This commit is contained in:
2024-03-27 22:38:48 +02:00
parent a5aed4266d
commit 88fd764928
14 changed files with 813 additions and 341 deletions

View File

@@ -91,7 +91,7 @@ namespace Game
private int GetFontCharacterWidth()
{
Font font = Font.GetFont();
Font font = Font?.GetFont();
if (!font)
return 0;
return (int)font.MeasureText("a").X; // hacky, but works for fixed-size fonts...
@@ -99,7 +99,7 @@ namespace Game
public int GetFontHeight()
{
Font font = Font.GetFont();
Font font = Font?.GetFont();
if (font == null)
return (int)Height;
@@ -108,7 +108,7 @@ namespace Game
private int GetHeightInLines()
{
Font font = Font.GetFont();
Font font = Font?.GetFont();
if (!font)
return 0;
return (int)(Height / (font.Height / Platform.DpiScale)); // number of fully visible lines
@@ -323,7 +323,6 @@ namespace Game
}
}
Render2D.FillRectangle(selectionRect, selectionColor);
layout.Bounds.Y += lineHeight;

View File

@@ -3,6 +3,7 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using FlaxEngine;
using FlaxEngine.Assertions;
using FlaxEngine.Json;
@@ -98,40 +99,70 @@ namespace Game
else
NetworkManager.RegisterClientMessageCallback(OnMessage);
if (IsLocalClient)
PhysicsScene localPhysicsScene = Physics.FindOrCreateScene(IsLocalClient ? "ClientPhysicsScene" : "ServerPhysicsScene");
Guid sceneGuid = JsonSerializer.ParseID(IsLocalClient ? "c095f9ac4989a46afd7fe3821f086e2e" : "59dd37cc444d5d7015759389c6153c4c");
string sceneData = $@"
{{
""ID"": ""{JsonSerializer.GetStringID(sceneGuid)}"",
""TypeName"": ""FlaxEngine.SceneAsset"",
""EngineBuild"": 65046,
""Data"": [
{{
""ID"": ""{JsonSerializer.GetStringID(sceneGuid)}"",
""TypeName"": ""FlaxEngine.Scene"",
""LightmapSettings"": {{
""IndirectLightingIntensity"": 1.0,
""GlobalObjectsScale"": 1.0,
""ChartsPadding"": 3,
""AtlasSize"": 1024,
""BounceCount"": 1,
""CompressLightmaps"": true,
""UseGeometryWithNoMaterials"": true,
""Quality"": 10
}}
}}
]
}}";
{
PhysicsScene localPhysicsScene = Physics.FindOrCreateScene("LocalPhysicsScene");
Guid localClientSceneGuid = JsonSerializer.ParseID("c095f9ac4989a46afd7fe3821f086e2e");
var onSceneLoaded = (Scene loadedScene, Guid id) =>
{
if (localClientSceneGuid == id)
if (sceneGuid == id)
{
loadedScene.PhysicsScene = localPhysicsScene;
scene = loadedScene;
//scene = loadedScene;
}
};
try
{
Level.SceneLoaded += onSceneLoaded;
Level.LoadScene(new SceneReference(localClientSceneGuid));
//Level.LoadScene(new SceneReference(sceneGuid));
scene = Level.LoadSceneFromBytes(Encoding.ASCII.GetBytes(sceneData));
}
finally
{
Level.SceneLoaded -= onSceneLoaded;
}
}
else
scene = Level.GetScene(0);
Assert.IsTrue(scene);
scene.Name = IsLocalClient ? "ClientScene" : "ServerScene";
Level.SceneLoaded += OnLevelLoaded;
//Scripting.LateUpdate += OnLateUpdatePre;
Scripting.LateFixedUpdate += OnLateUpdatePre;
worldSpawn = scene.FindActor("WorldSpawn") ?? Level.FindActor("WorldSpawn");
var importer = FlaxEngine.Object.New<Q3MapImporter>();
