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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Sandbox;
namespace SFXR;
[Title( "SFXR Component" )]
[Category( "SFXR" )]
[Icon( "volume_up" )]
public sealed class SFXRComponent : Component
{
/// <summary>
/// The base Waveform
/// (Default: Square)
/// </summary>
[Property, Group( "Sound" )]
public Waveform Waveform { get; set; } = Waveform.Square;
/// <summary>
/// The sample rate of the sound
/// </summary>
[Property, Group( "Sound" )]
public SampleRate SampleRate { get; set; } = SampleRate.Hz44100;
/// <summary>
/// The bit depth of the sound
/// </summary>
// [Property, Group( "Sound" )]
public BitDepth BitDepth { get; set; } = BitDepth.Bit16;
/// <summary>
/// The length of the sound in seconds
/// </summary>
[Property, Group( "Sound" ), Range( 0f, 20f, 0.01f )]
public float Length { get; set; } = 0.5f;
/// <summary>
/// The volume of the sound
/// (Default: 0.5)
/// </summary>
[Property, Group( "Sound" ), Range( 0f, 1f, 0.01f )]
public float MasterVolume { get; set; } = 0.5f;
[Property, Group( "Frequency" ), Range( 0, 3000f, 1f )]
float StartFrequency
{
get => Frequency.Start;
set => Frequency.Start = value;
}
[Property, Group( "Frequency" ), Range( -3000f, 3000f, 1f )]
float Slide
{
get => Frequency.Slide;
set => Frequency.Slide = value;
}
[Property, Group( "Frequency" ), Range( -3000f, 3000f, 1f )]
float SlideDelta
{
get => Frequency.DeltaSlide;
set => Frequency.DeltaSlide = value;
}
/// <summary>
/// The random seed
/// </summary>
[Property, Group( "Controls" )]
public long Seed { get; set; } = 0;
[Property, Group( "Controls" )]
public SFXRControls Controls { get; set; } = new SFXRControls();
public SFXRFrequency Frequency { get; set; } = new SFXRFrequency();
Random _random = new Random();
List<SFXRNote> NotesPlaying = new();
/// <summary>
/// Plays the sound defined by the component
/// </summary>
/// <returns>The sound handle of the sound. This can be used to change position, pitch, ect</returns>
public SoundHandle PlaySound()
{
var sfx = Generate( (int)(Length * (int)SampleRate) );
var handle = sfx.Play();
// DestroyStream(sfx, Length);
return handle;
}
/// <summary>
/// Plays the sound defined by the component (Via a frequency trigger. This will play indefinitely until released)
/// </summary>
/// <param name="frequency">The frequency of the sound</param>
/// <param name="volume">The volume of the trigger </param>
public void TriggerNotePress( float frequency, float volume = 1f )
{
foreach ( var note in NotesPlaying.Where( x => x.Frequency == frequency ) )
{
note.Release();
}
var newNote = new SFXRNote( this, frequency, volume );
newNote.Trigger();
NotesPlaying.Add( newNote );
}
/// <summary>
/// Releases a note playing at the given frequency
/// </summary>
/// <param name="frequency">The frequency of the sound</param>
public void TriggerNoteRelease( float frequency )
{
foreach ( var note in NotesPlaying.Where( x => x.Frequency == frequency ) )
{
note.Release();
}
}
/// <summary>
/// Releases all notes playing
/// </summary>
public void TriggerReleaseAll()
{
foreach ( var note in NotesPlaying )
{
note.Release();
}
}
/// <summary>
/// Generates a sound stream from the component
/// </summary>
/// <param name="sampleCount">How many samples the stream should be filled with</param>
/// <returns></returns>
public SoundStream Generate( int sampleCount )
{
List<SFXREffect> effects = new();
foreach ( var component in GameObject.Components.GetAll() )
{
if ( component is not SFXREffect effect || !effect.Enabled ) continue;
effects.Add( effect );
}
return Generate( sampleCount, effects );
}
/// <summary>
/// Generates a sound stream from the component with the given effects
/// </summary>
/// <param name="sampleCount">The number of samples</param>
/// <param name="effects">A list of the effects to apply</param>
/// <returns></returns>
public SoundStream Generate( int sampleCount, List<SFXREffect> effects )
{
short[] samples = new short[sampleCount];
float t = 0;
for ( int i = 0; i < sampleCount; i++ )
{
t += 1f / (int)SampleRate;
short sampleValue = SFXR.GetWaveformSample( Waveform, t, Frequency.GetFrequency( t ) );
sampleValue = (short)((float)sampleValue * MasterVolume);
samples[i] = sampleValue;
}
foreach ( var effect in effects )
{
if ( !effect.Enabled ) continue;
samples = effect.Apply( samples, this );
}
var stream = new SoundStream( (int)SampleRate );
stream.WriteData( samples );
return stream;
}
/// <summary>
/// Randomizes the component's parameters
/// </summary>
public void Randomize()
{
if ( Seed != 0 ) _random = new Random( (int)Seed );
var waveform = Waveform;
ResetParameters();
Waveform = waveform;
Frequency.Start = _random.Next( 10, 3000 );
if ( _random.Next( 2 ) == 0 ) Frequency.Slide = _random.Next( -3000, 3000 );
if ( Frequency.Start > 2000 && Frequency.Slide > 200 ) Frequency.Slide = -Frequency.Slide;
else if ( Frequency.Start < 400 && Frequency.Slide < -50 ) Frequency.Slide = -Frequency.Slide;
if ( _random.Next( 2 ) == 0 ) Frequency.DeltaSlide = _random.Next( -3000, 3000 );
SanitizeParameters();
}
/// <summary>
/// Mutates the component's parameters slightly
/// </summary>
public void Mutate( float mutation = 0.05f )
{
if ( Seed != 0 ) _random = new Random( (int)Seed );
Frequency.Start += _random.Float( -mutation, mutation ) * 1000;
if ( Frequency.Start > 2000 && Frequency.Slide > 200 ) Frequency.Slide = -Frequency.Slide;
else if ( Frequency.Start < 400 && Frequency.Slide < -50 ) Frequency.Slide = -Frequency.Slide;
Frequency.Slide += _random.Float( -mutation, mutation ) * 1000;
Frequency.DeltaSlide += _random.Float( -mutation, mutation ) * 1000;
if ( Frequency.Slide < -3000 ) Frequency.Slide = -3000;
if ( Frequency.Slide > 3000 ) Frequency.Slide = 3000;
SanitizeParameters();
}
public void RandomizePickup()
{
if ( Seed != 0 ) _random = new Random( (int)Seed );
ResetParameters();
foreach ( var component in GameObject.Components.GetAll() )
{
if ( component is not SFXREffect effect ) continue;
effect.Enabled = false;
}
var envelope = Components.GetOrCreate<SFXREnvelope>();
Waveform = (Waveform)_random.Int( 0, 2 );
Frequency.Start = _random.Float( 0.4f, 0.9f ) * 3000;
envelope.Enabled = true;
envelope.Attack = 0;
envelope.Decay = _random.Float( 0.1f, 0.3f );
envelope.Sustain = _random.Float( 0f, 0.1f );
envelope.Release = _random.Float( 0.1f, 0.3f );
Length = envelope.Attack + envelope.Sustain + envelope.Decay + envelope.Release;
}
public void RandomizeLaser()
{
if ( Seed != 0 ) _random = new Random( (int)Seed );
ResetParameters();
foreach ( var component in GameObject.Components.GetAll() )
{
if ( component is not SFXREffect effect ) continue;
effect.Enabled = false;
}
var envelope = Components.GetOrCreate<SFXREnvelope>();
var highpass = Components.GetOrCreate<SFXRHighPass>();
Waveform = (Waveform)_random.Int( 0, 2 );
if ( Waveform == Waveform.Sine && _random.Next( 2 ) == 0 ) Waveform = (Waveform)_random.Int( 0, 1 );
Frequency.Start = _random.Float( 0.6f, 0.75f ) * 3000;
Frequency.Slide = _random.Float( -0.25f, -0.15f ) * 3000;
envelope.Enabled = true;
envelope.Attack = 0;
envelope.Decay = _random.Float( 0f, 0.4f );
envelope.Sustain = _random.Float( 0.1f, 0.3f );
envelope.Release = _random.Float( 0.25f, 0.3f );
Length = envelope.Attack + envelope.Sustain + envelope.Decay + envelope.Release;
if ( _random.Next( 2 ) == 0 )
{
highpass.Enabled = true;
highpass.Cutoff = _random.Float( 0f, 0.3f );
}
}
public void RandomizeExplosion()
{
if ( Seed != 0 ) _random = new Random( (int)Seed );
ResetParameters();
foreach ( var component in GameObject.Components.GetAll() )
{
if ( component is not SFXREffect effect ) continue;
effect.Enabled = false;
}
var envelope = Components.GetOrCreate<SFXREnvelope>();
var vibrato = Components.GetOrCreate<SFXRVibrato>();
Waveform = Waveform.Noise;
if ( _random.Next( 2 ) == 0 )
{
Frequency.Start = _random.Float( 0.025f, 0.15f ) * 3000;
Frequency.Slide = _random.Float( -0.1f, -0.01f ) * 3000;
}
else
{
Frequency.Start = _random.Float( 0.1f, 0.2f ) * 3000;
Frequency.Slide = _random.Float( -0.6f, 0.6f ) * 3000;
}
if ( _random.Next( 4 ) == 0 ) Frequency.Slide = 0;
envelope.Enabled = true;
envelope.Attack = 0;
envelope.Sustain = _random.Float( 0.1f, 0.4f );
envelope.Release = _random.Float( 0.1f, 0.3f );
Length = envelope.Attack + envelope.Sustain + envelope.Decay + envelope.Release;
if ( _random.Next( 2 ) == 0 )
{
vibrato.Enabled = true;
vibrato.Depth = _random.Float( 0f, 0.7f );
vibrato.Speed = _random.Float( 0f, 60f );
}
else
{
vibrato.Enabled = false;
}
if ( -Frequency.Slide > Frequency.Start )
{
Frequency.Slide = -Frequency.Start;
}
}
public void RandomizePowerup()
{
if ( Seed != 0 ) _random = new Random( (int)Seed );
ResetParameters();
foreach ( var component in GameObject.Components.GetAll() )
{
if ( component is not SFXREffect effect ) continue;
effect.Enabled = false;
}
var envelope = Components.GetOrCreate<SFXREnvelope>();
var vibrato = Components.GetOrCreate<SFXRVibrato>();
if ( _random.Next( 2 ) == 0 )
{
Waveform = Waveform.Sawtooth;
}
if ( _random.Next( 2 ) == 0 )
{
Frequency.Start = _random.Float( 0.2f, 0.5f ) * 3000;
Frequency.Slide = _random.Float( 0.1f, 0.5f ) * 3000;
}
else
{
Frequency.Start = _random.Float( 0.25f, 0.5f ) * 3000;
Frequency.Slide = _random.Float( 0.05f, 0.25f ) * 3000;
if ( _random.Next( 2 ) == 0 )
{
vibrato.Enabled = true;
vibrato.Depth = _random.Float( 0, 0.7f );
vibrato.Speed = _random.Float( 0, 60f );
}
else
{
vibrato.Enabled = false;
}
}
if ( -Frequency.Slide > Frequency.Start )
{
Frequency.Slide = -Frequency.Start;
