{"TotalCount":7,"Files":[{"Ident":"facepunch.playercontroller","Path":"Code/PlayerController.cs","FileName":"PlayerController.cs","PackageType":"library","CodeKind":"Game","AssetVersionId":56200,"IsPrivate":false,"Code":"using Sandbox.Citizen;\r\n\r\n[Group( \u0022Walker\u0022 )]\r\n[Title( \u0022Walker - Player Controller\u0022 )]\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 \u002B= 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( \u0022run\u0022 ) ) return SprintMoveSpeed;\r\n\t\t\tif ( Input.Down( \u0022walk\u0022 ) ) 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 \u003C 0.2f \u0026\u0026 lastJump \u003E 0.3f \u0026\u0026 Input.Pressed( \u0022jump\u0022 ) )\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 \u002B= 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\u0027t 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 \u002B 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 \u003C 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 \u002B= 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 \u002B= 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 \u003C 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( \u0022duck\u0022 );\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\u0027re 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\u0027t.\r\n\t\t\tif ( !CharacterController.IsOnGround )\r\n\t\t\t{\r\n\t\t\t\tCharacterController.MoveTo( Transform.Position \u002B= 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\u003CCameraComponent\u003E().Where( x =\u003E 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 \u002B new Vector3( 0, 0, EyeHeight );\r\n\r\n\t\t// smooth view z, so when going up and down stairs or ducking, it\u0027s smooth af\r\n\t\tif ( lastUngrounded \u003E 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 ) return;\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 \u003C 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\u003CModelRenderer\u003E( FindMode.InChildren ) )\r\n\t\t{\r\n\t\t\tif ( !clothing.Tags.Has( \u0022clothing\u0022 ) )\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":"facepunch.playercontroller","Path":"Code/Assembly.cs","FileName":"Assembly.cs","PackageType":"library","CodeKind":"Game","AssetVersionId":56200,"IsPrivate":false,"Code":"global using System;\r\nglobal using Sandbox;\r\nglobal using System.Linq;\r\nglobal using System.Threading.Tasks;\r\nglobal using System.Collections.Generic;\r\n"},{"Ident":"facepunch.playercontroller","Path":"UnitTests/UnitTest.cs","FileName":"UnitTest.cs","PackageType":"library","CodeKind":"UnitTest","AssetVersionId":56200,"IsPrivate":false,"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":"facepunch.playercontroller","Path":"UnitTests/LibraryTest.cs","FileName":"LibraryTest.cs","PackageType":"library","CodeKind":"UnitTest","AssetVersionId":56200,"IsPrivate":false,"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":"facepunch.playercontroller","Path":"Code/PlayerPusher.cs","FileName":"PlayerPusher.cs","PackageType":"library","CodeKind":"Game","AssetVersionId":56200,"IsPrivate":false,"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\u003CPlayerPusher\u003E() )\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 \u003E 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 \u002B= delta.Normal * (1.0f - distanceDelta);\r\n\t}\r\n}\r\n"},{"Ident":"facepunch.playercontroller","Path":"Code/PlayerFootsteps.cs","FileName":"PlayerFootsteps.cs","PackageType":"library","CodeKind":"Game","AssetVersionId":56200,"IsPrivate":false,"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 \u002B= 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 \u003C 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 \u002B Vector3.Up * 20, e.Transform.Position \u002B 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 \u002B tr.Normal * 5 );\r\n\t\thandle.Volume *= e.Volume;\r\n\t\thandle.Update();\r\n\t}\r\n}\r\n"},{"Ident":"facepunch.playercontroller","Path":"Editor/MyEditorMenu.cs","FileName":"MyEditorMenu.cs","PackageType":"library","CodeKind":"Editor","AssetVersionId":56200,"IsPrivate":false,"Code":"using Editor;\r\n\r\npublic static class MyEditorMenu\r\n{\r\n\t[Menu( \u0022Editor\u0022, \u0022playercontroller/My Menu Option\u0022 )]\r\n\tpublic static void OpenMyMenu()\r\n\t{\r\n\t\tEditorUtility.DisplayDialog( \u0022It worked!\u0022, \u0022This is being called from your library\u0027s editor code!\u0022 );\r\n\t}\r\n}\r\n"}]}