using Sandbox;
using System.ComponentModel;
namespace MyGame;
public partial class Pawn : AnimatedEntity
{
[Net, Predicted]
public Weapon ActiveWeapon { get; set; }
[ClientInput]
public Vector3 InputDirection { get; set; }
[ClientInput]
public Angles ViewAngles { get; set; }
///
/// Position a player should be looking from in world space.
///
[Browsable( false )]
public Vector3 EyePosition
{
get => Transform.PointToWorld( EyeLocalPosition );
set => EyeLocalPosition = Transform.PointToLocal( value );
}
///
/// Position a player should be looking from in local to the entity coordinates.
///
[Net, Predicted, Browsable( false )]
public Vector3 EyeLocalPosition { get; set; }
///
/// Rotation of the entity's "eyes", i.e. rotation for the camera when this entity is used as the view entity.
///
[Browsable( false )]
public Rotation EyeRotation
{
get => Transform.RotationToWorld( EyeLocalRotation );
set => EyeLocalRotation = Transform.RotationToLocal( value );
}
///
/// Rotation of the entity's "eyes", i.e. rotation for the camera when this entity is used as the view entity. In local to the entity coordinates.
///
[Net, Predicted, Browsable( false )]
public Rotation EyeLocalRotation { get; set; }
public BBox Hull
{
get => new
(
new Vector3( -16, -16, 0 ),
new Vector3( 16, 16, 64 )
);
}
[BindComponent] public PawnController Controller { get; }
[BindComponent] public PawnAnimator Animator { get; }
public override Ray AimRay => new Ray( EyePosition, EyeRotation.Forward );
///
/// Called when the entity is first created
///
public override void Spawn()
{
SetModel( "models/citizen/citizen.vmdl" );
EnableDrawing = true;
EnableHideInFirstPerson = true;
EnableShadowInFirstPerson = true;
}
public void SetActiveWeapon( Weapon weapon )
{
ActiveWeapon?.OnHolster();
ActiveWeapon = weapon;
ActiveWeapon.OnEquip( this );
}
public void Respawn()
{
Components.Create();
Components.Create();
SetActiveWeapon( new Pistol() );
}
public void DressFromClient( IClient cl )
{
var c = new ClothingContainer();
c.LoadFromClient( cl );
c.DressEntity( this );
}
public override void Simulate( IClient cl )
{
SimulateRotation();
Controller?.Simulate( cl );
Animator?.Simulate();
ActiveWeapon?.Simulate( cl );
EyeLocalPosition = Vector3.Up * (64f * Scale);
}
public override void BuildInput()
{
InputDirection = Input.AnalogMove;
if ( Input.StopProcessing )
return;
var look = Input.AnalogLook;
if ( ViewAngles.pitch > 90f || ViewAngles.pitch < -90f )
{
look = look.WithYaw( look.yaw * -1f );
}
var viewAngles = ViewAngles;
viewAngles += look;
viewAngles.pitch = viewAngles.pitch.Clamp( -89f, 89f );
viewAngles.roll = 0f;
ViewAngles = viewAngles.Normal;
}
bool IsThirdPerson { get; set; } = false;
public override void FrameSimulate( IClient cl )
{
SimulateRotation();
Camera.Rotation = ViewAngles.ToRotation();
Camera.FieldOfView = Screen.CreateVerticalFieldOfView( Game.Preferences.FieldOfView );
if ( Input.Pressed( "view" ) )
{
IsThirdPerson = !IsThirdPerson;
}
if ( IsThirdPerson )
{
Vector3 targetPos;
var pos = Position + Vector3.Up * 64;
var rot = Camera.Rotation * Rotation.FromAxis( Vector3.Up, -16 );
float distance = 80.0f * Scale;
targetPos = pos + rot.Right * ((CollisionBounds.Mins.x + 50) * Scale);
targetPos += rot.Forward * -distance;
var tr = Trace.Ray( pos, targetPos )
.WithAnyTags( "solid" )
.Ignore( this )
.Radius( 8 )
.Run();
Camera.FirstPersonViewer = null;
Camera.Position = tr.EndPosition;
}
else
{
Camera.FirstPersonViewer = this;
Camera.Position = EyePosition;
}
}
public TraceResult TraceBBox( Vector3 start, Vector3 end, float liftFeet = 0.0f )
{
return TraceBBox( start, end, Hull.Mins, Hull.Maxs, liftFeet );
}
public TraceResult TraceBBox( Vector3 start, Vector3 end, Vector3 mins, Vector3 maxs, float liftFeet = 0.0f )
{
if ( liftFeet > 0 )
{
start += Vector3.Up * liftFeet;
maxs = maxs.WithZ( maxs.z - liftFeet );
}
var tr = Trace.Ray( start, end )
.Size( mins, maxs )
.WithAnyTags( "solid", "playerclip", "passbullets" )
.Ignore( this )
.Run();
return tr;
}
protected void SimulateRotation()
{
EyeRotation = ViewAngles.ToRotation();
Rotation = ViewAngles.WithPitch( 0f ).ToRotation();
}
}