}
envelope.Enabled = true;
envelope.Attack = 0;
envelope.Sustain = _random.Float( 0f, 0.4f );
envelope.Release = _random.Float( 0.1f, 0.5f );
Length = envelope.Attack + envelope.Sustain + envelope.Decay + envelope.Release;
}
public void RandomizeHit()
{
if ( Seed != 0 ) _random = new Random( (int)Seed );
ResetParameters();
foreach ( var component in GameObject.Components.GetAll() )
{
if ( component is not SFXREffect effect ) continue;
effect.Enabled = false;
}
var envelope = Components.GetOrCreate<SFXREnvelope>();
var highpass = Components.GetOrCreate<SFXRHighPass>();
Waveform = (Waveform)_random.Int( 0, 3 );
if ( Waveform == Waveform.Sine )
{
Waveform = Waveform.Noise;
}
Frequency.Start = _random.Float( 0.1f, 0.5f ) * 3000;
Frequency.Slide = _random.Float( -0.7f, -0.3f ) * 3000;
if ( -Frequency.Slide > Frequency.Start )
{
Frequency.Slide = -Frequency.Start;
}
envelope.Enabled = true;
envelope.Attack = 0;
envelope.Decay = 0;
envelope.Sustain = _random.Float( 0.025f, 0.1f );
envelope.Release = _random.Float( 0.1f, 0.3f );
Length = envelope.Attack + envelope.Sustain + envelope.Decay + envelope.Release;
if ( _random.Next( 2 ) == 0 )
{
highpass.Enabled = true;
highpass.Cutoff = _random.Float( 0f, 0.3f );
}
else
{
highpass.Enabled = false;
}
}
public void RandomizeJump()
{
if ( Seed != 0 ) _random = new Random( (int)Seed );
ResetParameters();
foreach ( var component in GameObject.Components.GetAll() )
{
if ( component is not SFXREffect effect ) continue;
effect.Enabled = false;
}
var envelope = Components.GetOrCreate<SFXREnvelope>();
Waveform = Waveform.Square;
Frequency.Start = _random.Float( 0.3f, 0.6f ) * 3000;
Frequency.Slide = _random.Float( 0.1f, 0.3f ) * 3000;
if ( -Frequency.Slide > Frequency.Start )
{
Frequency.Slide = -Frequency.Start;
}
envelope.Enabled = true;
envelope.Attack = 0;
envelope.Sustain = _random.Float( 0.1f, 0.4f );
envelope.Release = _random.Float( 0.1f, 0.3f );
Length = envelope.Attack + envelope.Sustain + envelope.Decay + envelope.Release;
}
public void RandomizeBlip()
{
if ( Seed != 0 ) _random = new Random( (int)Seed );
ResetParameters();
foreach ( var component in GameObject.Components.GetAll() )
{
if ( component is not SFXREffect effect ) continue;
effect.Enabled = false;
}
var envelope = Components.GetOrCreate<SFXREnvelope>();
Waveform = Waveform.Square;
Frequency.Start = _random.Float( 0.2f, 0.6f ) * 3000;
envelope.Enabled = true;
envelope.Attack = 0;
envelope.Decay = _random.Float( 0.1f, 0.2f );
envelope.Sustain = _random.Float( 0.025f, 0.1f );
envelope.Release = _random.Float( 0.1f, 0.3f );
Length = envelope.Attack + envelope.Sustain + envelope.Decay + envelope.Release;
}
public void ResetParameters()
{
Waveform = Waveform.Square;
SampleRate = SampleRate.Hz44100;
BitDepth = BitDepth.Bit16;
Length = 0.5f;
MasterVolume = 0.5f;
Frequency = new SFXRFrequency();
Controls = new SFXRControls();
}
void SanitizeParameters()
{
}
protected override void OnUpdate()
{
foreach ( var note in NotesPlaying )
{
note.Update();
// if (!note.IsPlaying)
// {
// note.DestroyStreams();
// }
}
NotesPlaying.RemoveAll( x => !x.IsPlaying );
}
}
using System;
using System.Collections.Generic;
using Sandbox;
namespace SFXR;
[Title( "ADSR Envelope" )]
[Category( "SFXR Effects" )]
[Icon( "mail_outline" )]
public class SFXREnvelope : SFXREffect
{
/// <summary>
/// Time the sound takes to reach its peak amplitude
/// (Default: 0)
/// </summary>
[Property, Range( 0, 10 )]
public float Attack { get; set; } = 0;
/// <summary>
/// The time taken for the sound to fade to the sustain level
/// </summary>
[Property, Range( 0, 10 )]
public float Decay { get; set; } = 0;
/// <summary>
/// The level maintained until release is triggered
/// (Default: 1)
/// </summary>
[Property, Range( 0, 1 )]
public float Sustain { get; set; } = 1f;
/// <summary>
/// The time taken for the sound to fade to zero after the sustain
/// (Default: 0.3)
/// </summary>
[Property, Range( 0, 10 )]
public float SustainTime { get; set; } = 0.3f;
/// <summary>
/// The time taken for the sound to fade to zero after the release
/// (Default: 0.4)
/// </summary>
[Property, Range( 0, 10 )]
public float Release { get; set; } = 0.4f;
/// <summary>
/// Returns the amplitude of the envelope at a given time
/// </summary>
/// <param name="time">Time in seconds</param>
/// <returns>Amplitude of the envelope at the given time</returns>
public float GetAmplitude( float time )
{
return GetCurve().Evaluate( time / GetLength() );
}
public override short[] Apply( short[] samples, SFXRComponent sound )
{
// Calculate the envelope amplitude for each sample
for ( int i = 0; i < samples.Length; i++ )
{
float t = i / (float)sound.SampleRate;
float amplitude = GetAmplitude( t );
samples[i] = (short)(samples[i] * amplitude);
}
return samples;
}
public float GetLength()
{
return Attack + Decay + SustainTime + Release;
}
public Curve GetCurve()
{
Curve curve = new();
List<Vector2> points = new();
// Add the attack curve
points.Add( new Vector2( 0, 0 ) );
points.Add( new Vector2( Attack, 1 ) );
// Add the decay curve
points.Add( new Vector2( Attack + Decay, Sustain ) );
// Add the sustain curve
points.Add( new Vector2( Attack + Decay + SustainTime, Sustain ) );
// Add the release curve
points.Add( new Vector2( Attack + Decay + SustainTime + Release, 0 ) );
// Normalize the curve to 0-1 in the x
for ( int i = 0; i < points.Count; i++ )
{
points[i] = new Vector2( points[i].x / (Attack + Decay + SustainTime + Release), points[i].y );
}
// Add the points to the curve
foreach ( var point in points )
{
curve.AddPoint( point.x, point.y );
}
return curve;
}
}using Sandbox;
public sealed class SceneTrigger : Component, Component.ITriggerListener
{
[Property] public SceneFile SceneFile { get; set; }
protected override void OnUpdate()
{
}
void ITriggerListener.OnTriggerEnter(Sandbox.Collider other)
{
if (other.GameObject.Parent.Tags.Has("player") || other.GameObject.Tags.Has("boat"))
{
Game.ActiveScene.Load(SceneFile);
}
}
void ITriggerListener.OnTriggerExit(Sandbox.Collider other)
{
}
}
using System.Collections.Generic;
namespace Sandbox;
/// <summary>
/// How to use the system:
/// <code>
/// public sealed class ExampleComponent : Component
/// {
/// // Reference to the system.
/// private FixedUpdateInputSystem _fixedInput;
///
/// protected override void Start()
/// {
/// // Get the reference like this:
/// _fixedInput = Scene.GetSystem<FixedUpdateInputSystem>();
///
/// base.OnStart();
/// }
///
/// protected override void OnFixedUpdate()
/// {
/// // Query for input like usual.
/// if( _fixedInput.Pressed("jump") )
/// {
/// Log.Info("Jumped");
/// }
///
/// base.OnFixedUpdate();
/// }
/// }
/// </code>
/// </summary>
public sealed class FixedUpdateInputSystem : GameObjectSystem
{
private struct FixedUpdateInputBuffer
{
private class State
{
public bool Held;
public bool Pressed;
public bool Released;
}
private Dictionary<string, State> _actionStates;
public FixedUpdateInputBuffer()
{
_actionStates = new Dictionary<string, State>();
foreach ( var b in Input.GetActions() )
{
_actionStates[b.Name.ToLowerInvariant()] = new State();
}
}
/// <summary>
/// Call from a <see cref="Component.OnUpdate"/> method
/// to update the states of the actions.
/// </summary>
public void OnUpdate()
{
foreach ( var (name, state) in _actionStates )
{
if ( Input.Down( name ) )
_actionStates[name].Held = true;
if ( Input.Pressed( name ) )
_actionStates[name].Pressed = true;
if ( Input.Released( name ) )
_actionStates[name].Released = true;
}
}
/// <summary>
/// Call from a <see cref="Component.OnFixedUpdate"/>
/// method to get the <see cref="State.Held"/> state of this action.
/// </summary>
/// <param name="action">The action name (case insensitive).</param>
/// <returns></returns>
///
public bool Held( string action )
{
return _actionStates[action.ToLowerInvariant()].Held;
}
/// <summary>
/// Call from a <see cref="Component.OnFixedUpdate"/>
/// method to get the <see cref="State.Pressed"/> state of this action.
/// </summary>
/// <param name="action">The action name (case insensitive).</param>
/// <returns></returns>
public bool Pressed( string action )
{
return _actionStates[action.ToLowerInvariant()].Pressed;
}
/// <summary>
/// Call from a <see cref="Component.OnFixedUpdate"/>
/// method to get the <see cref="State.Pressed"/> state of this action.
/// </summary>
/// <param name="action">The action name (case insensitive).</param>
/// <returns></returns>
public bool Released( string action )
{
return _actionStates[action.ToLowerInvariant()].Released;
}
/// <summary>
/// Call at the end of your <see cref="Component.OnFixedUpdate"/> method
/// to clear the state of the struct and reset.
/// </summary>
public void Clear()
{
foreach ( var actionName in _actionStates.Keys )
{
_actionStates[actionName].Held = false;
_actionStates[actionName].Pressed = false;
}
}
}
private FixedUpdateInputBuffer _buffer;
public FixedUpdateInputSystem( Scene scene ) : base( scene )
{
_buffer = new();
Listen( Stage.StartUpdate, int.MinValue, OnStartUpdate, "FUIB.OnStartUpdate" );
Listen( Stage.FinishFixedUpdate, int.MaxValue, OnFinishFixedUpdate, "FUIB.OnFinishFixedUpdate" );
}
private void OnStartUpdate()
{
_buffer.OnUpdate();
}
private void OnFinishFixedUpdate()
{
_buffer.Clear();
}
/// <summary>
/// Is the action currently held down?
/// </summary>
/// <param name="action">The action name (case insensitive).</param>
/// <returns></returns>
///
public bool Held( string action ) => _buffer.Held( action );
/// <summary>
/// Was the action pressed?
