition occurs,\r\n/// a <see cref=\"LeaveStateEvent\"/> is dispatched on the old state's containing object, followed by a\r\n/// <see cref=\"EnterStateEvent\"/> event on the object containing the new state. These events are only dispatched\r\n/// on the owner.\r\n/// </para>\r\n/// </summary>\r\n[Title( \"State Machine\" ), Category( \"State Machines\" )]\r\npublic sealed class StateMachineComponent : Component\r\n{\r\n\tprivate StateComponent? _currentState;\r\n\r\n\t/// <summary>\r\n\t/// How many instant state transitions in a row until we throw an error?\r\n\t/// </summary>\r\n\tpublic const int MaxInstantTransitions = 16;\r\n\r\n\t/// <summary>\r\n\t/// Which state is currently active?\r\n\t/// </summary>\r\n\t[Property, Sync]\r\n\tpublic StateComponent? CurrentState\r\n\t{\r\n\t\tget => _currentState;\r\n\t\tset\r\n\t\t{\r\n\t\t\tif ( _currentState == value ) return;\r\n\t\t\t_currentState = value;\r\n\r\n\t\t\tif ( Network.IsProxy )\r\n\t\t\t{\r\n\t\t\t\tEnableActiveStates( false );\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n\t/// <summary>\r\n\t/// Which state will we transition to next, at <see cref=\"NextStateTime\"/>?\r\n\t/// </summary>\r\n\t[Sync]\r\n\tpublic StateComponent? NextState { get; set; }\r\n\r\n\t/// <summary>\r\n\t/// What time will we transition to <see cref=\"NextState\"/>?\r\n\t/// </summary>\r\n\t[Sync]\r\n\tpublic float NextStateTime { get; set; }\r\n\r\n\t/// <summary>\r\n\t/// All states found on descendant objects.\r\n\t/// </summary>\r\n\tpublic IEnumerable<StateComponent> States => Components.GetAll<StateComponent>( FindMode.EverythingInSelfAndDescendants );\r\n\r\n\tprotected override void OnStart()\r\n\t{\r\n\t\tforeach ( var state in States )\r\n\t\t{\r\n\t\t\tstate.Enabled = false;\r\n\t\t\tstate.GameObject.Enabled = state.GameObject == GameObject;\r\n\t\t}\r\n\r\n\t\tif ( !Network.IsProxy && CurrentState is { } current )\r\n\t\t{\r\n\t\t\tTransition( current );\r\n\t\t}\r\n\t}\r\n\r\n\tprivate void EnableActiveStates( bool dispatch )\r\n\t{\r\n\t\tvar current = CurrentState;\r\n\t\tvar active = current?.GetAncestors() ?? Array.Empty<StateComponent>();\r\n\t\tvar activeSet = active.ToHashSet();\r\n\r\n\t\tvar toDeactivate = new Queue<StateComponent>( States.Where( x => x.Enabled && !activeSet.Contains( x ) ).Reverse() );\r\n\t\tvar toActivate = new Queue<StateComponent>( active.Where( x => !x.Enabled ) );\r\n\r\n\t\tif ( current != null )\r\n\t\t{\r\n\t\t\ttoActivate.Enqueue( current );\r\n\t\t}\r\n\r\n\t\twhile ( toDeactivate.TryDequeue( out var next ) )\r\n\t\t{\r\n\t\t\tnext.Leave( dispatch );\r\n\r\n\t\t\tif ( toDeactivate.All( x => x.GameObject != next.GameObject ) && toActivate.All( x => x.GameObject != next.GameObject ) )\r\n\t\t\t{\r\n\t\t\t\tnext.GameObject.Enabled = false;\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\twhile ( toActivate.TryDequeue( out var next ) )\r\n\t\t{\r\n\t\t\tnext.GameObject.Enabled = true;\r\n\r\n\t\t\tnext.Enter( dispatch );\r\n\t\t}\r\n\t}\r\n\r\n\tprotected override void OnFixedUpdate()\r\n\t{\r\n\t\tif ( Network.IsProxy )\r\n\t\t{\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tif ( CurrentState is not { } current )\r\n\t\t{\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tcurrent.Update();\r\n\r\n\t\tvar transitions = 0;\r\n\r\n\t\twhile ( transitions++ < MaxInstantTransitions )\r\n\t\t{\r\n\t\t\tif ( NextState is not { } next || !(Time.Now >= NextStateTime) )\r\n\t\t\t{\r\n\t\t\t\treturn;\r\n\t\t\t}\r\n\r\n\t\t\tif ( next.DefaultNextState is not null )\r\n\t\t\t{\r\n\t\t\t\tTransition( next.DefaultNextState, next.DefaultDuration );\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tClearTransition();\r\n\t\t\t}\r\n\r\n\t\t\tCurrentState = next;\r\n\r\n\t\t\tEnableActiveStates( true );\r\n\t\t}\r\n\t}\r\n\r\n\t/// <summary>\r\n\t/// Queue up a transition to the given state. This will occur at the end of\r\n\t/// a fixed update on the state machine.\r\n\t/// </summary>\r\n\tpublic void Transition( StateComponent next, float delaySeconds = 0f )\r\n\t{\r\n\t\tAssert.NotNull( next );\r\n\t\tAssert.False( Network.IsProxy );\r\n\r\n\t\tNextState = next;\r\n\t\tNextStateTime = Time.Now + delaySeconds;\r\n\t}\r\n\r\n\t/// <summary>\r\n\t/// Removes any pending transitions, so this state machine will remain in the\r\n\t/// current state until another transition is queued with <see cref=\"Transition\"/>.\r\n\t/// </summary>\r\n\tpublic void ClearTransition()\r\n\t{\r\n\t\tAssert.False( Network.IsProxy );\r\n\r\n\t\tNextState = null;\r\n\t\tNextStateTime = float.PositiveInfinity;\r\n\t}\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "__gen_RazorNamespace.cs",
"FileName": "__gen_RazorNamespace.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "global using Microsoft.AspNetCore.Components; \nglobal using Microsoft.AspNetCore.Components.Rendering;\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "UnitTests/UnitTest.cs",
"FileName": "UnitTest.cs",
"PackageType": "library",
"CodeKind": "UnitTest",
"AssetVersionId": 65380,
"Code": "global using Microsoft.VisualStudio.TestTools.UnitTesting;\r\n\r\n[TestClass]\r\npublic class TestInit\r\n{\r\n\t[AssemblyInitialize]\r\n\tpublic static void ClassInitialize( TestContext context )\r\n\t{\r\n\t\tSandbox.Application.InitUnitTest();\r\n\t}\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "Code/SceneLoadingExample.cs",