importer.mapPath = @"C:\dev\GoakeFlax\Assets\Maps\aerowalk.map";
importer.LoadCollidersOnly = false;//IsServer;
importer.Parent = scene;
//importer.Enabled = true;
worldSpawn = scene.FindActor("WorldSpawn");// ?? Level.FindActor("WorldSpawn");
Assert.IsTrue(worldSpawn);
}

View File

@@ -49,7 +49,7 @@ namespace Game
public string mapPath;// = @"C:\dev\Goake\maps\aerowalk\aerowalk.map";
//private string mapPath = @"C:\dev\GoakeFlax\Assets\Maps\problematic.map";
public bool importLights = false;
public bool importLights = true;
private bool generateSdf = true;
private bool childModelSdf = true;
@@ -116,6 +116,19 @@ namespace Game
}
}
public bool LoadCollidersOnly
{
get => collidersOnly;
set
{
if (collidersOnly == value)
return;
collidersOnly = value;
dirtyLights = true;
dirtyMap = true;
}
}
private static void QuickHull(Float3[] points, out Float3[] outVertices)
{
@@ -333,6 +346,7 @@ namespace Game
private bool sceneLighting = false;
private bool sceneShadows = false;
private bool staticBatching = false;
private bool collidersOnly = false;
private bool globalIllumination = false;
public override void OnUpdate()
{
@@ -457,6 +471,9 @@ namespace Game
private void LoadMap(bool forceLoad)
{
if (string.IsNullOrEmpty(mapPath))
return;
Stopwatch sw = Stopwatch.StartNew();
@@ -492,9 +509,10 @@ namespace Game
// FlaxEngine.Debug.Log("No WorldSpawn, loading map");
bool oneMesh = false;
bool useStaticBatching = StaticBatching;
bool useStaticBatching = StaticBatching && !LoadCollidersOnly;
bool convexMesh = true;
FlaxEngine.Debug.Log("Loading map, static batching: " + useStaticBatching);
{
string matBasePath = Path.Combine(AssetManager.ContentPath, "Materials");
@@ -743,14 +761,24 @@ namespace Game
brushIndex = 0;
foreach (BrushGeometry geom in brushGeometries)
{
StaticModel childModel = worldSpawnActor.AddChild<StaticModel>();
childModel.Name = "Brush_" + brushIndex;
childModel.Model = geom.model;
childModel.Position = geom.offset;
//childModel.DrawModes = DrawPass.None;
Actor childModel;
if (LoadCollidersOnly)
{
childModel = worldSpawnActor.AddChild<EmptyActor>();
}
else
{
StaticModel staticModel = worldSpawnActor.AddChild<StaticModel>();
staticModel.Model = geom.model;
//staticModel.DrawModes = DrawPass.None;
for (int i = 0; i < geom.meshes.Length; i++)
childModel.SetMaterial(i, geom.meshes[i].material);
for (int i = 0; i < geom.meshes.Length; i++)
staticModel.SetMaterial(i, geom.meshes[i].material);
childModel = staticModel;
}
childModel.Name = "Brush_" + brushIndex;
childModel.Position = geom.offset;
BrushScript brushScript = childModel.AddScript<BrushScript>();
@@ -760,16 +788,17 @@ namespace Game
bool isClipMaterial = false;
bool isMissingMaterial = false;
if (geom.meshes.Length == 1)
if (geom.meshes.Length == 1 && !LoadCollidersOnly)
{
MaterialParameter info = geom.meshes[0].material.GetParameter("IsClipMaterial");
if (info != null && (bool)info.Value)
{
var entries = childModel.Entries;