/// </summary>
/// <param name="action">The action name (case insensitive).</param>
/// <returns></returns>
public bool Pressed( string action ) => _buffer.Pressed( action );
/// <summary>
/// Was the action released?
/// </summary>
/// <param name="action">The action name (case insensitive).</param>
/// <returns></returns>
public bool Released( string action ) => _buffer.Released( action );
}
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);
}
}
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 );
}
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;
}
}
using Sandbox;
using System.Collections.Generic;
namespace EZCameraShake
{
public class CameraShaker : Component
{
/// <summary>
/// The single instance of the CameraShaker in the current scene. Do not use if you have multiple instances.
/// </summary>
public static CameraShaker Instance;
static Dictionary<string, CameraShaker> instanceList = new Dictionary<string, CameraShaker>();
/// <summary>
/// The default position influcence of all shakes created by this shaker.
/// </summary>
[Property] public Vector3 DefaultPosInfluence = new Vector3(0.15f, 0.15f, 0.15f);
/// <summary>
/// The default rotation influcence of all shakes created by this shaker.
/// </summary>
[Property] public Vector3 DefaultRotInfluence = new Vector3(1, 1, 1);
/// <summary>
/// Offset that will be applied to the camera's default (0,0,0) rest position
/// </summary>
[Property] public Vector3 RestPositionOffset = new Vector3(0, 0, 0);
/// <summary>
/// Offset that will be applied to the camera's default (0,0,0) rest rotation
/// </summary>
[Property] public Vector3 RestRotationOffset = new Vector3(0, 0, 0);
Vector3 posAddShake, rotAddShake;
List<CameraShakeInstance> cameraShakeInstances = new List<CameraShakeInstance>();
protected override void OnAwake()
{
Instance = this;
instanceList.Add(GameObject.Name, this);
}
protected override void OnUpdate()
{
posAddShake = Vector3.Zero;
rotAddShake = Vector3.Zero;
for (int i = 0; i < cameraShakeInstances.Count; i++)
{
if (i >= cameraShakeInstances.Count)
break;
CameraShakeInstance c = cameraShakeInstances[i];
if (c.CurrentState == CameraShakeState.Inactive && c.DeleteOnInactive)
{
cameraShakeInstances.RemoveAt(i);
i--;
}
else if (c.CurrentState != CameraShakeState.Inactive)
{
posAddShake += CameraUtilities.MultiplyVectors(c.UpdateShake(), c.PositionInfluence);
rotAddShake += CameraUtilities.MultiplyVectors(c.UpdateShake(), c.RotationInfluence);
}
}
Transform.LocalPosition = (posAddShake) + RestPositionOffset;
Vector3 thing = (rotAddShake / 100) + RestRotationOffset;
Transform.LocalRotation = new Angles(thing.x, thing.y, thing.z);
}
/// <summary>
/// Gets the CameraShaker with the given name, if it exists.
/// </summary>
/// <param name="name">The name of the camera shaker instance.</param>
/// <returns></returns>
public static CameraShaker GetInstance(string name)
{
CameraShaker c;
if (instanceList.TryGetValue(name, out c))
return c;
Log.Error("CameraShake " + name + " not found!");
return null;
}
/// <summary>
/// Starts a shake using the given preset.
/// </summary>
/// <param name="shake">The preset to use.</param>
/// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns>
public CameraShakeInstance Shake(CameraShakeInstance shake)
{
cameraShakeInstances.Add(shake);
return shake;
}
/// <summary>
/// Shake the camera once, fading in and out over a specified durations.
/// </summary>
/// <param name="magnitude">The intensity of the shake.</param>
/// <param name="roughness">Roughness of the shake. Lower values are smoother, higher values are more jarring.</param>
/// <param name="fadeInTime">How long to fade in the shake, in seconds.</param>
/// <param name="fadeOutTime">How long to fade out the shake, in seconds.</param>
/// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns>
public CameraShakeInstance ShakeOnce(float magnitude, float roughness, float fadeInTime, float fadeOutTime)
{
CameraShakeInstance shake = new CameraShakeInstance(magnitude, roughness, fadeInTime, fadeOutTime);
shake.PositionInfluence = DefaultPosInfluence;
shake.RotationInfluence = DefaultRotInfluence;
cameraShakeInstances.Add(shake);
return shake;
}
/// <summary>
/// Shake the camera once, fading in and out over a specified durations.
/// </summary>
/// <param name="magnitude">The intensity of the shake.</param>
/// <param name="roughness">Roughness of the shake. Lower values are smoother, higher values are more jarring.</param>
/// <param name="fadeInTime">How long to fade in the shake, in seconds.</param>
/// <param name="fadeOutTime">How long to fade out the shake, in seconds.</param>
/// <param name="posInfluence">How much this shake influences position.</param>
/// <param name="rotInfluence">How much this shake influences rotation.</param>
/// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns>
public CameraShakeInstance ShakeOnce(float magnitude, float roughness, float fadeInTime, float fadeOutTime, Vector3 posInfluence, Vector3 rotInfluence)
{
CameraShakeInstance shake = new CameraShakeInstance(magnitude, roughness, fadeInTime, fadeOutTime);
shake.PositionInfluence = posInfluence;
shake.RotationInfluence = rotInfluence;
cameraShakeInstances.Add(shake);
return shake;
}
/// <summary>
/// Start shaking the camera.
/// </summary>
/// <param name="magnitude">The intensity of the shake.</param>
/// <param name="roughness">Roughness of the shake. Lower values are smoother, higher values are more jarring.</param>
/// <param name="fadeInTime">How long to fade in the shake, in seconds.</param>
/// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns>
public CameraShakeInstance StartShake(float magnitude, float roughness, float fadeInTime)
{
CameraShakeInstance shake = new CameraShakeInstance(magnitude, roughness);
shake.PositionInfluence = DefaultPosInfluence;
shake.RotationInfluence = DefaultRotInfluence;
shake.StartFadeIn(fadeInTime);
cameraShakeInstances.Add(shake);
return shake;
}
/// <summary>
/// Start shaking the camera.
/// </summary>
/// <param name="magnitude">The intensity of the shake.</param>
/// <param name="roughness">Roughness of the shake. Lower values are smoother, higher values are more jarring.</param>
/// <param name="fadeInTime">How long to fade in the shake, in seconds.</param>
/// <param name="posInfluence">How much this shake influences position.</param>
/// <param name="rotInfluence">How much this shake influences rotation.</param>
/// <returns>A CameraShakeInstance that can be used to alter the shake's properties.</returns>
public CameraShakeInstance StartShake(float magnitude, float roughness, float fadeInTime, Vector3 posInfluence, Vector3 rotInfluence)
{
CameraShakeInstance shake = new CameraShakeInstance(magnitude, roughness);
shake.PositionInfluence = posInfluence;
shake.RotationInfluence = rotInfluence;
shake.StartFadeIn(fadeInTime);
cameraShakeInstances.Add(shake);
return shake;
}
/// <summary>
/// Gets a copy of the list of current camera shake instances.
/// </summary>
public List<CameraShakeInstance> ShakeInstances
{ get { return new List<CameraShakeInstance>(cameraShakeInstances); } }
protected override void OnDestroy()
{
instanceList.Remove(GameObject.Name);
}
}
}
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;
}
}
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 );
}
}
}
using System.Collections.Generic;
using Sandbox.Diagnostics;
namespace NPBehave
{
public class Parallel : Composite
{
public enum Policy
{
One,
All,
}
// public enum Wait
// {
// NEVER,
// ON_FAILURE,
// ON_SUCCESS,
// BOTH
// }
// private Wait waitForPendingChildrenRule;
private Policy _failurePolicy;
private Policy _successPolicy;
private int _childrenCount = 0;
private int _runningCount = 0;
private int _succeededCount = 0;
private int _failedCount = 0;
private Dictionary<Node, bool> _childrenResults;
private bool _successState;
private bool _childrenAborted;
public Parallel(Policy successPolicy, Policy failurePolicy, /*Wait waitForPendingChildrenRule,*/ params Node[] children) : base("Parallel", children)
{
_successPolicy = successPolicy;
_failurePolicy = failurePolicy;
// this.waitForPendingChildrenRule = waitForPendingChildrenRule;
_childrenCount = children.Length;
_childrenResults = new Dictionary<Node, bool>();
}
protected override void DoStart()
{
foreach (Node child in Children)
{
Assert.AreEqual(child.CurrentState, State.Inactive);
}
_childrenAborted = false;
_runningCount = 0;
_succeededCount = 0;
_failedCount = 0;
foreach (Node child in Children)
{
_runningCount++;
child.Start();
}
}
protected override void DoStop()
{
Assert.True(_runningCount + _succeededCount + _failedCount == _childrenCount);
foreach (Node child in Children)
{
if (child.IsActive)
{
child.Stop();
}
}
}
protected override void DoChildStopped(Node child, bool result)
{
_runningCount--;
if (result)
{
_succeededCount++;
}
else
{
_failedCount++;
}
_childrenResults[child] = result;
bool allChildrenStarted = _runningCount + _succeededCount + _failedCount == _childrenCount;
if (allChildrenStarted)
{