"FileName": "SceneLoadingExample.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "using System.Linq;\r\nusing Microsoft.VisualBasic;\r\nusing Sandbox;\r\nusing SceneLoading;\r\npublic sealed class ChangeSceneTrigger : Component, Component.ITriggerListener\r\n{\r\n\t[Property] public SceneFile sceneFile { get; set; }\r\n\t[Property] public GameObject PrefabTest { get; set; }\r\n\r\n\tvoid ITriggerListener.OnTriggerEnter( Sandbox.Collider other )\r\n\t{\r\n\t\tif ( other.GameObject.Tags.Has( \"player\" ) )\r\n\t\t{\r\n\t\t\tLoadScene();\r\n\t\t}\r\n\t}\r\n\r\n\tvoid ITriggerListener.OnTriggerExit( Sandbox.Collider other )\r\n\t{\r\n\r\n\t}\r\n\r\n\tpublic void LoadScene()\r\n\t{\r\n\t\tvar customScene = new CustomScene( sceneFile );\r\n\t\tif ( customScene.GetAllObjectsByType( typeof( SkinnedModelRenderer ) ).Count() == 0 )\r\n\t\t{\r\n\t\t\tcustomScene.CreateObject( new GameObject() );\r\n\t\t}\r\n\r\n\t\tcustomScene.LoadScene();\r\n\t}\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "MyLibraryComponent.cs",
"FileName": "MyLibraryComponent.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "using Sandbox;\r\n\r\n/// <summary>\r\n/// This is a component - in your library!\r\n/// </summary>\r\n[Title( \"Screen Shot Library - My Component\" )]\r\npublic class MyLibraryComponent : Component\r\n{\r\n\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "SceneLoadingExample.cs",
"FileName": "SceneLoadingExample.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "using System.Linq;\r\nusing Microsoft.VisualBasic;\r\nusing Sandbox;\r\nusing SceneLoading;\r\npublic sealed class ChangeSceneTrigger : Component, Component.ITriggerListener\r\n{\r\n\t[Property] public SceneFile sceneFile { get; set; }\r\n\t[Property] public GameObject PrefabTest { get; set; }\r\n\r\n\tvoid ITriggerListener.OnTriggerEnter( Sandbox.Collider other )\r\n\t{\r\n\t\tif ( other.GameObject.Tags.Has( \"player\" ) )\r\n\t\t{\r\n\t\t\tLoadScene();\r\n\t\t}\r\n\t}\r\n\r\n\tvoid ITriggerListener.OnTriggerExit( Sandbox.Collider other )\r\n\t{\r\n\r\n\t}\r\n\r\n\tpublic void LoadScene()\r\n\t{\r\n\t\tvar customScene = new CustomScene( sceneFile );\r\n\t\tif ( customScene.GetAllObjectsByType( typeof( SkinnedModelRenderer ) ).Count() == 0 )\r\n\t\t{\r\n\t\t\tcustomScene.CreateObject( new GameObject() );\r\n\t\t}\r\n\r\n\t\tcustomScene.LoadScene();\r\n\t}\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "State.cs",
"FileName": "State.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "using System;\r\nusing System.Collections.Generic;\r\n\r\nnamespace Sandbox.Events;\r\n\r\n/// <summary>\r\n/// Marks a <see cref=\"GameObject\"/> as a state in a state machine. There must be a\r\n/// <see cref=\"StateMachineComponent\"/> on an ancestor object for this to function.\r\n/// The object containing this state (and all ancestors) will be enabled when the state\r\n/// machine transitions to this state, and will disable again when this state is exited.\r\n/// States may be nested within each other.\r\n/// </summary>\r\n[Title( \"State\" ), Category( \"State Machines\" )]\r\npublic sealed class StateComponent : Component\r\n{\r\n\tprivate StateMachineComponent? _stateMachine;\r\n\r\n\t/// <summary>\r\n\t/// Which state machine does this state belong to?\r\n\t/// </summary>\r\n\tpublic StateMachineComponent StateMachine =>\r\n\t\t_stateMachine ??= Components.GetInAncestorsOrSelf<StateMachineComponent>();\r\n\r\n\t/// <summary>\r\n\t/// Which state is this nested in, if any?\r\n\t/// </summary>\r\n\tpublic StateComponent? Parent => Components.GetInAncestors<StateComponent>( true );\r\n\r\n\t/// <summary>\r\n\t/// Transition to this state by default.\r\n\t/// </summary>\r\n\t[Property]\r\n\tpublic StateComponent? DefaultNextState { get; set; }\r\n\r\n\t/// <summary>\r\n\t/// If <see cref=\"DefaultNextState\"/> is given, transition after this delay in seconds.\r\n\t/// </summary>\r\n\t[Property, HideIf( nameof( DefaultNextState ), null )]\r\n\tpublic float DefaultDuration { get; set; }\r\n\r\n\t/// <summary>\r\n\t/// Event dispatched on the owner when this state is entered.\r\n\t/// </summary>\r\n\t[Property]\r\n\tpublic event Action? OnEnterState;\r\n\r\n\t/// <summary>\r\n\t/// Event dispatched on the owner while this state is active.\r\n\t/// </summary>\r\n\t[Property]\r\n\tpublic event Action? OnUpdateState;\r\n\r\n\t/// <summary>\r\n\t/// Event dispatched on the owner when this state is exited.\r\n\t/// </summary>\r\n\t[Property]\r\n\tpublic event Action? OnLeaveState;\r\n\r\n\tinternal void Enter( bool dispatch )\r\n\t{\r\n\t\tEnabled = true;\r\n\r\n\t\tif ( dispatch )\r\n\t\t{\r\n\t\t\tOnEnterState?.Invoke();\r\n\t\t\tGameObject.Dispatch( new EnterStateEvent( this ) );\r\n\t\t}\r\n\t}\r\n\r\n\tinternal void Update()\r\n\t{\r\n\t\tOnUpdateState?.Invoke();\r\n\t\tScene.Dispatch( new UpdateStateEvent( this ) );\r\n\t}\r\n\r\n\tinternal void Leave( bool dispatch )\r\n\t{\r\n\t\tif ( dispatch )\r\n\t\t{\r\n\t\t\tOnLeaveState?.Invoke();\r\n\t\t\tGameObject.Dispatch( new LeaveStateEvent( this ) );\r\n\t\t}\r\n\r\n\t\tEnabled = false;\r\n\t}\r\n\r\n\t/// <summary>\r\n\t/// Queue up a transition to the given state. This will occur at the end of\r\n\t/// a fixed update on the state machine.\r\n\t/// </summary>\r\n\tpublic void Transition( StateComponent next, float delaySeconds = 0f )\r\n\t{\r\n\t\tStateMachine.Transition( next, delaySeconds );\r\n\t}\r\n\r\n\t/// <summary>\r\n\t/// Queue up a transition to the default next state.\r\n\t/// </summary>\r\n\tpublic void Transition()\r\n\t{\r\n\t\tStateMachine.Transition( DefaultNextState! );\r\n\t}\r\n\r\n\tinternal IReadOnlyList<StateComponent> GetAncestors()\r\n\t{\r\n\t\tvar list = new List<StateComponent>();\r\n\r\n\t\tvar parent = Parent;\r\n\r\n\t\twhile ( parent != null )\r\n\t\t{\r\n\t\t\tlist.Add( parent );\r\n\t\t\tparent = parent.Parent;\r\n\t\t}\r\n\r\n\t\tlist.Reverse();\r\n\r\n\t\treturn list;\r\n\t}\r\n}\r\n\r\n/// <summary>\r\n/// Event dispatched on the owner when a <see cref=\"StateMachineComponent\"/> changes state.\r\n/// Only invoked on components on the same object as the new state.