StaticModel staticModel = childModel.As<StaticModel>();
var entries = staticModel.Entries;
entries[0].Visible = false;
entries[0].ShadowsMode = ShadowsCastingMode.None;
entries[0].ReceiveDecals = false;
childModel.Entries = entries;
staticModel.Entries = entries;
isClipMaterial = true;
}
@@ -777,14 +806,17 @@ namespace Game
isMissingMaterial = true;
}
/*{
var entries = childModel.Entries;
/*
if (!LoadCollidersOnly)
{
StaticModel staticModel = childModel.As<StaticModel>();
var entries = staticModel.Entries;
for (int i=0; i < entries.Length; i++)
entries[i].Visible = false;
childModel.Entries = entries;
staticModel.Entries = entries;
}*/
if (!isClipMaterial && !isMissingMaterial)
if (!isClipMaterial && !isMissingMaterial && !LoadCollidersOnly)
sdfModels.Add(geom.model);
CollisionData collisionData = Content.CreateVirtualAsset<CollisionData>();
@@ -1286,11 +1318,9 @@ namespace Game
private void ParseLight(MapEntity entity, ref int lightIndex)
{
LightWithShadow light;
Actor actor;
Float3? lightTargetPosition = null;
if (entity.properties.TryGetValue("target", out string targetName))
{
var target = root.entities.FirstOrDefault(x =>
@@ -1300,148 +1330,155 @@ namespace Game
lightTargetPosition = ParseOrigin(target.properties["origin"]);
}
if (!lightTargetPosition.HasValue)
light = worldSpawnActor.AddChild<PointLight>();
if (LoadCollidersOnly)
actor = worldSpawnActor.AddChild<EmptyActor>();
else if (!lightTargetPosition.HasValue)
actor = worldSpawnActor.AddChild<PointLight>();
else
light = worldSpawnActor.AddChild<SpotLight>();
actor = worldSpawnActor.AddChild<SpotLight>();
if (!lightTargetPosition.HasValue)
actor.Name = "Light_" + lightIndex;
else
actor.Name = "SpotLight_" + lightIndex;
//Console.Print("light");
//PointLight light = worldSpawnActor.AddChild<PointLight>();
//LightWithShadow light = new PointLight();
var pointLight = light as PointLight;
var spotLight = light as SpotLight;
//var light = actor as LightWithShadow;
if (spotLight != null)
light.Name = "SpotLight_" + lightIndex;
else
light.Name = "Light_" + lightIndex;
light.IsActive = sceneLighting;
light.LocalPosition = ParseOrigin(entity.properties["origin"]);
actor.IsActive = sceneLighting;
actor.LocalPosition = ParseOrigin(entity.properties["origin"]);
actor.Layer = 1;
if (lightTargetPosition.HasValue)
light.Orientation = Quaternion.LookAt(light.LocalPosition, lightTargetPosition.Value);
actor.Orientation = Quaternion.LookAt(actor.LocalPosition, lightTargetPosition.Value);
if (entity.properties.TryGetValue("_color", out string colorStr))
light.Color = ParseColor(colorStr);
float lightamm = 300f;
if (entity.properties.TryGetValue("light", out string lightStr))
lightamm = float.Parse(lightStr);
float radamm = 64f;
if (entity.properties.TryGetValue("radius", out string radStr))
radamm = float.Parse(radStr);
bool castShadows = true;
if (entity.properties.TryGetValue("castshadows", out string castShadowsStr))
castShadows = int.Parse(castShadowsStr) != 0;