if (_runningCount == 0)
{
if (!_childrenAborted) // if children got aborted because rule was evaluated previously, we don't want to override the successState
{
if (_failurePolicy == Policy.One && _failedCount > 0)
{
_successState = false;
}
else if (_successPolicy == Policy.One && _succeededCount > 0)
{
_successState = true;
}
else if (_successPolicy == Policy.All && _succeededCount == _childrenCount)
{
_successState = true;
}
else
{
_successState = false;
}
}
Stopped(_successState);
}
else if (!_childrenAborted)
{
Assert.False(_succeededCount == _childrenCount);
Assert.False(_failedCount == _childrenCount);
if (_failurePolicy == Policy.One && _failedCount > 0/* && waitForPendingChildrenRule != Wait.ON_FAILURE && waitForPendingChildrenRule != Wait.BOTH*/)
{
_successState = false;
_childrenAborted = true;
}
else if (_successPolicy == Policy.One && _succeededCount > 0/* && waitForPendingChildrenRule != Wait.ON_SUCCESS && waitForPendingChildrenRule != Wait.BOTH*/)
{
_successState = true;
_childrenAborted = true;
}
if (_childrenAborted)
{
foreach (Node currentChild in Children)
{
if (currentChild.IsActive)
{
currentChild.Stop();
}
}
}
}
}
}
public override void StopLowerPriorityChildrenForChild(Node abortForChild, bool immediateRestart)
{
if (immediateRestart)
{
Assert.False(abortForChild.IsActive);
if (_childrenResults[abortForChild])
{
_succeededCount--;
}
else
{
_failedCount--;
}
_runningCount++;
abortForChild.Start();
}
else
{
throw new Exception("On Parallel Nodes all children have the same priority, thus the method does nothing if you pass false to 'immediateRestart'!");
}
}
}
}
using System.Collections;
using Sandbox.Diagnostics;
namespace NPBehave
{
public class RandomSequence : Composite
{
static System.Random _rng = new System.Random();
#if DEBUG
static public void DebugSetSeed( int seed )
{
_rng = new System.Random( seed );
}
#endif
private int _currentIndex = -1;
private int[] _randomizedOrder;
public RandomSequence(params Node[] children) : base("Random Sequence", children)
{
_randomizedOrder = new int[children.Length];
for (int i = 0; i < Children.Length; i++)
{
_randomizedOrder[i] = i;
}
}
protected override void DoStart()
{
foreach (Node child in Children)
{
Assert.AreEqual(child.CurrentState, State.Inactive);
}
_currentIndex = -1;
// Shuffling
int n = _randomizedOrder.Length;
while (n > 1)
{
int k = _rng.Next(n--);
(_randomizedOrder[n], _randomizedOrder[k]) = (_randomizedOrder[k], _randomizedOrder[n]);
}
ProcessChildren();
}
protected override void DoStop()
{
Children[_randomizedOrder[_currentIndex]].Stop();
}
protected override void DoChildStopped(Node child, bool result)
{
if (result)
{
ProcessChildren();
}
else
{
Stopped(false);
}
}
private void ProcessChildren()
{
if (++_currentIndex < Children.Length)
{
if (IsStopRequested)
{
Stopped(false);
}
else
{
Children[_randomizedOrder[_currentIndex]].Start();
}
}
else
{
Stopped(true);
}
}
public override void StopLowerPriorityChildrenForChild(Node abortForChild, bool immediateRestart)
{
int indexForChild = 0;
bool found = false;
foreach (Node currentChild in Children)
{
if (currentChild == abortForChild)
{
found = true;
}
else if (!found)
{
indexForChild++;
}
else if (found && currentChild.IsActive)
{
if (immediateRestart)
{
_currentIndex = indexForChild - 1;
}
else
{
_currentIndex = Children.Length;
}
currentChild.Stop();
break;
}
}
}
public override string ToString()
{
return $"{base.ToString()}[{_currentIndex}]";
}
}
}
namespace NPBehave
{
public class Succeeder : Decorator
{
public Succeeder(Node decoratee) : base("Succeeder", decoratee)
{
}
protected override void DoStart()
{
Decoratee.Start();
}
protected override void DoStop()
{
Decoratee.Stop();
}
protected override void DoChildStopped(Node child, bool result)
{
Stopped(true);
}
}
}using System;
namespace NPBehave
{
public class Exception : System.Exception
{
public Exception(string message) : base(message)
{
}
}
}namespace NPBehave
{
public class Repeater : Decorator
{
private int _loopCount = -1;
private int _currentLoop;
/// <param name="loopCount">number of times to execute the decoratee. Set to -1 to repeat forever, be careful with endless loops!</param>
/// <param name="decoratee">Decorated Node</param>
public Repeater(int loopCount, Node decoratee) : base("Repeater", decoratee)
{
_loopCount = loopCount;
}
/// <param name="decoratee">Decorated Node, repeated forever</param>
public Repeater(Node decoratee) : base("Repeater", decoratee)
{
}
protected override void DoStart()
{
if (_loopCount != 0)
{
_currentLoop = 0;
Decoratee.Start();
}
else
{
Stopped(true);
}
}
protected override void DoStop()
{
Clock.RemoveTimer(RestartDecoratee);
if (Decoratee.IsActive)
{
Decoratee.Stop();
}
else
{
Stopped(false);
}
}
protected override void DoChildStopped(Node child, bool result)
{
if (result)
{
if (IsStopRequested || (_loopCount > 0 && ++_currentLoop >= _loopCount))
{
Stopped(true);
}
else
{
Clock.AddTimer(0, 0, RestartDecoratee);
}
}
else
{
Stopped(false);
}
}
protected void RestartDecoratee()
{
Decoratee.Start();
}
}
}global using Microsoft.AspNetCore.Components;
global using Microsoft.AspNetCore.Components.Rendering;
global using Sandbox;
global using System.Collections.Generic;
global using System.Linq;
using System.Threading.Tasks;
using System.Threading;
using System;
namespace Duccsoft;
/// <summary>
/// Provides a handy asynchronous wrapper for loading a VideoPlayer and waiting
/// until its video and audio are both loaded.
/// </summary>
public class AsyncVideoLoader
{
public AsyncVideoLoader()
{
_videoPlayer = new VideoPlayer();
}
public AsyncVideoLoader( VideoPlayer player )
{
_videoPlayer = player ?? new VideoPlayer();
}
public bool IsLoading { get; private set; }
private VideoPlayer _videoPlayer;
private Action _onLoaded;
private Action _onAudioReady;
public async Task<VideoPlayer> LoadFromUrl( string url, CancellationToken cancelToken = default )
{
void Play( VideoPlayer player ) => player.Play( url );
await Load( Play, cancelToken );
return _videoPlayer;
}
public async Task<VideoPlayer> LoadFromFile( BaseFileSystem fileSystem, string path, CancellationToken cancelToken )
{
void Play( VideoPlayer player ) => player.Play( fileSystem, path );
await Load( Play, cancelToken );
return _videoPlayer;
}
private async Task Load( Action<VideoPlayer> playAction, CancellationToken cancelToken = default )
{
// Attempting to play a video from a thread would throw an exception.
await GameTask.MainThread( cancelToken );
if ( IsLoading )
{
throw new InvalidOperationException( "Another video was already being loaded. Check IsLoading or create a new instance of AsyncVideoLoader." );
}
IsLoading = true;
bool videoLoaded = false;
bool audioLoaded = false;
// Assign private members instead of named methods to the invocation lists of the
// VideoPlayer delegates to break reference equality between runs.
_onLoaded = () => videoLoaded = true;
_onAudioReady = () => audioLoaded = true;
_videoPlayer.OnLoaded = _onLoaded;
_videoPlayer.OnAudioReady = _onAudioReady;
playAction?.Invoke( _videoPlayer );
// Non-blocking spin until video and audio are loaded.
while ( !videoLoaded || !audioLoaded )
{
// If OnLoaded or OnAudioReady are changed externally before we're finished
// loading, the video will likely never load. Abort to avoid spinning forever.
var callbacksChanged = _onLoaded != _videoPlayer.OnLoaded || _onAudioReady != _videoPlayer.OnAudioReady;
if ( callbacksChanged || cancelToken.IsCancellationRequested )
{
IsLoading = false;
return;
}
await GameTask.Yield();
}
IsLoading = false;
}
}
global using Microsoft.AspNetCore.Components;
global using Microsoft.AspNetCore.Components.Rendering;
using Sandbox;
using System.Collections.Generic;
namespace Coroutines;
/// <summary>
/// Represents an instance of a running coroutine.
/// </summary>
internal sealed class CoroutineInstance
{
/// <summary>
/// The coroutine that is being executed.
/// </summary>
internal IEnumerator<ICoroutineStaller> Coroutine { get; }
/// <summary>
/// Whether or not the coroutine has finished.
/// </summary>
internal bool IsFinished { get; private set; }
/// <summary>
/// Returns the current polling stage of the coroutine.
/// </summary>
internal GameObjectSystem.Stage CurrentPollingStage
{
get
{
if ( CurrentStall.PollingStage == Coroutines.Coroutine.PreservePollingStage )
return LastPollingStage;
return CurrentStall.PollingStage;
}
}
/// <summary>
/// The last valid polling stage that was used.
/// </summary>
private GameObjectSystem.Stage LastPollingStage { get; set; }
/// <summary>
/// Returns the current staller of the coroutine.
/// </summary>
private ICoroutineStaller CurrentStall => Coroutine.Current;
/// <summary>
/// Initializes a new instance of <see cref="CoroutineInstance"/>.
/// </summary>
/// <param name="coroutine">The coroutine to execute.</param>
internal CoroutineInstance( IEnumerator<ICoroutineStaller> coroutine )
{
LastPollingStage = Coroutines.Coroutine.DefaultPollingStage;
Coroutine = coroutine;
IsFinished = !coroutine.MoveNext();
}
/// <summary>
/// Updates the state of the coroutine.