\r\n/// </summary>\r\npublic record EnterStateEvent( StateComponent State ) : IGameEvent;\r\n\r\n/// <inheritdoc cref=\"EnterStateEvent\"/>\r\n[Title( \"Enter State Event\" ), Group( \"State Machines\" ), Icon( \"electric_bolt\" )]\r\npublic sealed class EnterStateEventComponent : GameEventComponent<EnterStateEvent> { }\r\n\r\n/// <summary>\r\n/// Event dispatched on the owner when a <see cref=\"StateMachineComponent\"/> changes state.\r\n/// Only invoked on components on the same object as the old state.\r\n/// </summary>\r\npublic record LeaveStateEvent( StateComponent State ) : IGameEvent;\r\n\r\n/// <inheritdoc cref=\"LeaveStateEvent\"/>\r\n[Title( \"Leave State Event\" ), Group( \"State Machines\" ), Icon( \"electric_bolt\" )]\r\npublic sealed class LeaveStateEventComponent : GameEventComponent<LeaveStateEvent> { }\r\n\r\n/// <summary>\r\n/// Event dispatched on the owner every fixed update while a <see cref=\"StateComponent\"/> is active.\r\n/// Only invoked on components on the same object as the state.\r\n/// </summary>\r\npublic record UpdateStateEvent( StateComponent State ) : IGameEvent;\r\n\r\n/// <inheritdoc cref=\"UpdateStateEvent\"/>\r\n[Title( \"Update State Event\" ), Group( \"State Machines\" ), Icon( \"electric_bolt\" )]\r\npublic sealed class UpdateStateEventComponent : GameEventComponent<UpdateStateEvent> { }\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "SceneLoadingUtility.cs",
"FileName": "SceneLoadingUtility.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Data;\r\nusing System.Dynamic;\r\nusing System.Formats.Tar;\r\nusing System.Linq;\r\nusing System.Reflection.PortableExecutable;\r\nusing System.Text.Json;\r\nusing System.Text.Json.Nodes;\r\nusing System.Text.Json.Serialization;\r\nusing Microsoft.CSharp.RuntimeBinder;\r\nusing Sandbox;\r\nusing Sandbox.ActionGraphs;\r\nnamespace SceneLoading\r\n{\r\n\tpublic class SceneLoadingUtility\r\n\t{\r\n\t\tpublic static void LoadScene( SceneFile sceneFile, SceneLoadingResource sceneLoadingResource )\r\n\t\t{\r\n\t\t\tvar objects = sceneFile.GameObjects;\r\n\t\t\tGame.ActiveScene.Load( new SceneFile() );\r\n\r\n\t\t\tforeach ( var obj in objects )\r\n\t\t\t{\r\n\t\t\t\tvar gameObject = Game.ActiveScene.CreateObject();\r\n\t\t\t\tgameObject.Deserialize( obj );\r\n\t\t\t}\r\n\r\n\t\t\tforeach ( var clone in sceneLoadingResource.SceneLoadingClasses )\r\n\t\t\t{\r\n\t\t\t\tbool gameObjectSpawned = false;\r\n\r\n\t\t\t\tforeach ( var componentType in clone.ComponentTypes )\r\n\t\t\t\t{\r\n\r\n\t\t\t\t\tif ( clone.Flags == LoadingFlags.CheckForComponents && Game.ActiveScene.Components.GetAll( componentType, FindMode.EverythingInSelfAndDescendants ).Count() > 0 )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tLog.Info( \"Component found, skipping\" );\r\n\t\t\t\t\t\tcontinue;\r\n\t\t\t\t\t}\r\n\t\t\t\t\telse if ( clone.Flags == LoadingFlags.DestroyFirst && Game.ActiveScene.Components.GetAll( componentType, FindMode.EverythingInSelfAndDescendants ).Count() > 0 )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tLog.Info( \"Component found, replacing\" );\r\n\t\t\t\t\t\tGame.ActiveScene.Components.GetAll( componentType, FindMode.EverythingInSelfAndDescendants ).FirstOrDefault()?.GameObject.Destroy();\r\n\t\t\t\t\t\tif ( gameObjectSpawned ) return;\r\n\t\t\t\t\t\tvar gb = clone.Prefab.Clone();\r\n\t\t\t\t\t\tgb.BreakFromPrefab();\r\n\t\t\t\t\t\tif ( clone.NetworkSpawn ) gb.NetworkSpawn( null );\r\n\t\t\t\t\t\tgameObjectSpawned = true;\r\n\t\t\t\t\t\tcontinue;\r\n\t\t\t\t\t}\r\n\t\t\t\t\telse if ( clone.Flags == LoadingFlags.DestroyAll && Game.ActiveScene.Components.GetAll( componentType, FindMode.EverythingInSelfAndDescendants ).Count() > 0 )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tLog.Info( \"Component found, replacing all\" );\r\n\t\t\t\t\t\tforeach ( var component in Game.ActiveScene.Components.GetAll( componentType, FindMode.EverythingInSelfAndDescendants ) )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tcomponent.GameObject.Destroy();\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\tif ( gameObjectSpawned ) return;\r\n\t\t\t\t\t\tvar gb = clone.Prefab.Clone();\r\n\t\t\t\t\t\tgb.BreakFromPrefab();\r\n\t\t\t\t\t\tif ( clone.NetworkSpawn ) gb.NetworkSpawn( null );\r\n\t\t\t\t\t\tgameObjectSpawned = true;\r\n\t\t\t\t\t\tcontinue;\r\n\t\t\t\t\t}\r\n\r\n\t\t\t\t\tif ( !gameObjectSpawned )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tvar obj = clone.Prefab.Clone();\r\n\t\t\t\t\t\tobj.BreakFromPrefab();\r\n\t\t\t\t\t\tif ( clone.NetworkSpawn ) obj.NetworkSpawn( null );\r\n\t\t\t\t\t\tgameObjectSpawned = true;\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\tpublic enum LoadingFlags\r\n\t{\r\n\t\tNone,\r\n\t\t[Description( \"Checks if a component is in the scene, if it is, the prefab will not be spawned\" )]\r\n\t\tCheckForComponents,\r\n\t\t[Description( \"Checks if a component is in the scene, if it is, the first one will be destroyed, and the prefab will be spawned\" )]\r\n\t\tDestroyFirst,\r\n\t\t[Description( \"Checks if a component is in the scene, if it is, all of them will be destroyed and the prefab will be spawned\" )]\r\n\t\tDestroyAll,\r\n\r\n\t}\r\n\r\n\r\n\t[GameResource( \"SceneLoadingResource\", \"loading\", \"A resource that allows spawning of prefabs on scene start\", Icon = \"public\" )]\r\n\tpublic class SceneLoadingResource : GameResource\r\n\t{\r\n\t\tpublic List<SceneLoadingClass> SceneLoadingClasses { get; set; } = new();\r\n\t}\r\n\tpublic class SceneLoadingClass\r\n\t{\r\n\t\tpublic GameObject Prefab { get; set; }\r\n\t\tpublic LoadingFlags Flags { get; set; } = LoadingFlags.None;\r\n\t\tpublic List<Type> ComponentTypes { get; set; }\r\n\t\tpublic bool NetworkSpawn { get; set; } = false;\r\n\r\n\r\n\t\tpublic SceneLoadingClass()\r\n\t\t{\r\n\t\t\tPrefab = null;\r\n\t\t\tFlags = LoadingFlags.None;\r\n\t\t\tComponentTypes = null;\r\n\t\t}\r\n\r\n\t\tpublic SceneLoadingClass( GameObject prefab, LoadingFlags flags, List<Type> componentType )\r\n\t\t{\r\n\t\t\tPrefab = prefab;\r\n\t\t\tFlags = flags;\r\n\t\t\tComponentTypes = componentType;\r\n\t\t}\r\n\t}\r\n\t[Description( \"A custom scene that allows for manipulation of the scene file before loading\" )]\r\n\tpublic class CustomScene\r\n\t{\r\n\t\t[Description( \"The scenefile you are manipulating, override to change it\" )] public virtual SceneFile sceneFileDupe { get; set; }\r\n\t\tpublic string RawScene { get; private set; }\r\n\t\tpublic Scene newScene { get; private set; } = new();\r\n\t\t[Description( \"Called when a scene object is created, return the object you want to spawn, or null to use the default object\" )]\r\n\t\tpublic Action<JsonObject> OnSceneObjectCreated { get; set; }\r\n\t\tpublic Action<JsonObject[]> BeforeSceneLoaded { get; set; }\r\n\t\tpublic CustomScene( SceneFile sceneFile )\r\n\t\t{\r\n\t\t\tsceneFileDupe = new SceneFile();\r\n\t\t\tsceneFileDupe.GameObjects = sceneFile.GameObjects\r\n\t\t\t\t.Select( obj => JsonSerializer.Deserialize<JsonObject>( JsonSerializer.Serialize( obj ) ) )\r\n\t\t\t\t.ToArray();\r\n\t\t}\r\n\r\n\t\tinternal void LoadSceneInternal()\r\n\t\t{\r\n\t\t\tvar finalScene = new SceneFile();\r\n\t\t\tvar finalList = new List<JsonObject>();\r\n\t\t\tforeach ( var obj in sceneFileDupe.GameObjects )\r\n\t\t\t{\r\n\t\t\t\tOnSceneObjectCreated?.Invoke( obj );\r\n\t\t\t\tfinalList.Add( obj );\r\n\t\t\t}\r\n\r\n\t\t\tfinalScene.GameObjects = finalList.ToArray();\r\n\t\t\tBeforeSceneLoaded?.Invoke( finalScene.GameObjects );\r\n\t\t\tGame.ActiveScene.Load( finalScene );\r\n\t\t}\r\n\t\t[Description( \"Load the custom scene\" )]\r\n\t\tpublic void LoadScene()\r\n\t\t{\r\n\t\t\tLoadSceneInternal();\r\n\t\t}\r\n\r\n\t\t[Description( \"Create a GameObject within the custom scene\" )]\r\n\t\tpublic void CreateObject( GameObject gameObject )\r\n\t\t{\r\n\t\t\tvar clone = gameObject.Clone();\r\n\t\t\tvar objects = sceneFileDupe.GameObjects.ToList();\r\n\t\t\tobjects.Add( clone.Serialize() );\r\n\t\t\tLog.Info( clone.Serialize().ToString() );\r\n\t\t\tsceneFileDupe.GameObjects = objects.ToArray();\r\n\t\t}\r\n\r\n\t\t[Description( \"Remove a GameObject from the custom scene\" )]\r\n\t\tpublic void RemoveObject( JsonNode obj )\r\n\t\t{\r\n\t\t\tList<JsonObject> gameObjects = sceneFileDupe.GameObjects.ToList();\r\n\t\t\tvar selectedObject = gameObjects.Find( x => x == obj );\r\n\t\t\tgameObjects.Remove( selectedObject );\r\n\t\t\tsceneFileDupe.GameObjects = gameObjects.ToArray();\r\n\r\n\t\t}\r\n\r\n\r\n\r\n\t\tpublic void RemoveComponentByType( JsonObject obj, Type type )\r\n\t\t{\r\n\t\t\tvar preObj = JsonSerializer.Deserialize<JsonObject>( JsonSerializer.Serialize( obj ) );\r\n\t\t\tif ( obj.TryGetPropertyValue( \"Components\", out var jsonnode ) && jsonnode is not null )\r\n\t\t\t{\r\n\t\t\t\tvar jsonString = jsonnode.ToString();\r\n\t\t\t\tif ( !string.IsNullOrWhiteSpace( jsonString ) )\r\n\t\t\t\t{\r\n\t\t\t\t\tvar components = JsonSerializer.Deserialize<List<JsonNode>>( jsonString );\r\n\t\t\t\t\tvar component = components.Find( x => x[\"__type\"]?.ToString() == type.ToString() );\r\n\t\t\t\t\tif ( component is not null )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tcomponents.Remove( component );\r\n\t\t\t\t\t\tobj[\"Components\"] = JsonSerializer.Deserialize<JsonNode>( JsonSerializer.Serialize( components ) );\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\r\n\t\t\t\tvar gbList = sceneFileDupe.GameObjects.ToList();\r\n\t\t\t\tif ( gbList.Find( x => x == obj ) is null )\r\n\t\t\t\t{\r\n\t\t\t\t\tvar parentNode = FindParent( preObj );\r\n\t\t\t\t\tvar parent = gbList.Find( x => x == parentNode );\r\n\t\t\t\t\tif ( parent != null && parent.TryGetPropertyValue( \"Children\", out var childrenJsonNode ) && childrenJsonNode != null )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tif ( childrenJsonNode is JsonArray childrenArray )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tUpdateChildComponentsRecursively( childrenArray, obj );\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\telse\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tLog.Warning( \"The 'Children' node is not of type 'JsonArray'.\" );\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\telse\r\n\t\t\t\t{\r\n\t\t\t\t\tgbList[gbList.FindIndex( x => x == obj )] = obj;\r\n\t\t\t\t}\r\n\t\t\t\tsceneFileDupe.GameObjects = gbList.ToArray();\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tprivate void UpdateChildComponentsRecursively( JsonArray childrenArray, JsonObject obj )\r\n\t\t{\r\n\t\t\tforeach ( var child in childrenArray )\r\n\t\t\t{\r\n\t\t\t\tif ( child is JsonObject childObject )\r\n\t\t\t\t{\r\n\t\t\t\t\tif ( childObject[\"__guid\"].ToString() == obj[\"__guid\"].ToString() )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tchildObject[\"Components\"] = JsonSerializer.Deserialize<JsonNode>( JsonSerializer.Serialize( obj[\"Components\"] ) );\r\n\t\t\t\t\t}\r\n\t\t\t\t\telse if ( childObject.TryGetPropertyValue( \"Children\", out var nestedChildrenJsonNode ) && nestedChildrenJsonNode is JsonArray nestedChildrenArray )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tUpdateChildComponentsRecursively( nestedChildrenArray, obj );\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tpublic void AddComponent( JsonObject obj, JsonObject newComponent )\r\n\t\t{\r\n\t\t\tvar preObj = JsonSerializer.Deserialize<JsonObject>( JsonSerializer.Serialize( obj ) );\r\n\t\t\tif ( obj.TryGetPropertyValue( \"Components\", out var jsonnode ) && jsonnode is not null )\r\n\t\t\t{\r\n\t\t\t\tvar jsonString = jsonnode.ToString();\r\n\t\t\t\tif ( !string.IsNullOrWhiteSpace( jsonString ) )\r\n\t\t\t\t{\r\n\t\t\t\t\tvar components = JsonSerializer.Deserialize<List<JsonNode>>( jsonString );\r\n\t\t\t\t\tcomponents.Add( newComponent );\r\n\t\t\t\t\tobj[\"Components\"] = JsonSerializer.Deserialize<JsonNode>( JsonSerializer.Serialize( components ) );\r\n\t\t\t\t}\r\n\t\t\t\telse\r\n\t\t\t\t{\r\n\t\t\t\t\tvar components = new List<JsonNode> { newComponent };\r\n\t\t\t\t\tobj[\"Components\"] = JsonSerializer.Deserialize<JsonNode>( JsonSerializer.Serialize( components ) );\r\n\t\t\t\t}\r\n\r\n\t\t\t\tvar gbList = sceneFileDupe.GameObjects.ToList();\r\n\t\t\t\tif ( gbList.Find( x => x == obj ) is null )\r\n\t\t\t\t{\r\n\t\t\t\t\tvar parentNode = FindParent( preObj );\r\n\t\t\t\t\tvar parent = gbList.Find( x => x == parentNode );\r\n\t\t\t\t\tif ( parent != null && parent.TryGetPropertyValue( \"Children\", out var childrenJsonNode ) && childrenJsonNode != null )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tif ( childrenJsonNode is JsonArray childrenArray )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tUpdateChildComponentsRecursively( childrenArray, obj );\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\telse\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tLog.Warning( \"The 'Children' node is not of type 'JsonArray'.\" );\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\telse\r\n\t\t\t\t{\r\n\t\t\t\t\tgbList[gbList.FindIndex( x => x == obj )] = obj;\r\n\t\t\t\t}\r\n\t\t\t\tsceneFileDupe.GameObjects = gbList.ToArray();\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tpublic void AddComponentByType( JsonObject obj, Type componentType )\r\n\t\t{\r\n\t\t\tvar preObj = JsonSerializer.Deserialize<JsonObject>( JsonSerializer.Serialize( obj ) );\r\n\t\t\tif ( obj.TryGetPropertyValue( \"Components\", out var jsonnode ) && jsonnode is not null )\r\n\t\t\t{\r\n\t\t\t\tvar jsonString = jsonnode.ToString();\r\n\t\t\t\tvar components = !string.IsNullOrWhiteSpace( jsonString )\r\n\t\t\t\t\t? JsonSerializer.Deserialize<List<JsonNode>>( jsonString )\r\n\t\t\t\t\t: new List<JsonNode>();\r\n\r\n\t\t\t\tvar newComponent = new JsonObject\r\n\t\t\t\t{\r\n\t\t\t\t\t[\"__type\"] = componentType.ToString()\r\n\t\t\t\t};\r\n\r\n\t\t\t\tcomponents.Add( newComponent );\r\n\t\t\t\tobj[\"Components\"] = JsonSerializer.Deserialize<JsonNode>( JsonSerializer.Serialize( components ) );\r\n\r\n\t\t\t\tvar gbList = sceneFileDupe.GameObjects.ToList();\r\n\t\t\t\tif ( gbList.Find( x => x == obj ) is null )\r\n\t\t\t\t{\r\n\t\t\t\t\tvar parentNode = FindParent( preObj );\r\n\t\t\t\t\tvar parent = gbList.Find( x => x == parentNode );\r\n\t\t\t\t\tif ( parent != null && parent.TryGetPropertyValue( \"Children\", out var childrenJsonNode ) && childrenJsonNode != null )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tif ( childrenJsonNode is JsonArray childrenArray )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tUpdateChildComponentsRecursively( childrenArray, obj );\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\telse\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tLog.Warning( \"The 'Children' node is not of type 'JsonArray'.\" );\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\telse\r\n\t\t\t\t{\r\n\t\t\t\t\tgbList[gbList.FindIndex( x => x == obj )] = obj;\r\n\t\t\t\t}\r\n\t\t\t\tsceneFileDupe.GameObjects = gbList.ToArray();\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tpublic JsonObject FindParent( JsonNode children )\r\n\t\t{\r\n\t\t\tforeach ( var obj in sceneFileDupe.GameObjects )\r\n\t\t\t{\r\n\t\t\t\tvar parent = FindParentRecursive( obj, children );\r\n\t\t\t\tif ( parent != null )\r\n\t\t\t\t{\r\n\t\t\t\t\treturn parent;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\treturn null;\r\n\t\t}\r\n\r\n\t\tprivate JsonObject FindParentRecursive( JsonObject parent, JsonNode children )\r\n\t\t{\r\n\t\t\tif ( parent.TryGetPropertyValue( \"Children\", out var childrenJsonNode ) )\r\n\t\t\t{\r\n\t\t\t\tvar childrenList = JsonSerializer.Deserialize<List<JsonObject>>( childrenJsonNode.ToString() );\r\n\t\t\t\tif ( childrenList != null )\r\n\t\t\t\t{\r\n\t\t\t\t\tforeach ( var child in childrenList )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tif ( child != null && child[\"__guid\"].ToString() == children[\"__guid\"].ToString() )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\treturn parent;\r\n\t\t\t\t\t\t}\r\n\r\n\t\t\t\t\t\tvar foundParent = FindParentRecursive( child, children );\r\n\t\t\t\t\t\tif ( foundParent != null )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\treturn parent;\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\treturn null;\r\n\t\t}\r\n\r\n\t\tpublic IEnumerable<JsonObject> GetAllObjectsByType( Type type )\r\n\t\t{\r\n\t\t\treturn GetAllObjectsByTypeRecursive( sceneFileDupe.GameObjects, type );\r\n\t\t}\r\n\r\n\t\tpublic IEnumerable<JsonObject> GetAllObjectsByGuid( string guid )\r\n\t\t{\r\n\t\t\treturn GetAllObjectsByGuidRecursive( sceneFileDupe.GameObjects, guid );\r\n\t\t}\r\n\r\n\t\tprivate IEnumerable<JsonObject> GetAllObjectsByTypeRecursive( IEnumerable<JsonObject> gameObjects, Type type )\r\n\t\t{\r\n\t\t\tforeach ( var obj in gameObjects )\r\n\t\t\t{\r\n\t\t\t\tif ( obj.TryGetPropertyValue( \"Components\", out var jsonnode ) && jsonnode is not null )\r\n\t\t\t\t{\r\n\t\t\t\t\tvar jsonString = jsonnode.ToString();\r\n\t\t\t\t\tif ( !string.IsNullOrWhiteSpace( jsonString ) )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tvar components = JsonSerializer.Deserialize<List<JsonNode>>( jsonString );\r\n\t\t\t\t\t\tif ( components.Any( component => component[\"__type\"]?.ToString() == type.ToString() ) )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tyield return obj;\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\r\n\t\t\t\tif ( obj.TryGetPropertyValue( \"Children\", out var childrenJsonNode ) && childrenJsonNode is not null )\r\n\t\t\t\t{\r\n\t\t\t\t\tvar childrenString = childrenJsonNode.ToString();\r\n\t\t\t\t\tif ( !string.IsNullOrWhiteSpace( childrenString ) )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tvar children = JsonSerializer.Deserialize<List<JsonObject>>( childrenString );\r\n\t\t\t\t\t\tforeach ( var child in GetAllObjectsByTypeRecursive( children, type ) )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tyield return child;\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tprivate IEnumerable<JsonObject> GetAllObjectsByGuidRecursive( IEnumerable<JsonObject> gameObjects, string guid )\r\n\t\t{\r\n\t\t\tforeach ( var obj in gameObjects )\r\n\t\t\t{\r\n\t\t\t\tif ( obj.TryGetPropertyValue( \"__guid\", out var jsonNode ) && jsonNode is not null )\r\n\t\t\t\t{\r\n\t\t\t\t\tvar objectGuid = jsonNode.ToString();\r\n\t\t\t\t\tif ( !string.IsNullOrWhiteSpace( objectGuid ) && objectGuid == guid )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tyield return obj;\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\r\n\t\t\t\tif ( obj.TryGetPropertyValue( \"Children\", out var childrenJsonNode ) && childrenJsonNode is not null )\r\n\t\t\t\t{\r\n\t\t\t\t\tvar childrenString = childrenJsonNode.ToString();\r\n\t\t\t\t\tif ( !string.IsNullOrWhiteSpace( childrenString ) )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tvar children = JsonSerializer.Deserialize<List<JsonObject>>( childrenString );\r\n\t\t\t\t\t\tforeach ( var child in GetAllObjectsByGuidRecursive( children, guid ) )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tyield return child;\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t\tpublic IEnumerable<JsonNode> GetAllObjectsByName( string name )\r\n\t\t{\r\n\t\t\tvar objects = sceneFileDupe.GameObjects;\r\n\t\t\tforeach ( var obj in objects )\r\n\t\t\t{\r\n\t\t\t\tobj.TryGetPropertyValue( \"Name\", out var objName );\r\n\t\t\t\tif ( objName is not null && objName.ToString() == name )\r\n\t\t\t\t{\r\n\t\t\t\t\tyield return obj;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "Editor/SceneLoadingResourceCustomEditor.cs",
"FileName": "SceneLoadingResourceCustomEditor.cs",
"PackageType": "library",
"CodeKind": "Editor",
"AssetVersionId": 65380,
"Code": "using Editor;\r\nusing Sandbox;\r\nusing SceneLoading;\r\n\r\n//[CustomEditor(typeof(SceneLoadingClass))]\r\npublic sealed class SceneLoadingResourceCustomEditor : ControlWidget\r\n{\r\n\tpublic SceneLoadingResourceCustomEditor( SerializedProperty property ) : base( property )\r\n\t{\r\n\t\tLayout = Layout.Column();\r\n\r\n\t\tif ( property.IsNull )\r\n\t\t{\r\n\t\t\tproperty.SetValue( new SceneLoadingClass() );\r\n\t\t}\r\n\r\n\t\tvar so = property.GetValue<SceneLoadingClass>()?.GetSerialized();\r\n\t\tif ( so is null ) return;\r\n\t\tvar controlSheet = new ControlSheet();\r\n\t\tcontrolSheet.AddObject( so );\r\n\t\tLayout.Add( controlSheet );\r\n\t}\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "PlayerController.cs",
"FileName": "PlayerController.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "using Sandbox.Citizen;\r\n\r\n[Group( \"Walker\" )]\r\n[Title( \"Walker - Player Controller\" )]\r\npublic sealed class PlayerController : Component\r\n{\r\n\t[Property] public CharacterController CharacterController { get; set; }\r\n\t[Property] public float CrouchMoveSpeed { get; set; } = 64.0f;\r\n\t[Property] public float WalkMoveSpeed { get; set; } = 190.0f;\r\n\t[Property] public float RunMoveSpeed { get; set; } = 190.0f;\r\n\t[Property] public float SprintMoveSpeed { get; set; } = 320.0f;\r\n\r\n\t[Property] public CitizenAnimationHelper AnimationHelper { get; set; }\r\n\r\n\t[Sync] public bool Crouching { get; set; }\r\n\t[Sync] public Angles EyeAngles { get; set; }\r\n\t[Sync] public Vector3 WishVelocity { get; set; }\r\n\r\n\tpublic bool WishCrouch;\r\n\tpublic float EyeHeight = 64;\r\n\r\n\tprotected override void OnUpdate()\r\n\t{\r\n\t\tif ( !IsProxy )\r\n\t\t{\r\n\t\t\tMouseInput();\r\n\t\t\tTransform.Rotation = new Angles( 0, EyeAngles.yaw, 0 );\r\n\t\t}\r\n\r\n\t\tUpdateAnimation();\r\n\t}\r\n\r\n\tprotected override void OnFixedUpdate()\r\n\t{\r\n\t\tif ( IsProxy )\r\n\t\t\treturn;\r\n\r\n\t\tCrouchingInput();\r\n\t\tMovementInput();\r\n\t}\r\n\r\n\tprivate void MouseInput()\r\n\t{\r\n\t\tvar e = EyeAngles;\r\n\t\te += Input.AnalogLook;\r\n\t\te.pitch = e.pitch.Clamp( -90, 90 );\r\n\t\te.roll = 0.0f;\r\n\t\tEyeAngles = e;\r\n\t}\r\n\r\n\tfloat CurrentMoveSpeed\r\n\t{\r\n\t\tget\r\n\t\t{\r\n\t\t\tif ( Crouching ) return CrouchMoveSpeed;\r\n\t\t\tif ( Input.Down( \"run\" ) ) return SprintMoveSpeed;\r\n\t\t\tif ( Input.Down( \"walk\" ) ) return WalkMoveSpeed;\r\n\r\n\t\t\treturn RunMoveSpeed;\r\n\t\t}\r\n\t}\r\n\r\n\tRealTimeSince lastGrounded;\r\n\tRealTimeSince lastUngrounded;\r\n\tRealTimeSince lastJump;\r\n\r\n\tfloat GetFriction()\r\n\t{\r\n\t\tif ( CharacterController.IsOnGround ) return 6.0f;\r\n\r\n\t\t// air friction\r\n\t\treturn 0.2f;\r\n\t}\r\n\r\n\tprivate void MovementInput()\r\n\t{\r\n\t\tif ( CharacterController is null )\r\n\t\t\treturn;\r\n\r\n\t\tvar cc = CharacterController;\r\n\r\n\t\tVector3 halfGravity = Scene.PhysicsWorld.Gravity * Time.Delta * 0.5f;\r\n\r\n\t\tWishVelocity = Input.AnalogMove;\r\n\r\n\t\tif ( lastGrounded < 0.2f && lastJump > 0.3f && Input.Pressed( \"jump\" ) )\r\n\t\t{\r\n\t\t\tlastJump = 0;\r\n\t\t\tcc.Punch( Vector3.Up * 300 );\r\n\t\t}\r\n\r\n\t\tif ( !WishVelocity.IsNearlyZero() )\r\n\t\t{\r\n\t\t\tWishVelocity = new Angles( 0, EyeAngles.yaw, 0 ).ToRotation() * WishVelocity;\r\n\t\t\tWishVelocity = WishVelocity.WithZ( 0 );\r\n\t\t\tWishVelocity = WishVelocity.ClampLength( 1 );\r\n\t\t\tWishVelocity *= CurrentMoveSpeed;\r\n\r\n\t\t\tif ( !cc.IsOnGround )\r\n\t\t\t{\r\n\t\t\t\tWishVelocity = WishVelocity.ClampLength( 50 );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\r\n\t\tcc.ApplyFriction( GetFriction() );\r\n\r\n\t\tif ( cc.IsOnGround )\r\n\t\t{\r\n\t\t\tcc.Accelerate( WishVelocity );\r\n\t\t\tcc.Velocity = CharacterController.Velocity.WithZ( 0 );\r\n\t\t}\r\n\t\telse\r\n\t\t{\r\n\t\t\tcc.Velocity += halfGravity;\r\n\t\t\tcc.Accelerate( WishVelocity );\r\n\r\n\t\t}\r\n\r\n\t\t//\r\n\t\t// Don't walk through other players, let them push you out of the way\r\n\t\t//\r\n\t\tvar pushVelocity = PlayerPusher.GetPushVector( Transform.Position + Vector3.Up * 40.0f, Scene, GameObject );\r\n\t\tif ( !pushVelocity.IsNearlyZero() )\r\n\t\t{\r\n\t\t\tvar travelDot = cc.Velocity.Dot( pushVelocity.Normal );\r\n\t\t\tif ( travelDot < 0 )\r\n\t\t\t{\r\n\t\t\t\tcc.Velocity -= pushVelocity.Normal * travelDot * 0.6f;\r\n\t\t\t}\r\n\r\n\t\t\tcc.Velocity += pushVelocity * 128.0f;\r\n\t\t}\r\n\r\n\t\tcc.Move();\r\n\r\n\t\tif ( !cc.IsOnGround )\r\n\t\t{\r\n\t\t\tcc.Velocity += halfGravity;\r\n\t\t}\r\n\t\telse\r\n\t\t{\r\n\t\t\tcc.Velocity = cc.Velocity.WithZ( 0 );\r\n\t\t}\r\n\r\n\t\tif ( cc.IsOnGround )\r\n\t\t{\r\n\t\t\tlastGrounded = 0;\r\n\t\t}\r\n\t\telse\r\n\t\t{\r\n\t\t\tlastUngrounded = 0;\r\n\t\t}\r\n\t}\r\n\tfloat DuckHeight = (64 - 36);\r\n\r\n\tbool CanUncrouch()\r\n\t{\r\n\t\tif ( !Crouching ) return true;\r\n\t\tif ( lastUngrounded < 0.2f ) return false;\r\n\r\n\t\tvar tr = CharacterController.TraceDirection( Vector3.Up * DuckHeight );\r\n\t\treturn !tr.Hit; // hit nothing - we can!\r\n\t}\r\n\r\n\tpublic void CrouchingInput()\r\n\t{\r\n\t\tWishCrouch = Input.Down( \"duck\" );\r\n\r\n\t\tif ( WishCrouch == Crouching )\r\n\t\t\treturn;\r\n\r\n\t\t// crouch\r\n\t\tif ( WishCrouch )\r\n\t\t{\r\n\t\t\tCharacterController.Height = 36;\r\n\t\t\tCrouching = WishCrouch;\r\n\r\n\t\t\t// if we're not on the ground, slide up our bbox so when we crouch\r\n\t\t\t// the bottom shrinks, instead of the top, which will mean we can reach\r\n\t\t\t// places by crouch jumping that we couldn't.\r\n\t\t\tif ( !CharacterController.IsOnGround )\r\n\t\t\t{\r\n\t\t\t\tCharacterController.MoveTo( Transform.Position += Vector3.Up * DuckHeight, false );\r\n\t\t\t\tTransform.ClearLerp();\r\n\t\t\t\tEyeHeight -= DuckHeight;\r\n\t\t\t}\r\n\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\t// uncrouch\r\n\t\tif ( !WishCrouch )\r\n\t\t{\r\n\t\t\tif ( !CanUncrouch() ) return;\r\n\r\n\t\t\tCharacterController.Height = 64;\r\n\t\t\tCrouching = WishCrouch;\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\r\n\t}\r\n\r\n\tprivate void UpdateCamera()\r\n\t{\r\n\t\tvar camera = Scene.GetAllComponents<CameraComponent>().Where( x => x.IsMainCamera ).FirstOrDefault();\r\n\t\tif ( camera is null ) return;\r\n\r\n\t\tvar targetEyeHeight = Crouching ? 28 : 64;\r\n\t\tEyeHeight = EyeHeight.LerpTo( targetEyeHeight, RealTime.Delta * 10.0f );\r\n\r\n\t\tvar targetCameraPos = Transform.Position + new Vector3( 0, 0, EyeHeight );\r\n\r\n\t\t// smooth view z, so when going up and down stairs or ducking, it's smooth af\r\n\t\tif ( lastUngrounded > 0.2f )\r\n\t\t{\r\n\t\t\ttargetCameraPos.z = camera.Transform.Position.z.LerpTo( targetCameraPos.z, RealTime.Delta * 25.0f );\r\n\t\t}\r\n\r\n\t\tcamera.Transform.Position = targetCameraPos;\r\n\t\tcamera.Transform.Rotation = EyeAngles;\r\n\t\tcamera.FieldOfView = Preferences.FieldOfView;\r\n\t}\r\n\r\n\tprotected override void OnPreRender()\r\n\t{\r\n\t\tUpdateBodyVisibility();\r\n\r\n\t\tif ( IsProxy )\r\n\t\t\treturn;\r\n\r\n\t\tUpdateCamera();\r\n\t}\r\n\r\n\tprivate void UpdateAnimation()\r\n\t{\r\n\t\tif ( AnimationHelper is null || CharacterController is null ) return;\r\n\r\n\r\n\t\tvar wv = WishVelocity.Length;\r\n\r\n\t\tAnimationHelper.WithWishVelocity( WishVelocity );\r\n\t\tAnimationHelper.WithVelocity( CharacterController.Velocity );\r\n\t\tAnimationHelper.IsGrounded = CharacterController.IsOnGround;\r\n\t\tAnimationHelper.DuckLevel = Crouching ? 1.0f : 0.0f;\r\n\r\n\t\tAnimationHelper.MoveStyle = wv < 160f ? CitizenAnimationHelper.MoveStyles.Walk : CitizenAnimationHelper.MoveStyles.Run;\r\n\r\n\t\tvar lookDir = EyeAngles.ToRotation().Forward * 1024;\r\n\t\tAnimationHelper.WithLook( lookDir, 1, 0.5f, 0.25f );\r\n\t}\r\n\r\n\tprivate void UpdateBodyVisibility()\r\n\t{\r\n\t\tif ( AnimationHelper is null )\r\n\t\t\treturn;\r\n\r\n\t\tvar renderMode = ModelRenderer.ShadowRenderType.On;\r\n\t\tif ( !IsProxy ) renderMode = ModelRenderer.ShadowRenderType.ShadowsOnly;\r\n\r\n\t\tAnimationHelper.Target.RenderType = renderMode;\r\n\r\n\t\tforeach ( var clothing in AnimationHelper.Target.Components.GetAll<ModelRenderer>( FindMode.InChildren ) )\r\n\t\t{\r\n\t\t\tif ( !clothing.Tags.Has( \"clothing\" ) )\r\n\t\t\t\tcontinue;\r\n\r\n\t\t\tclothing.RenderType = renderMode;\r\n\t\t}\r\n\t}\r\n\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "JiggleBone.cs",