light.Layer = 1;
if (pointLight != null)
if (actor is LightWithShadow light)
{
pointLight.UseInverseSquaredFalloff = false;
pointLight.FallOffExponent = 8;
pointLight.ShadowsStrength = sceneShadows && castShadows ? 1.0f : 0.0f;
}
if (spotLight != null)
{
spotLight.UseInverseSquaredFalloff = false;
spotLight.FallOffExponent = 8;
spotLight.ShadowsStrength = sceneShadows && castShadows ? 1.0f : 0.0f;
spotLight.InnerConeAngle = 65f;
spotLight.OuterConeAngle = 80f;
}
var pointLight = light as PointLight;
var spotLight = light as SpotLight;
light.ShadowsDistance = 500f;
light.ShadowsDepthBias = 0.027f;//0.005f;
if (entity.properties.TryGetValue("_color", out string colorStr))
light.Color = ParseColor(colorStr);
int preset = 3;
if (preset == 0) // most accurate?, huge radius and low performance
{
light.Brightness = lightamm / 93f;
float lightamm = 300f;
if (entity.properties.TryGetValue("light", out string lightStr))
lightamm = float.Parse(lightStr);
light.ShadowsDepthBias = 0.0565f;
float radamm = 64f;
if (entity.properties.TryGetValue("radius", out string radStr))
radamm = float.Parse(radStr);
light.Brightness *= 0.7837f;
bool castShadows = true;
if (entity.properties.TryGetValue("castshadows", out string castShadowsStr))
castShadows = int.Parse(castShadowsStr) != 0;
if (pointLight != null)
{
pointLight.Radius = radamm * 12.5f;
pointLight.FallOffExponent = 3.33f;
pointLight.Radius *= 0.83375f;
pointLight.UseInverseSquaredFalloff = false;
pointLight.FallOffExponent = 8;
pointLight.ShadowsStrength = sceneShadows && castShadows ? 1.0f : 0.0f;
}
var hsv = light.Color.ToHSV();
hsv.Y *= 0.8f;
light.Color = Color.FromHSV(hsv);
}
else if (preset == 1) //
{
if (pointLight != null)
if (spotLight != null)
{
pointLight.Radius = 250f;
pointLight.FallOffExponent = 2f;
spotLight.UseInverseSquaredFalloff = false;
spotLight.FallOffExponent = 8;
spotLight.ShadowsStrength = sceneShadows && castShadows ? 1.0f : 0.0f;
spotLight.InnerConeAngle = 65f;
spotLight.OuterConeAngle = 80f;
}
light.Brightness = (lightamm / 128f) * 1.25f;
}
else if (preset == 2)
{
if (pointLight != null)
{
pointLight.Radius = 200f;
pointLight.FallOffExponent = 2f;
}
light.Brightness = (lightamm / 128f) * 1.6f;
}
else //if (preset == 3)
{
bool inverse = false;
float finalRadius = radamm * LightRadiusMultiplier;
light.Brightness = (lightamm / 128f) * BrightnessMultiplier;
light.ShadowsNormalOffsetScale = 10f;
light.ShadowsFadeDistance = 100f; // for debugging
light.ShadowsDistance = 500f;
light.ShadowsDepthBias = 0.027f;//0.005f;
var hsv = light.Color.ToHSV();
hsv.Y *= SaturationMultiplier;
light.Color = Color.FromHSV(hsv);
light.IndirectLightingIntensity = IndirectLightMultiplier;
light.ShadowsDepthBias = 0.0565f;
// if low quality shadows
//light.ShadowsDepthBias = 0.2492f;
if (spotLight != null)
int preset = 3;
if (preset == 0) // most accurate?, huge radius and low performance
{
// huge aliasing with spot lights for some reason?