/// </summary>
internal void Update()
{
if ( IsFinished )
return;
CurrentStall.Update();
if ( !CurrentStall.IsComplete )
return;
if ( !Coroutine.MoveNext() || CurrentStall is null )
{
IsFinished = true;
return;
}
if ( CurrentStall.PollingStage != Coroutines.Coroutine.PreservePollingStage )
LastPollingStage = CurrentStall.PollingStage;
}
}
using Sandbox;
namespace Mongo.Rest;
public static class SceneExtensions
{
public static IMongoRepository<T>? GetRepositoryFrom<T>( this Scene scene ) where T : class
{
var system = scene.GetSystem<MongoRestSystem>();
return system.GetRepositoryFrom<T>();
}
public static T? GetRepository<T>( this Scene scene ) where T : class, IMongoRepository
{
var system = scene.GetSystem<MongoRestSystem>();
return system.GetRepository<T>();
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using Sandbox;
namespace Mongo.Rest;
public sealed class MongoRestSystem : GameObjectSystem
{
private bool _initialized;
public readonly Dictionary<Type, IMongoRepository> Repositories = new();
public IMongoRestOptions Options { get; private set; } = new MongoRestOptions
{
Url = "https://localhost:443",
Database = "Orizon"
};
public MongoRestSystem( Scene scene ) : base( scene )
{
Listen( Stage.SceneLoaded, -1, Initialize, nameof(MongoRestSystem) );
}
public void Initialize()
{
if ( _initialized ) return;
_initialized = true;
Repositories.Clear();
var repositories = MongoHelper.GetRepositories().ToList();
Log.Info( $"Registered {repositories.Count} repositories" );
foreach ( var repository in repositories )
Repositories.Add( repository.GetInnerType(), repository );
}
public void Configure( Action<MongoRestOptions> options )
{
var opt = new MongoRestOptions();
options( opt );
Options = opt;
}
public IMongoRepository<T>? GetRepositoryFrom<T>() where T : class
{
Repositories.TryGetValue( typeof(T), out var repository );
return repository as IMongoRepository<T>;
}
public T? GetRepository<T>() where T : class, IMongoRepository
{
return Repositories.Values.FirstOrDefault(x => x.GetType() == typeof(T)) as T;
}
}
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.Json;
using Sandbox;
using System.Threading.Tasks;
public sealed class WebSocketUtility : Component
{
[Property] public List<WebsocketTools> websocketToolsList { get; set; }
protected override void OnAwake()
{
foreach ( var websocketTools in websocketToolsList )
{
if ( websocketTools.url is null )
{
Log.Error( "WebsocketTools URL is null" );
return;
}
websocketTools.webSocket = new WebSocket();
ConnectToSocket( websocketTools.webSocket, websocketTools.url );
websocketTools.isConnected = true;
websocketTools.webSocket.OnMessageReceived += websocketTools.OnMessageReceivedMethod;
websocketTools.isSubscribed = true;
}
}
protected override void OnUpdate()
{
SendMessageFromList( WebsocketTools.Fetch.OnUpdate );
}
protected override void OnFixedUpdate()
{
SendMessageFromList( WebsocketTools.Fetch.OnFixedUpdate );
}
protected override void OnStart()
{
SendMessageFromList( WebsocketTools.Fetch.OnStart );
}
private async void SendMessageFromList( WebsocketTools.Fetch fetch )
{
foreach ( var websocketTools in websocketToolsList )
{
if ( websocketTools.fetch == fetch )
{
if ( websocketTools.message.UseJsonTags )
{
var jsonStrings = websocketTools.message.jsonTags.Select( tag => Json.Serialize( tag.ToString() ) );
var bigString = string.Join( "", jsonStrings );
var finalJsonString = Json.Serialize( bigString );
await websocketTools.webSocket.Send( finalJsonString );
}
else
{
var messageBytes = Encoding.UTF8.GetBytes( websocketTools.message.message );
await websocketTools.webSocket.Send( messageBytes );
}
}
}
}
[Description( "Sends a message over a websocket connection" )]
public static async Task SendAsync( WebsocketTools websocketTools )
{
if ( websocketTools.webSocket is null )
{
websocketTools.webSocket = new WebSocket();
}
if ( !websocketTools.isConnected )
{
await websocketTools.webSocket.Connect( websocketTools.url );
websocketTools.isConnected = true;
}
if ( websocketTools.message.UseJsonTags )
await websocketTools.webSocket.Send( Json.Serialize( websocketTools.message.jsonTags ) );
else
await websocketTools.webSocket.Send( websocketTools.message.message );
if ( !websocketTools.isSubscribed )
{
websocketTools.webSocket.OnMessageReceived += websocketTools.OnMessageReceivedMethod;
websocketTools.isSubscribed = true;
}
}
public static async Task SendStringAsync( string url, string message )
{
var webSocket = new WebSocket();
await webSocket.Connect( url );
await webSocket.Send( message );
}
public static void ChangeJsonTagValue( WebsocketMessage message, string tag, string value )
{
if ( message is null )
message = new WebsocketMessage();
if ( message.jsonTags is null )
message.jsonTags = new List<JsonTags>();
var jsonTag = message.jsonTags.Find( x => x.tag == tag );
if ( jsonTag is null )
{
Log.Warning( $"Tag {tag} not found in message" );
}
else
{
jsonTag.value = value;
}
}
public static void AddJsonTag( WebsocketMessage message, string tag, string value )
{
if ( message is null )
message = new WebsocketMessage();
if ( message.jsonTags is null )
message.jsonTags = new List<JsonTags>();
var jsonTag = new JsonTags
{
tag = tag,
value = value
};
message.jsonTags.Add( jsonTag );
}
private async void ConnectToSocket( WebSocket webSocket, string url )
{
await webSocket.Connect( url );
}
[ActionGraphNode( "new websocket tools" ), Pure]
public static WebsocketTools NewWebsocketTools()
{
return new WebsocketTools();
}
}
public class WebsocketTools
{
public delegate void OnMessageReceived( string message );
public OnMessageReceived onMessageReceived { get; set; }
public WebSocket webSocket { get; set; }
public string url { get; set; }
public WebsocketMessage message { get; set; } = new();
public bool isConnected { get; set; }
public bool isSubscribed { get; set; }
public string returnMessage { get; set; }
public enum Fetch
{
OnUpdate,
OnFixedUpdate,
OnStart,
}
public Fetch fetch { get; set; }
public void OnMessageReceivedMethod( string message )
{
onMessageReceived?.Invoke( message );
returnMessage = message;
}
public WebsocketTools()
{
url = "ws://localhost:8080";
fetch = Fetch.OnUpdate;
onMessageReceived = null;
message = null;
}
public WebsocketTools( string url, OnMessageReceived onMessageReceived, WebsocketMessage message, Fetch fetch = Fetch.OnUpdate )
{
this.url = url;
this.fetch = fetch;
this.onMessageReceived = onMessageReceived;
this.message = message;
}
}
[GameResource( "Message", "message", "A message to be sent over a websocket connection", Icon = "chat_bubble" )]
public class WebsocketMessage : GameResource
{
public bool UseJsonTags { get; set; }
[ShowIf( "UseJsonTags", false )] public string message { get; set; } = "";
[ShowIf( "UseJsonTags", true )] public List<JsonTags> jsonTags { get; set; } = new();
}
public class JsonTags
{
public string tag { get; set; }
public string value { get; set; }
}
global using Microsoft.AspNetCore.Components;
global using Microsoft.AspNetCore.Components.Rendering;
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 );
}
}
using Sandbox;
/// <summary>
/// This is a component - in your library!
/// </summary>
[Title( "LibraryImporter - My Component" )]
public class MyLibraryComponent : Component
{
}
using Sandbox;
public sealed class CameraMovement : Component
{
[Property] public CharacterController1 Player { get; set; }
[Property] public GameObject Body { get; set; }
[Property] public GameObject Head { get; set; }
[Property] public float Distance { get; set; } = 0f;
[Property] public float Sensitivity { get; set; } = 0.1f;
public bool IsFirstPerson => Distance == 0f;
private CameraComponent Camera;
private ModelRenderer BodyRenderer;
private Vector3 CurrentOffset = Vector3.Zero;
protected override void OnAwake()
{
base.OnAwake();
Camera = Components.Get<CameraComponent>();
BodyRenderer = Body.Components.Get<ModelRenderer>();
}
protected override void OnUpdate()
{
var eyeAngles = Head.Transform.Rotation.Angles();
eyeAngles.pitch += Input.MouseDelta.y * Sensitivity;
eyeAngles.yaw -= Input.MouseDelta.x * Sensitivity;
eyeAngles.roll = 0f;
eyeAngles.pitch = eyeAngles.pitch.Clamp( -89.9f, 89.9f );
Head.Transform.Rotation = eyeAngles.ToRotation();
var targetOffset = Vector3.Zero;
if ( Player.IsCrouching ) targetOffset += Vector3.Down * 35f;
CurrentOffset = Vector3.Lerp( CurrentOffset, targetOffset, Time.Delta * 10f );
if ( Camera is not null )
{
var camPos = Head.Transform.Position + CurrentOffset;
if ( !IsFirstPerson )
{
var camForward = eyeAngles.ToRotation().Forward;
var camTrace = Scene.Trace.Ray( camPos, camPos - (camForward * Distance) )
.WithoutTags( "player", "trigger" )
.Run();
if ( camTrace.Hit )
{
camPos = camTrace.HitPosition + camTrace.Normal;
}
else
{
camPos = camTrace.EndPosition;
}
BodyRenderer.RenderType = ModelRenderer.ShadowRenderType.On;
}
else
{
BodyRenderer.RenderType = ModelRenderer.ShadowRenderType.ShadowsOnly;
}
Log.Info( CurrentOffset );
Camera.Transform.Position = camPos;
Camera.Transform.Rotation = eyeAngles.ToRotation();
}
}
}
global using Sandbox;
global using System.Collections.Generic;
global using System.Linq;
namespace MANIFOLD.Camera {
/// <summary>
/// Locks the <see cref="VirtualCamera"/> to it's <see cref="VirtualCamera.TrackingTarget"/>.
/// </summary>
[Title(LibraryData.TITLE_SPLIT + "Hard Lock"), Category(LibraryData.CATEGORY), Icon("lock")]
public sealed class CameraHardLock : CameraExtension {
public enum OrientMode {
/// <summary>
/// The target's orientation is not taken into account.
/// </summary>
None,
/// <summary>
/// The target's orientation only affects the position.
/// </summary>
[Title("Position Only")]
NoRotation,
/// <summary>
/// The target's orientation affects both position and rotation.
/// </summary>
[Title("Position and Rotation")]
Full
}
/// <summary>
/// How should the Target's orientation be handled?
/// </summary>
[Property, Title("Orientation Handling")]
public OrientMode Orient { get; set; } = OrientMode.Full;
private GameObject lastTarget;
private Vector3 targetBindRelativePos;
private Vector3 targetBindLocalPos;
private Rotation targetBindLocalRot;
protected internal override void OnCameraInitialize() {
if (!Camera.TrackingTarget.IsValid()) return;
BindValues();
}
protected internal override void OnCameraUpdate(ref Vector3 localPosition, ref Rotation localRotation) {
if (!Camera.TrackingTarget.IsValid()) return;
if (Camera.TrackingTarget != lastTarget) {
BindValues();
}
GameObject target = Camera.TrackingTarget;
switch (Orient) {
case OrientMode.None: {
Camera.WorldPosition = target.WorldPosition + targetBindRelativePos;
break;
}
case OrientMode.NoRotation: {
Camera.WorldPosition = target.WorldPosition + (targetBindLocalPos * target.WorldRotation);
break;
}
case OrientMode.Full: {
Camera.WorldPosition = target.WorldPosition + (targetBindLocalPos * target.WorldRotation);
Camera.WorldRotation = target.WorldRotation * targetBindLocalRot;
break;
}
}
}
private void BindValues() {
lastTarget = Camera.TrackingTarget;
targetBindRelativePos = WorldPosition - Camera.TrackingTarget.WorldPosition;
Rotation inverse = Camera.TrackingTarget.WorldRotation.Inverse;
targetBindLocalRot = WorldRotation * inverse;
targetBindLocalPos = (WorldPosition - Camera.TrackingTarget.WorldPosition) * inverse;
}
}
}
using System.Collections.Generic;
using Sandbox;
using Sandbox.Utility;
namespace MANIFOLD.Camera {
/// <summary>
/// The actual brain of the camera system.