"FileName": "JiggleBone.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "public sealed class JiggleBone : TransformProxyComponent\r\n{\r\n\tJiggleBoneState state = new JiggleBoneState();\r\n\r\n\t[Property]\r\n\tpublic Vector3 StartPoint = new Vector3( 0, 0, 0 );\r\n\r\n\t[Property]\r\n\tpublic Vector3 EndPoint = new Vector3( 32, 0, 0 );\r\n\r\n\t[Property, Range( 0, 2 )]\r\n\tpublic float Speed { get; set; } = 1.0f;\r\n\r\n\t[Property, Range( 0, 2 )]\r\n\tpublic float Stiffness { get; set; } = 1.0f;\r\n\r\n\t[Property, Range( 0, 2 )]\r\n\tpublic float Damping { get; set; } = 1.0f;\r\n\r\n\t[Property, Range( 0, 100 )]\r\n\tpublic float Radius { get; set; } = 40.0f;\r\n\r\n\t[Property, Range( 0, 100 )]\r\n\tpublic float Mass { get; set; } = 1.0f;\r\n\r\n\tTransform LocalJigglePosition;\r\n\r\n\tprotected override void OnEnabled()\r\n\t{\r\n\t\tLocalJigglePosition = Transform.Local;\r\n\r\n\t\tbase.OnEnabled();\r\n\r\n\t\tstate = new JiggleBoneState();\r\n\t}\r\n\r\n\tprotected override void OnUpdate()\r\n\t{\r\n\t\tvar oldPos = LocalJigglePosition;\r\n\r\n\r\n\r\n\t\tusing ( Transform.DisableProxy() )\r\n\t\t{\r\n\t\t\tvar worldTx = Transform.World;\r\n\r\n\t\t\tvar startPoint = worldTx.PointToWorld( StartPoint );\r\n\t\t\tvar endPoint = worldTx.PointToWorld( EndPoint );\r\n\r\n\t\t\t//Gizmo.Draw.LineSphere( startPoint, 1 );\r\n\t\t\t//Gizmo.Draw.LineSphere( endPoint, 1 );\r\n\r\n\t\t\tstate.Extent = (endPoint - startPoint);\r\n\t\t\tstate.Stiffness = Stiffness;\r\n\t\t\tstate.Damping = Damping;\r\n\t\t\tstate.Radius = Radius;\r\n\t\t\tstate.Mass = Mass;\r\n\r\n\t\t\tstate.Update( startPoint, Time.Delta * Speed * 16.0f );\r\n\r\n\t\t\tvar tx = worldTx.RotateAround( startPoint, state.Rotation );\r\n\t\t\tLocalJigglePosition = GameObject.Parent.Transform.World.ToLocal( tx );\r\n\t\t}\r\n\r\n\t\tif ( oldPos != LocalJigglePosition )\r\n\t\t{\r\n\t\t\tMarkTransformChanged();\r\n\t\t}\r\n\t}\r\n\r\n\tprotected override void DrawGizmos()\r\n\t{\r\n\t\tbase.DrawGizmos();\r\n\r\n\t\tif ( !Gizmo.IsSelected )\r\n\t\t\treturn;\r\n\r\n\t\tusing ( Transform.DisableProxy() )\r\n\t\t{\r\n\t\t\tGizmo.Transform = Transform.World;\r\n\t\t\tGizmo.Draw.IgnoreDepth = false;\r\n\t\t\tGizmo.Draw.Color = Gizmo.Colors.Yaw.WithAlpha( 0.5f );\r\n\t\t\tGizmo.Draw.Line( StartPoint, EndPoint );\r\n\t\t\tGizmo.Draw.LineBBox( BBox.FromPositionAndSize( StartPoint, 5 ) );\r\n\t\t\tGizmo.Draw.LineBBox( BBox.FromPositionAndSize( EndPoint, 5 ) );\r\n\t\t\tGizmo.Draw.LineSphere( EndPoint, Radius * 2.0f, 4 );\r\n\t\t}\r\n\t}\r\n\r\n\tpublic override Transform GetLocalTransform()\r\n\t{\r\n\t\treturn LocalJigglePosition;\r\n\t}\r\n}\r\n\r\nclass JiggleBoneState\r\n{\r\n\tpublic Vector3 Extent = new Vector3( 32, 0, 0 );\r\n\r\n\tpublic Vector3 Position { get; set; }\r\n\tpublic Rotation Rotation { get; set; }\r\n\tpublic float Stiffness { get; set; } = 1.0f;\r\n\tpublic float Damping { get; set; } = 1.0f;\r\n\tpublic float Radius { get; set; } = 10.0f;\r\n\tpublic float Gravity { get; set; } = 1.0f;\r\n\tpublic float Mass { get; set; } = 1.0f;\r\n\r\n\r\n\tVector3 basePosition;\r\n\tVector3 velocity;\r\n\r\n\tpublic JiggleBoneState()\r\n\t{\r\n\r\n\t}\r\n\r\n\tinternal void Update( Vector3 position, float timeDelta )\r\n\t{\r\n\t\tbasePosition = position + Extent;\r\n\r\n\t\t// initialization\r\n\t\tif ( Position == default )\r\n\t\t{\r\n\t\t\tPosition = basePosition;\r\n\t\t}\r\n\r\n\t\t// Calculate spring force based on displacement from the cube\r\n\t\tVector3 displacement = Position - basePosition;\r\n\t\tVector3 springForce = -Stiffness * displacement;\r\n\r\n\t\t// Calculate acceleration (Newton's second law)\r\n\t\tVector3 acceleration = springForce / Mass;\r\n\r\n\t\t// Update velocity (integrate acceleration)\r\n\t\tvelocity += acceleration * timeDelta;\r\n\r\n\t\t// Apply exponential damping\r\n\t\tvelocity *= (float)Math.Exp( -Damping * timeDelta );\r\n\r\n\t\t// Update position (integrate velocity)\r\n\t\tPosition += velocity * timeDelta;\r\n\r\n\t\t{\r\n\t\t\tvar diff = Position - basePosition;\r\n\t\t\tvar diffLen = diff.Length;\r\n\t\t\tif ( diffLen > Radius )\r\n\t\t\t{\r\n\t\t\t\tPosition = basePosition + diff.Normal * Radius;\r\n\t\t\t\t//velocity = velocity.AddClamped( -diff * 2.0f, diff.Length );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t// Store the rotation offset result\r\n\t\tRotation = Rotation.FromToRotation( basePosition - position, Position - position );\r\n\r\n\t\t//Gizmo.Draw.IgnoreDepth = true;\r\n\t\t//Gizmo.Draw.Line( position, Position );\r\n\t\t//Gizmo.Draw.Line( basePosition, Position );\r\n\t}\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": "BlankPostProcess.cs",
"FileName": "BlankPostProcess.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "using System;\r\nusing Sandbox;\r\n\r\n\r\n//Only uses to get the scene camera\r\npublic sealed class BlankPostProcess : PostProcess\r\n{\r\n\tIDisposable renderHook;\r\n\tpublic SceneCamera sceneCam { get; set; }\r\n\r\n\tprotected override void OnEnabled()\r\n\t{\r\n\t\trenderHook = Camera.AddHookBeforeOverlay( \"My Post Processing\", 1000, RenderEffect );\r\n\t}\r\n\r\n\tprotected override void OnDisabled()\r\n\t{\r\n\t\trenderHook?.Dispose();\r\n\t\trenderHook = null;\r\n\t}\r\n\r\n\tRenderAttributes attributes = new RenderAttributes();\r\n\r\n\tpublic void RenderEffect( SceneCamera camera )\r\n\t{\r\n\t\tif ( !camera.EnablePostProcessing )\r\n\t\t\treturn;\r\n\t\tsceneCam = camera;\r\n\t}\r\n}\r\n"
},
{
"Ident": "nolankicks.sceneloadingutility",
"Path": ".obj/__compiler_extra.cs",
"FileName": "__compiler_extra.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65380,
"Code": "global using static Sandbox.Internal.GlobalGameNamespace;\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"AddonTitle\", \"Scene Loading Utility\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"AddonIdent\", \"sceneloadingutility\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"OrgIdent\", \"nolankicks\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"Ident\", \"nolankicks.sceneloadingutility\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"CompileTime\", \"8/10/2024 7:55:20 PM\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"EngineVersion\", \"17\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"EngineMinorVersion\", \"1\" )]\r\n\r\n[assembly: System.Runtime.Versioning.TargetFramework( \".NETCoreApp,Version=v7.0\", FrameworkDisplayName = \".NET 7.0\" )]\r\n[assembly: global::System.Reflection.AssemblyVersion(\"0.0.120.0\")]\r\n[assembly: global::System.Reflection.AssemblyFileVersion(\"0.0.120.0\")]"
}
]
}