light.ShadowsDepthBias = 0.7f;
light.Brightness = lightamm / 93f;
light.ShadowsDepthBias = 0.0565f;
light.Brightness *= 0.7837f;
if (pointLight != null)
{
pointLight.Radius = radamm * 12.5f;
pointLight.FallOffExponent = 3.33f;
pointLight.Radius *= 0.83375f;
}
var hsv = light.Color.ToHSV();
hsv.Y *= 0.8f;
light.Color = Color.FromHSV(hsv);
}
else if (preset == 1) //
{
if (pointLight != null)
{
pointLight.Radius = 250f;
pointLight.FallOffExponent = 2f;
}
if (inverse)
{
light.Brightness *= 20000f;
finalRadius *= 0.7f;
light.Brightness = (lightamm / 128f) * 1.25f;
}
else if (preset == 2)
{
if (pointLight != null)
{
pointLight.Radius = 200f;
pointLight.FallOffExponent = 2f;
}
if (pointLight != null)
{
pointLight.UseInverseSquaredFalloff = inverse;
pointLight.Radius = finalRadius;
pointLight.FallOffExponent = FallOffExponent;
light.Brightness = (lightamm / 128f) * 1.6f;
}
if (spotLight != null)
else //if (preset == 3)
{
spotLight.UseInverseSquaredFalloff = inverse;
spotLight.Radius = finalRadius;
spotLight.FallOffExponent = FallOffExponent;
bool inverse = false;
float finalRadius = radamm * LightRadiusMultiplier;
light.Brightness = (lightamm / 128f) * BrightnessMultiplier;
light.ShadowsNormalOffsetScale = 10f;
light.ShadowsFadeDistance = 100f; // for debugging
light.ShadowsDistance = 500f;
var hsv = light.Color.ToHSV();
hsv.Y *= SaturationMultiplier;
light.Color = Color.FromHSV(hsv);
light.IndirectLightingIntensity = IndirectLightMultiplier;
light.ShadowsDepthBias = 0.0565f;
// if low quality shadows
//light.ShadowsDepthBias = 0.2492f;
if (spotLight != null)
{
// huge aliasing with spot lights for some reason?
light.ShadowsDepthBias = 0.7f;
}
if (inverse)
{
light.Brightness *= 20000f;
finalRadius *= 0.7f;
}
if (pointLight != null)
{
pointLight.UseInverseSquaredFalloff = inverse;
pointLight.Radius = finalRadius;
pointLight.FallOffExponent = FallOffExponent;
}
if (spotLight != null)
{
spotLight.UseInverseSquaredFalloff = inverse;
spotLight.Radius = finalRadius;
spotLight.FallOffExponent = FallOffExponent;
}
}
}

View File

@@ -0,0 +1,40 @@
using System;
using System.Collections.Generic;
using FlaxEngine;
using FlaxEngine.Json;
namespace Game;
/// <summary>
/// MultiSceneScript Script.
/// </summary>
public class MultiSceneScript : Script
{
private PhysicsScene phystest;
private PhysicsScene phystest2;
public override void OnStart()
{
phystest = Physics.FindOrCreateScene("phystest");
phystest2 = Physics.FindOrCreateScene("phystest2");
Level.SceneLoaded += OnSceneLoaded;
Level.LoadScene(new SceneReference(JsonSerializer.ParseID("a916228c48fe3a0e89ff0985d4ad2fca")));
Level.SceneLoaded -= OnSceneLoaded;
Level.SceneLoaded += OnSceneLoaded2;
Level.LoadScene(new SceneReference(JsonSerializer.ParseID("f749e5d141e1384c05e49abe92a4fb90")));
Level.SceneLoaded -= OnSceneLoaded2;
}
private void OnSceneLoaded(Scene scene, Guid id)
{
scene.PhysicsScene = phystest;
}
private void OnSceneLoaded2(Scene scene, Guid id)
{
scene.PhysicsScene = phystest2;
}
}

View File

@@ -6,154 +6,148 @@ using FlaxEditor.CustomEditors.Dedicated;
using FlaxEditor.Scripting;
#endif
namespace Game
{
namespace Game;
#if FLAX_EDITOR
[CustomEditor(typeof(PlayerActor))]
public class PlayerActorEditor : ActorEditor
[CustomEditor(typeof(PlayerActor))]
public class PlayerActorEditor : ActorEditor
{
protected override List<ItemInfo> GetItemsForType(ScriptType type)
{
protected override List<ItemInfo> GetItemsForType(ScriptType type)