/// </summary>
public sealed class CameraSystem : GameObjectSystem {
private CameraBrain mainCameraBrain;
private bool cameraStackDirty;
private LinkedList<VirtualCamera> cameraStack;
private VirtualCamera transitionFrom;
private VirtualCamera transitionTo;
private bool inTransition;
private bool reverseTransition;
private float currentTransitionTimer;
private float currentTransitionElapsed;
private TransitionData currentTransitionData;
public CameraBrain Brain => mainCameraBrain;
public VirtualCamera LastCamera => transitionFrom;
public VirtualCamera CurrentCamera => transitionTo;
public CameraSystem(Scene scene) : base(scene) {
cameraStack = new LinkedList<VirtualCamera>();
Listen(Stage.FinishUpdate, 100, CameraUpdate, "camera.update");
}
private void CameraUpdate() {
if (!FindBrain()) return;
if (Scene.IsEditor) {
if (!mainCameraBrain.UpdateInEditor) {
return;
}
}
if (cameraStackDirty) {
OnStackEdit();
}
if (!transitionTo.IsValid()) return;
GetCameraTransform(transitionTo, out Vector3 toPos, out Rotation toRot);
if (!Scene.IsEditor && inTransition) {
float linearFactor = currentTransitionTimer / currentTransitionData.Duration;
float easedFactor = 0f;
{
float offset = currentTransitionElapsed / currentTransitionData.Duration;
float evalTime = linearFactor.Remap(offset, 1);
if (currentTransitionData.Mode == TransitionMode.Predefined) {
var func = Easing.GetFunction(currentTransitionData.EaseFunction.ToString());
easedFactor = func(evalTime) + currentTransitionElapsed;
} else if (currentTransitionData.Mode == TransitionMode.Curve) {
easedFactor = currentTransitionData.EaseCurve.Evaluate(evalTime);
}
easedFactor = easedFactor.Remap(0, 1, offset);
}
GetCameraTransform(transitionFrom, out Vector3 fromPos, out Rotation fromRot);
mainCameraBrain.WorldPosition = Vector3.Lerp(fromPos, toPos, easedFactor);
mainCameraBrain.WorldRotation = Rotation.Slerp(fromRot, toRot, easedFactor);
mainCameraBrain.Camera.FieldOfView = MathX.Lerp(GetCameraFOV(transitionFrom), GetCameraFOV(transitionTo), easedFactor);
currentTransitionTimer += mainCameraBrain.UseRealTime ? RealTime.Delta : Time.Delta;
if (currentTransitionTimer >= currentTransitionData.Duration) {
currentTransitionTimer = currentTransitionData.Duration;
inTransition = false;
}
} else {
mainCameraBrain.WorldPosition = toPos;
mainCameraBrain.WorldRotation = toRot;
mainCameraBrain.Camera.FieldOfView = GetCameraFOV(transitionTo);
}
}
private void GetCameraTransform(VirtualCamera cam, out Vector3 pos, out Rotation rot) {
cam.DoExtensionUpdate(out Vector3 localPos, out Rotation localRot);
pos = cam.WorldPosition + (localPos * cam.WorldRotation);
rot = cam.WorldRotation * localRot;
}
private float GetCameraFOV(VirtualCamera cam) {
if (cam.FOVMode == FOVMode.Vertical) return (2 * float.Atan(float.Tan(cam.FieldOfView.DegreeToRadian() / 2) * Screen.Aspect)).RadianToDegree();
return cam.FieldOfView;
}
public void ActivateCamera(VirtualCamera newCamera, bool updateNow = false) {
if (!mainCameraBrain.IsValid()) {
Log.Warning($"Tried to activate virtual camera '${newCamera.GameObject.Name}' but there is no brain in the scene.");
}
VirtualCamera highestCamera = null;
foreach (VirtualCamera camera in cameraStack) {
if (camera.Priority <= newCamera.Priority) {
highestCamera = camera;
}
}
if (highestCamera != null) {
cameraStack.AddAfter(cameraStack.Find(highestCamera), newCamera);
} else {
cameraStack.AddLast(newCamera);
}
cameraStackDirty = true;
if (updateNow) {
OnStackEdit();
}
}
public void DeactivateCamera(VirtualCamera camera, bool updateNow = false) {
cameraStack.Remove(camera);
cameraStackDirty = true;
if (updateNow) {
OnStackEdit();
}
}
private bool FindBrain() {
if (mainCameraBrain.IsValid()) return true;
mainCameraBrain = Scene.Components.GetInDescendants<CameraBrain>();
return mainCameraBrain.IsValid();
}
private void OnStackEdit() {
var lastNode = cameraStack.Last;
if (lastNode == null) return;
// var previousNode = lastNode.Previous;
// if (previousNode != null) {
// transitionFrom = previousNode.Value;
// }
VirtualCamera newTo = lastNode.Value;
if (newTo != transitionTo && transitionTo.IsValid()) {
TransitionData newData = newTo.UseCustomTransition ? newTo.TransitionData : mainCameraBrain.TransitionData;
if (newData.Mode != TransitionMode.Cut) {
inTransition = true;
if (newTo == transitionFrom) {
float elapsedNorm = 1 - (currentTransitionTimer / currentTransitionData.Duration);
currentTransitionTimer = newData.Duration * elapsedNorm;
currentTransitionElapsed = newData.AbsoluteEase ? 0f : newData.Duration * elapsedNorm;
} else {
currentTransitionTimer = 0;
currentTransitionElapsed = 0;
}
}
currentTransitionData = newData;
transitionFrom = transitionTo;
}
transitionTo = newTo;
cameraStackDirty = false;
}
}
}
global using Microsoft.AspNetCore.Components;
global using Microsoft.AspNetCore.Components.Rendering;
using System.Threading.Tasks;
using Sandbox.Utility;
namespace MANIFOLD.Camera {
public enum FOVMode { Vertical, Horizontal }
/// <summary>
/// Imagine a <see cref="CameraComponent"/> but it isn't real.
/// </summary>
[EditorHandle("materials/gizmo/virtual_cam.png")]
[Title(LibraryData.TITLE_SPLIT + "Virtual Camera"), Icon("videocam"), Category(LibraryData.CATEGORY)]
public sealed class VirtualCamera : Component, Component.ExecuteInEditor {
/// <summary>
/// This camera's priority in the stack.
/// </summary>
[Property]
public int Priority { get; set; }
/// <summary>
/// Which type of field of view to use.
/// <see cref="FOVMode.Vertical"/> is recommended.
/// </summary>
[Property, Header("Lens"), Title("FOV Type")]
public FOVMode FOVMode { get; set; }
/// <summary>
/// Camera's field of view in degrees.
/// </summary>
[Property, Range(0, 180)]
public float FieldOfView { get; set; } = 90f;
/// <summary>
/// Does this camera have an look target?
/// If not, <see cref="TrackingTarget"/> is used.
/// </summary>
[Property, Header("Targets")]
public bool UseLookTarget { get; set; }
/// <summary>
/// Target to track. Used as the <see cref="LookTarget"/> as well by default.
/// </summary>
[Property]
public GameObject TrackingTarget { get; set; }
/// <summary>
/// Target to look at.
/// </summary>
[Property, ShowIf(nameof(UseLookTarget), true)]
public GameObject LookTarget { get; set; }
/// <summary>
/// Should switching to this camera use a special transition?
/// </summary>
[Property, Header("Transition")]
public bool UseCustomTransition { get; set; } = false;
[ShowIf(nameof(UseCustomTransition), true)]
[Property]
public TransitionData TransitionData { get; set; }
private CameraSystem internalSystem;
private List<CameraExtension> extensions;
private int lastComponentCount;
public CameraSystem System {
get {
if (internalSystem == null) {
internalSystem = Scene.GetSystem<CameraSystem>();
}
return internalSystem;
}
}
public bool IsActive => System.CurrentCamera == this;
internal void OnSystemInit(CameraSystem system) {
internalSystem = system;
extensions = Components.GetAll<CameraExtension>(FindMode.EverythingInSelf).ToList();
foreach (CameraExtension ext in extensions) {
ext.Camera = this;
ext.OnCameraInitialize();
}
}
internal void DoExtensionUpdate(out Vector3 localPos, out Rotation localRot) {
localPos = Vector3.Zero;
localRot = Rotation.Identity;
foreach (CameraExtension ext in extensions) {
ext.OnCameraUpdate(ref localPos, ref localRot);
}
}
protected override void OnStart() {
if (internalSystem == null) {
OnSystemInit(Scene.GetSystem<CameraSystem>());
}
}
protected override void OnEnabled() {
if (internalSystem == null) {
OnSystemInit(Scene.GetSystem<CameraSystem>());
}
System.ActivateCamera(this);
}
protected override void OnDisabled() {
System.DeactivateCamera(this);
}
protected override void OnUpdate() {
if (!Scene.IsEditor) return; // we probably dont need to check this at runtime right?
if (lastComponentCount != Components.Count) {
extensions = Components.GetAll<CameraExtension>(FindMode.EverythingInSelf).ToList();
Log.Info("component count has changed");
lastComponentCount = Components.Count;
}
}
protected override void DrawGizmos() {
if (IsActive) return;
if (!System.Brain.IsValid()) return;
CameraComponent camera = System.Brain.Camera;
float horizontalAngle = FieldOfView;
// THIS IS WRONG BUT GOOD ENOUGH
float verticalAngle = horizontalAngle * (camera.ScreenRect.Height / camera.ScreenRect.Width); // cam fov is horizontal
Vector3 origin = Vector3.Zero;
Vector3 forward = Vector3.Forward;
Ray tl = new Ray(origin, forward * new Angles(verticalAngle * 0.5f, horizontalAngle * 0.5f, 0f));
Ray tr = new Ray(origin, forward * new Angles(verticalAngle * 0.5f, -horizontalAngle * 0.5f, 0f));
Ray bl = new Ray(origin, forward * new Angles(-verticalAngle * 0.5f, horizontalAngle * 0.5f, 0f));
Ray br = new Ray(origin, forward * new Angles(-verticalAngle * 0.5f, -horizontalAngle * 0.5f, 0f));
Frustum frustum = Frustum.FromCorners(tl, tr, br, bl, camera.ZNear, camera.ZFar);
Gizmo.Draw.Color = new Color(0.5f, 0f, 0f);
Gizmo.Draw.LineFrustum(frustum);
}
}
}
global using static Sandbox.Internal.GlobalGameNamespace;
[assembly: global::System.Reflection.AssemblyMetadata( "AddonTitle", "BetterUI" )]
[assembly: global::System.Reflection.AssemblyMetadata( "AddonIdent", "betterui" )]
[assembly: global::System.Reflection.AssemblyMetadata( "OrgIdent", "umblestudio" )]
[assembly: global::System.Reflection.AssemblyMetadata( "Ident", "umblestudio.betterui" )]
[assembly: global::System.Reflection.AssemblyMetadata( "CompileTime", "1/20/2025 1:22:55 PM" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineVersion", "17" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineMinorVersion", "1" )]
[assembly: System.Runtime.Versioning.TargetFramework( ".NETCoreApp,Version=v9.0", FrameworkDisplayName = ".NET 9.0" )]
[assembly: global::System.Reflection.AssemblyVersion("0.0.293.0")]
[assembly: global::System.Reflection.AssemblyFileVersion("0.0.293.0")]/// <summary>
/// Animates a component by scaling it between a minimum and maximum scale value.
/// </summary>
using System;
namespace BetterUI.Animations;
public class ScaleAnimation : AnimationBase
{
/// <summary>
/// Gets or sets the minimum scale factor.
/// </summary>
[Property]
public float MinScale { get; set; } = 0.8f;
/// <summary>
/// Gets or sets the maximum scale factor.
/// </summary>
[Property]
public float MaxScale { get; set; } = 1.2f;
protected override void OnAnimate( float t )
{
var easedTime = ApplyEasing( NormalizedTime, Easing );
var scale = MinScale + (MaxScale - MinScale) * (0.5f + 0.5f * MathF.Sin( easedTime * MathF.PI * 2 ));
WorldScale = new Vector3(
Axis.x > 0 ? scale : 1f,
Axis.y > 0 ? scale : 1f,
Axis.z > 0 ? scale : 1f
);
}
}
using System;
namespace BetterUI.Extensions;
/// <summary>
/// Extensions for property descriptions.
/// </summary>
internal static class PropertyDescriptionExtensions
{
/// <summary>
/// Checks if a property is a cascading property with the given name and type.
/// </summary>
/// <param name="prop">The property to check.</param>
/// <param name="name">The name of the cascading property.</param>
/// <param name="type">The type of the cascading property.</param>
/// <returns>True if the property is a cascading property with the given name and type. False otherwise.</returns>
public static bool IsCascadingProperty( this PropertyDescription prop, string name, Type type )
{
var attr = prop.GetCustomAttribute<CascadingPropertyAttribute>();
if ( attr is null ) return false;
return (attr.Name == name && type == prop.PropertyType) || type == prop.PropertyType;
}
}
namespace BetterUI;
/// <summary>
/// An event that can be listened to in order to receive notifications
/// </summary>
public interface INotificationEvent : ISceneEvent<INotificationEvent>
{
/// <summary>
/// Called when a new notification is added to the system.
/// </summary>
/// <param name="notification">The notification that was added.</param>
void OnNotification( INotification notification );
/// <summary>
/// Called when the notification system is changed.
/// </summary>
/// <param name="system">The new notification system.</param>
void OnNotificationSystemChanged( NotificationSystem system );
}
@namespace BetterUI
@inherits Panel
@ChildContent
@namespace BetterUI
@inherits Panel
using System;
namespace BetterUI;
/// <summary>
/// An attribute that can be applied to a type to specify a notification view for a <see cref="Notification"/>.
/// </summary>
/// <remarks>
/// The type that this attribute is applied to must be a panel.
/// </remarks>
[AttributeUsage( AttributeTargets.Class | AttributeTargets.Struct )]
public sealed class NotificationViewAttribute( Type type ) : Attribute
{
/// <summary>
/// The type of the notification view.
/// </summary>
public Type Type => type;
}
using System;
namespace BetterUI.Animations;
/// <summary>
/// Animates a component rotating around a central point in a pendulum-like motion.
/// </summary>
public class PendulumAnimation : AnimationBase
{
/// <summary>
/// The minimum angle of rotation (in degrees) that the component will reach.
/// </summary>
[Property]
public float MinAngle { get; set; } = -45f;
/// <summary>
/// The maximum angle of rotation (in degrees) that the component will reach.
/// </summary>
[Property]
public float MaxAngle { get; set; } = 45f;
protected override void OnAnimate( float t )
{
var easedTime = ApplyEasing( NormalizedTime, Easing );
var angle = MinAngle + (MaxAngle - MinAngle) * (0.5f + 0.5f * MathF.Sin( easedTime * MathF.PI * 2 ));
WorldRotation = Rotation.FromAxis( Vector3.Up, angle );
}
}
global using Microsoft.AspNetCore.Components;
global using Microsoft.AspNetCore.Components.Rendering;
namespace SmallFishUtils;
// Originally taken from Facepunch source code, thank you!
public abstract class Singleton<T> : Component, IHotloadManaged where T : Singleton<T>
{
public static T Instance { get; private set; }
protected override void OnAwake()
{
if ( Instance.IsValid() )
{
Log.Warning( $"Multiple Singletons found of type: {TypeLibrary.GetType<T>().Name}" );
Destroy();
return;
}
if ( Active )
{
Instance = (T)this;
}
}
void IHotloadManaged.Destroyed( Dictionary<string, object> state )
{
state["IsActive"] = Instance == this;
}
void IHotloadManaged.Created( IReadOnlyDictionary<string, object> state )
{
if ( state.GetValueOrDefault( "IsActive" ) is true )
{
Instance = (T)this;
}
}
protected override void OnDestroy()
{
if ( Instance == this )
{
Instance = null;
}
}
}
using Sandbox.UI;
using Sandbox.UI.Construct;
public class ToastPanel : Panel
{
public ToastPanel( Toast toast )
{
AddClass( toast.Status.ToString() );
AddClass( toast.Position.ToString() );
Add.Icon( toast.Status switch
{
ToastStatus.Info => "info",
ToastStatus.Warning => "warning_amber",
ToastStatus.Success => "check_circle_outline",
ToastStatus.Error => "error_outline",
_ => "",
} );
Add.Label( toast.Text, "text" );
AddEventListener( "onclick", ( PanelEvent _ ) => Delete() );
Invoke( toast.Duration, () => Delete() );
}
protected override int BuildHash() => HashCode.Combine( 1 );
}
using System;
using System.Collections;
using System.Linq;
using System.Text;
using System.Text.Json;
using System.Text.Json.Nodes;
using System.Text.Json.Serialization;
using Sandbox;
using Sandbox.Diagnostics;
namespace DataTables;
[AttributeUsage(AttributeTargets.Property | AttributeTargets.Field)]
public class JsonTypeAnnotateAttribute : Attribute
{
}
internal static class Json
{
public static JsonSerializerOptions Options()
{
return new JsonSerializerOptions() { WriteIndented = true };
}
public static JsonNode Serialize( object target, bool typeAnnotate, Type typeOverride = null )
{
var type = target.GetType();
var typeDesc = TypeLibrary.GetType( type );
if ( typeDesc.IsValueType || type.IsAssignableTo( typeof(Resource) ) ||
type.IsAssignableTo( typeof(string) ) )
return Sandbox.Json.ToNode( target );
if ( type.IsAssignableTo( typeof(IList) ) )
return SerializeList( (IList)target, typeAnnotate );
if ( type.IsAssignableTo( typeof(IDictionary) ) )
return SerializeDictionary( (IDictionary)target, typeAnnotate );
var node = SerializeObject( target, true, typeOverride );
if ( typeAnnotate )
node["__type"] = typeDesc.FullName;
return node;
}
public static JsonNode SerializeDictionary( IDictionary target, bool typeAnnotate )
{
JsonObject jdict = new();
Type keyArg = TypeLibrary.GetGenericArguments( target.GetType() )[0];
bool isInteger = keyArg == typeof(int);
bool isString = keyArg == typeof(string);
bool isReal = keyArg == typeof(float) || keyArg == typeof(double);
if ( !(isInteger || isString || isReal) )
{
Log.Error(
$"The type '{keyArg.FullName}' is not a supported dictionary key! If you really need this to be supported, please submit an issue @ https://github.com/tzainten/DataTables" );
return jdict;
}
foreach ( var key in target.Keys )
{
if ( key is null )
continue;
var value = target[key];
if ( value is null )
continue;
jdict.Add( key.ToString(), Serialize( value, typeAnnotate ) );
}
return jdict;
}
public static JsonArray SerializeList( IList target, bool typeAnnotate )
{
JsonArray jarray = new();
foreach ( var elem in target )
{
if ( elem is null )
continue;
jarray.Add( Serialize( elem, typeAnnotate ) );
}
return jarray;
}
public static JsonObject SerializeObject( object target, bool typeAnnotate, Type typeOverride = null )
{
JsonObject jobj = new();
var type = typeOverride ?? target.GetType();
var typeDesc = TypeLibrary.GetType( type );
if ( typeDesc.IsValueType || type.IsAssignableTo( typeof(Resource) ) ||
type.IsAssignableTo( typeof(string) ) )
return Sandbox.Json.ToNode( target ).AsObject();
var members = TypeLibrary.GetFieldsAndProperties( typeDesc );
foreach ( var member in members )
{
object value = null;
bool shouldAnnotate = false;
if ( member.IsField )
{
FieldDescription field = (FieldDescription)member;
value = field.GetValue( target );
if ( value is null )
continue;
shouldAnnotate = field.HasAttribute( typeof(JsonTypeAnnotateAttribute) );
jobj[field.Name] = Serialize( value, shouldAnnotate, !shouldAnnotate ? field.FieldType : null );
continue;
}
PropertyDescription property = (PropertyDescription)member;
value = property.GetValue( target );
if ( value is null )
continue;
shouldAnnotate = property.HasAttribute( typeof(JsonTypeAnnotateAttribute) );
jobj[property.Name] = Serialize( value, shouldAnnotate, !shouldAnnotate ? property.PropertyType : null );
}
return jobj;
}
public static T Deserialize<T>( string json )
{
JsonNode node = JsonNode.Parse( json );
if ( node is null )
return default;
return (T)DeserializeInternal( node, typeof(T) );
}
public static object DeserializeInternal( JsonNode node, Type type )
{
TypeDescription typeDesc = TypeLibrary.GetType( type );
if ( typeDesc is not null && (typeDesc.IsValueType || type.IsAssignableTo( typeof(Resource) ) ||
type.IsAssignableTo( typeof(string) )) )
{
try
{
return Sandbox.Json.FromNode( node, type );
}
catch ( Exception e )
{
return null;
}
}
if ( type.IsAssignableTo( typeof(IDictionary) ) )
return DeserializeDictionary( node.AsObject(), type );
switch ( node.GetValueKind() )
{
case JsonValueKind.Object:
return DeserializeObject( node.AsObject(), type );
case JsonValueKind.Array:
return DeserializeList( node.AsArray(), type );
default:
try
{
return Sandbox.Json.FromNode( node, type );
}
catch ( Exception e )
{
return null;
}
}
}
public static IList DeserializeList( JsonArray jarray, Type type )
{
IList list = TypeLibrary.Create<IList>( type );
using var enumerator = jarray.GetEnumerator();
while ( enumerator.MoveNext() )
{
var node = enumerator.Current;
Type genericArg = TypeLibrary.GetGenericArguments( type ).First();
var elem = DeserializeInternal( node, genericArg );
if ( elem is null )
continue;
if ( elem.GetType().IsAssignableTo( genericArg ) )
list.Add( elem );
}
return list;
}
public static IDictionary DeserializeDictionary( JsonObject jobj, Type type )
{
IDictionary dict = TypeLibrary.Create<IDictionary>( type );
using var enumerator = jobj.GetEnumerator();
while ( enumerator.MoveNext() )
{
var pair = enumerator.Current;
Type[] genericArgs = TypeLibrary.GetGenericArguments( type );
var keyType = genericArgs[0];
var key = pair.Key;
object parsedKey = key;
if ( keyType == typeof(int) )
{
if ( int.TryParse( key, out int num ) )
parsedKey = num;
}
else if ( keyType == typeof(double) )
{
if ( double.TryParse( key, out double num ) )
parsedKey = num;
}
else if ( keyType == typeof(float) )
{
if ( float.TryParse( key, out float num ) )
parsedKey = num;
}
var node = pair.Value;
var elem = DeserializeInternal( node, genericArgs[1] );
if ( elem is null )
continue;
Type keyArg = TypeLibrary.GetGenericArguments( type )[0];
Type valueArg = TypeLibrary.GetGenericArguments( type )[1];
bool isCorrectKeyType = parsedKey.GetType().IsAssignableTo( keyArg );
bool isCorrectValueType = elem.GetType().IsAssignableTo( valueArg );
if ( !isCorrectKeyType || !isCorrectValueType )
continue;
if ( elem.GetType().IsAssignableTo( genericArgs[1] ) )
dict.Add( parsedKey, elem );
}
return dict;
}
public static object DeserializeObject( JsonObject jobj, Type type )
{
jobj.TryGetPropertyValue( "__type", out JsonNode __type );
TypeDescription typeDesc = null;
if ( __type is not null )
{
typeDesc = TypeLibrary.GetType( __type.GetValue<string>() );
}
else
{
typeDesc = TypeLibrary.GetType( type );
}
if ( typeDesc is null )
return null;
object instance = TypeLibrary.Create<object>( typeDesc.TargetType );
using var enumerator = jobj.GetEnumerator();
while ( enumerator.MoveNext() )
{
var node = enumerator.Current;
var property = typeDesc.Properties.FirstOrDefault( x =>
x.IsPublic && !x.IsStatic && x.IsNamed( node.Key ) && x.CanWrite && x.CanRead );
bool isValidProperty = property is not null;
var field = typeDesc.Fields.FirstOrDefault( x => x.IsPublic && !x.IsStatic && x.IsNamed( node.Key ) );
bool isValidField = field is not null;
if ( !isValidProperty && !isValidField )
continue;
var deserializeType = isValidProperty ? property.PropertyType : field.FieldType;
var value = DeserializeInternal( node.Value, deserializeType );
if ( value is null )
continue;
if ( value.GetType().IsAssignableTo( deserializeType ) )
{
if ( isValidProperty )
property.SetValue( instance, value );
else
field.SetValue( instance, value );
}
}
return instance;
}
}
using Duccsoft.ImGui.Rendering;
using System;
namespace Duccsoft.ImGui.Elements;
public class Window : Element
{
public Window( string name, ref bool open, Vector2 screenPos, Vector2 pivot, Vector2 size, ImGuiWindowFlags flags )
: base( null )
{
Name = name;
DrawList = new ImDrawList( Name );
Id = ImGui.GetID( Name );
WindowFlags = flags;
Position = screenPos;
if ( System.CustomWindowPositions.TryGetValue( Id, out var customPos ) )
{
// Window positions are stored unscaled in case screen size changes,
// so we need to scale them back up here.