var items = GetItemsForType(type, type.IsClass, true);
// Remove all Rigid Body options
items.RemoveAll(x => x.Display?.Group == "Rigid Body");
// Inject scripts editor
ScriptMemberInfo scriptsMember = type.GetProperty("Scripts");
if (scriptsMember != ScriptMemberInfo.Null)
{
var items = GetItemsForType(type, type.IsClass, true);
// Remove all Rigid Body options
items.RemoveAll(x => x.Display?.Group == "Rigid Body");
// Inject scripts editor
ScriptMemberInfo scriptsMember = type.GetProperty("Scripts");
if (scriptsMember != ScriptMemberInfo.Null)
ItemInfo item = new ItemInfo(scriptsMember)
{
ItemInfo item = new ItemInfo(scriptsMember)
{
CustomEditor = new CustomEditorAttribute(typeof(ScriptsEditor))
};
items.Add(item);
}
return items;
CustomEditor = new CustomEditorAttribute(typeof(ScriptsEditor))
};
items.Add(item);
}
return items;
}
}
#endif
public class SomeActor : EmptyActor
public class PlayerActor : RigidBody//, INetworkSerializable
{
private PlayerMovement playerMovement;
public CapsuleCollider capsuleCollider;
public BoxCollider boxCollider;
public MeshCollider meshCollider;
//[NetworkReplicated]
public uint PlayerId = uint.MaxValue;
/*public PlayerActor()
{
// Default internal values for RigidBody
IsKinematic = true;
EnableGravity = false;
LinearDamping = 0f;
AngularDamping = 0f;
Constraints = RigidbodyConstraints.LockRotation;
}*/
}
public class PlayerActor : RigidBody//, INetworkSerializable
public override void OnBeginPlay()
{
private PlayerMovement playerMovement;
public CapsuleCollider capsuleCollider;
public BoxCollider boxCollider;
public MeshCollider meshCollider;
// Default internal values for RigidBody
IsKinematic = true;
EnableGravity = false;
LinearDamping = 0f;
AngularDamping = 0f;
Constraints = RigidbodyConstraints.LockRotation;
//[NetworkReplicated]
public uint PlayerId = uint.MaxValue;
base.OnBeginPlay();
/*public PlayerActor()
{
// Default internal values for RigidBody
IsKinematic = true;
EnableGravity = false;
LinearDamping = 0f;
AngularDamping = 0f;
Constraints = RigidbodyConstraints.LockRotation;
}*/
public override void OnBeginPlay()
{
// Default internal values for RigidBody
IsKinematic = true;
EnableGravity = false;
LinearDamping = 0f;
AngularDamping = 0f;
Constraints = RigidbodyConstraints.LockRotation;
base.OnBeginPlay();
playerMovement = FindScript<PlayerMovement>();
capsuleCollider = GetChild<CapsuleCollider>();
boxCollider = GetChild<BoxCollider>();
meshCollider = GetChild<MeshCollider>();
//playerRigidBody = FindActor<RigidBody>();
playerMovement = FindScript<PlayerMovement>();
capsuleCollider = GetChild<CapsuleCollider>();
boxCollider = GetChild<BoxCollider>();
meshCollider = GetChild<MeshCollider>();
//playerRigidBody = FindActor<RigidBody>();
//Console.Print("OnBeginPlay playerid: " + PlayerId.ToString());
//playerMovement.input = new PlayerInputNetwork();
}
//Console.Print("OnBeginPlay playerid: " + PlayerId.ToString());
//playerMovement.input = new PlayerInputNetwork();
}
public override void OnEnable()
public override void OnEnable()
{
// Trigger OnEnable manually, does not seem to propagate when parent gets enabled/disabled
playerMovement.Enabled = true;
//NetworkReplicator.AddObject(this);
}
public override void OnDisable()
{
playerMovement.Enabled = false;
//NetworkReplicator.RemoveObject(this);
}
//[NetworkRpc(client: true)]
public void Initialize(uint playerId, Float3 newPosition, Float3 eulerAngles)
{
if (PlayerId == playerId) // FIXME
return;
FindActor("PlayerModel").IsActive = true;
IsActive = true;
PlayerId = playerId;
playerMovement.SetInput(playerId);
if (playerId == NetworkManager.LocalPlayerClientId)
{
// Trigger OnEnable manually, does not seem to propagate when parent gets enabled/disabled
playerMovement.Enabled = true;
//NetworkReplicator.AddObject(this);
FindActor("CameraHolder").IsActive = true;
//FindActor("ViewModelHolder").IsActive = true;
FindActor("PlayerModel").IsActive = false;
}
SetPosition(newPosition);
SetRotation(eulerAngles);
//else
// FindActor("PlayerModel").IsActive = true;
//IsActive = true;
}
public override void OnDisable()
{
playerMovement.Enabled = false;
//NetworkReplicator.RemoveObject(this);
}
//[NetworkRpc(server: true)]
public void UpdateNetworkInput(PlayerInputState inputState/*, Float4 viewDeltaXYMoveForwardRight, bool attacking, bool jumping*/)
{
if (playerMovement.input is not PlayerInputNetwork playerInputNetwork)
return;
//[NetworkRpc(client: true)]
public void Initialize(uint playerId, Float3 newPosition, Float3 eulerAngles)
{
if (PlayerId == playerId) // FIXME
return;
//PlayerInputState inputState = new PlayerInputState(frame, viewDeltaXYMoveForwardRight.X, viewDeltaXYMoveForwardRight.Y, viewDeltaXYMoveForwardRight.Z, viewDeltaXYMoveForwardRight.W, attacking, jumping);
//playerInputNetwork.currentState.input = inputState;
playerInputNetwork.SetState(inputState.frame, inputState);
}
FindActor("PlayerModel").IsActive = true;
IsActive = true;
public void SetPosition(Float3 newPosition)
{
Position = newPosition;
playerMovement.movementState.position = newPosition;
}
PlayerId = playerId;
playerMovement.SetInput(playerId);
if (playerId == NetworkManager.LocalPlayerClientId)
{
FindActor("CameraHolder").IsActive = true;
//FindActor("ViewModelHolder").IsActive = true;
FindActor("PlayerModel").IsActive = false;
}
SetPosition(newPosition);
SetRotation(eulerAngles);
//else
// FindActor("PlayerModel").IsActive = true;
//IsActive = true;
}
public void SetRotation(Float3 eulerAngles)
{
playerMovement.ResetRotation(eulerAngles);
}
//[NetworkRpc(server: true)]
public void UpdateNetworkInput(PlayerInputState inputState/*, Float4 viewDeltaXYMoveForwardRight, bool attacking, bool jumping*/)
{
if (playerMovement.input is not PlayerInputNetwork playerInputNetwork)
return;
public Float3 GetRotation()
{
return playerMovement.viewAngles;
}
//PlayerInputState inputState = new PlayerInputState(frame, viewDeltaXYMoveForwardRight.X, viewDeltaXYMoveForwardRight.Y, viewDeltaXYMoveForwardRight.Z, viewDeltaXYMoveForwardRight.W, attacking, jumping);
//playerInputNetwork.currentState.input = inputState;
playerInputNetwork.SetState(inputState.frame, inputState);
}
public void SetPosition(Float3 newPosition)
{
Position = newPosition;
playerMovement.movementState.position = newPosition;
}
public void SetRotation(Float3 eulerAngles)
{
playerMovement.ResetRotation(eulerAngles);
}
public Float3 GetRotation()
{
return playerMovement.viewAngles;
}
//[NetworkRpc(client: true)]
public void Teleport(Float3 newPosition, Float3 eulerAngles)
{
SetPosition(newPosition);
SetRotation(eulerAngles);
}
//[NetworkRpc(client: true)]
public void Teleport(Float3 newPosition, Float3 eulerAngles)
{
SetPosition(newPosition);
SetRotation(eulerAngles);
}
}

View File

@@ -1302,7 +1302,7 @@ namespace Game
velocity.Y = jumpVel;
}
else
velocity = Float3.Up * jumpVel;
velocity = Float3.Up * jumpVel + new Float3(1, 0, 1) * velocity;
movementState.onGround = false;