Position = customPos * ImGuiStyle.UIScale;
}
Pivot = pivot;
Padding = ImGui.GetStyle().WindowPadding;
CustomSize = size;
ImGuiSystem.Current.IdStack.Push( Id );
ImGuiSystem.Current.WindowStack.Push( this );
CursorPosition = ImGui.GetStyle().WindowPadding;
CursorStartPosition = CursorPosition;
OnBegin();
open = true;
}
public string Name { get; init; }
public ImDrawList DrawList { get; set; }
public ImGuiWindowFlags WindowFlags { get; init; }
public Action OnClose { get; set; }
internal WindowTitleBar TitleBar { get; set; }
public Vector2 CursorStartPosition { get; set; }
public Vector2 CursorPosition { get; set; }
public static Color32 BackgroundColor => ImGui.GetColorU32( ImGuiCol.WindowBg );
public static Color32 BorderColor => ImGui.GetColorU32( ImGuiCol.Border );
public override void OnEnd()
{
base.OnEnd();
TitleBar?.OnEnd();
if ( System.TryGetDrawList( Id, out var drawList ) )
{
DrawList = drawList;
DrawList.CommandList.Reset();
}
else
{
DrawList = new ImDrawList( $"ImGui DrawList {Name}" );
System.AddDrawList( Id, DrawList );
}
}
protected override void OnDrawSelf( ImDrawList drawList )
{
DrawList.AddRect( ScreenRect.TopLeft, ScreenRect.BottomRight, BorderColor, rounding: 0, flags: ImDrawFlags.None, thickness: 1 );
DrawList.AddRectFilled( ScreenRect.TopLeft, ScreenRect.BottomRight, BackgroundColor );
}
}
namespace Duccsoft.ImGui;
public static partial class ImGui
{
public static ImGuiIO GetIO() => System.InputState;
public static Vector2 GetMousePos() => MouseState.Position;
public static Vector2 GetMouseDragDelta( ImGuiMouseButton button, float lockThreshold = -1.0f )
{
if ( lockThreshold < 0f )
{
// TODO: Use io.MouseDraggingThreshold
lockThreshold = 1.0f;
}
var mouseDelta = button switch
{
ImGuiMouseButton.Left => MouseState.LeftClickDragTotalDelta,
ImGuiMouseButton.Right => MouseState.RightClickDragTotalDelta,
ImGuiMouseButton.Middle => MouseState.MiddleClickDragTotalDelta,
_ => Vector2.Zero
};
if ( mouseDelta.Length < lockThreshold )
return Vector2.Zero;
return mouseDelta;
}
}
using System;
namespace Duccsoft.ImGui;
public static partial class ImGui
{
public static float GetFontSize() => (int)(18 * ImGuiStyle.UIScale);
public static ImGuiStyle GetStyle()
{
return ImGuiSystem.Current.Style;
}
public static Color32 GetColorU32( ImGuiCol color, float alphaMul = 1.0f )
{
var colors = ImGuiSystem.Current.Style.Colors;
if ( colors is null || !colors.TryGetValue( color, out Color32 styleColor ) )
return new Color32( 0xFF, 0x00, 0xFF, (byte)(0xFF * alphaMul) );
return styleColor with { a = (byte)(styleColor.a * alphaMul) };
}
#region Style Colors
public static void StyleColorsDark( ImGuiStyle style )
{
if ( style is null )
return;
style.Colors ??= new();
style.Colors[ImGuiCol.WindowBg] = new( 0x0F, 0x0F, 0x0F, 240 );
style.Colors[ImGuiCol.Border] = new( 0x42, 0x42, 0x4C, 128 );
style.Colors[ImGuiCol.Text] = new( 0xFF, 0xFF, 0xFF );
style.Colors[ImGuiCol.TitleBg] = new( 0x0A, 0x0A, 0x0A );
style.Colors[ImGuiCol.TitleBgActive] = new( 0x29, 0x4A, 0x7A );
style.Colors[ImGuiCol.Button] = new( 66, 150, 250, 102 );
style.Colors[ImGuiCol.ImGuiColButtonHovered] = new( 66, 150, 250 );
style.Colors[ImGuiCol.ButtonActive] = new( 15, 135, 250 );
style.Colors[ImGuiCol.FrameBg] = new( 41, 74, 122, 138 );
style.Colors[ImGuiCol.FrameBgHovered] = new( 66, 150, 250, 102 );
style.Colors[ImGuiCol.FrameBgActive] = new( 66, 150, 250, 171 );
style.Colors[ImGuiCol.SliderGrab] = new( 61, 133, 244 );
style.Colors[ImGuiCol.SliderGrabActive] = new( 66, 150, 250, 255 );
style.Colors[ImGuiCol.CheckMark] = new( 66, 150, 250, 255 );
}
#endregion
}
using Duccsoft.ImGui.Elements;
namespace Duccsoft.ImGui;
public static partial class ImGui
{
public static bool IsItemClicked( ImGuiMouseButton button = ImGuiMouseButton.Left )
{
return System.ClickedElementId == CurrentItemRecursive?.Id;
}
public static void Text( string formatString, params object[] args )
{
var text = string.Format( formatString, args );
_ = new TextWidget( CurrentWindow, text );
}
public static bool Button( string label, Vector2 size = default )
{
var button = new ButtonWidget( CurrentWindow, label );
return button.IsReleased;
}
public static bool Checkbox( string label, ref bool value )
{
var checkbox = new Checkbox( CurrentWindow, label, ref value );
return checkbox.IsReleased;
}
public static bool DragInt( string label, ref int value, float speed = 1.0f, int min = 0, int max = 0, string format = null, ImGuiSliderFlags flags = 0 )
{
_ = new DragInt( CurrentWindow, label, ref value, speed, min, max, format, flags );
// TODO: Is returning true correct?
return true;
}
public static bool SliderFloat( string label, ref float value, float min, float max, string format = "F3", ImGuiSliderFlags flags = 0 )
{
var components = new float[1] { value };
_ = new Slider<float>( CurrentWindow, label, ref components, min, max, format );
value = components[0];
return true;
}
public static bool SliderFloat2( string label, ref Vector2 value, float min, float max, string format = "F3", ImGuiSliderFlags flags = 0 )
{
var components = new float[2] { value.x, value.y };
_ = new Slider<float>( CurrentWindow, label, ref components, min, max, format );
value.x = components[0];
value.y = components[1];
return true;
}
public static bool SliderFloat3( string label, ref Vector3 value, float min, float max, string format = "F3", ImGuiSliderFlags flags = 0 )
{
var components = new float[3] { value.x, value.y, value.z };
_ = new Slider<float>( CurrentWindow, label, ref components, min, max, format );
value.x = components[0];
value.y = components[1];
value.z = components[2];
return true;
}
public static bool SliderFloat4( string label, ref Vector4 value, float min, float max, string format = "F3", ImGuiSliderFlags flags = 0 )
{
var components = new float[4] { value.x, value.y, value.z, value.w };
_ = new Slider<float>( CurrentWindow, label, ref components, min, max, format );
value.x = components[0];
value.y = components[1];
value.z = components[2];
value.w = components[3];
return true;
}
public static bool SliderInt( string label, ref int value, int min, int max, string format = null, ImGuiSliderFlags flags = 0 )
{
var components = new int[1] { value };
_ = new Slider<int>( CurrentWindow, label, ref components, min, max, format );
value = components[0];
return true;
}
public static void Image( Texture texture, Vector2 size, Vector2 uv0, Vector2 uv1, Color tintColor, Color borderColor )
{
_ = new ImageWidget( CurrentWindow, texture, size, uv0, uv1, tintColor, borderColor );
}
public static void Image( Texture texture, Vector2 size, Color tintColor, Color borderColor )
{
Image( texture, size, Vector2.Zero, Vector2.One, tintColor, borderColor );
}
}
using System;
using System.Collections.Generic;
namespace Duccsoft.ImGui;
public class IdStack
{
private struct HashData
{
public HashData( string id )
{
StringSource = id;
}
public HashData( int id )
{
IntSource = id;
}
public string StringSource { get; set; }
public int IntSource { get; set; }
public override int GetHashCode()
{
return HashCode.Combine( StringSource, IntSource );
}
}
private Stack<HashData> _data = new();
private Stack<int> _hashes = new();
private int GetSeed()
{
if ( _hashes.Count == 0 )
{
return 0;
}
else
{
return _hashes.Peek();
}
}
public void Clear()
{
_data.Clear();
_hashes.Clear();
}
public int GetHash( string id ) => HashCode.Combine( GetSeed(), id );
public int GetHash( int id ) => HashCode.Combine( GetSeed(), id );
private int GetHash( HashData id ) => HashCode.Combine( GetSeed(), id.GetHashCode() );
public void Push( string id ) => Push( new HashData( id ) );
public void Push( int id ) => Push( new HashData( id ) );
private void Push( HashData data )
{
_data.Push( data );
var hash = GetHash( data );
_hashes.Push( hash );
}
public void Pop()
{
_data.Pop();
_hashes.Pop();
}
}
using System;
using System.Collections.Generic;
using System.Linq;
namespace Duccsoft.ImGui;
internal class ReflectionCache : IHotloadManaged
{
private Dictionary<Type, TypeDescription> _typeCache { get; set; } = new();
private Dictionary<Type, List<PropertyDescription>> _propertyCache { get; set; } = new();
public TypeDescription GetTypeDescription( Type type )
{
ArgumentNullException.ThrowIfNull( type );
if ( !_typeCache.TryGetValue( type, out var typeDesc ) )
{
typeDesc = TypeLibrary.GetType( type );
if ( typeDesc is null )
throw new Exception( $"Type {type?.FullName} not found in {nameof( TypeLibrary )}" );
_typeCache[type] = typeDesc;
}
return _typeCache[type];
}
public List<PropertyDescription> GetProperties( Type type )
{
ArgumentNullException.ThrowIfNull( type );
if ( !_propertyCache.TryGetValue( type, out var properties ) )
{
var typeDesc = GetTypeDescription( type );
properties = typeDesc.Properties
.Where( p => p.HasAttribute<PropertyAttribute>() )
.ToList();
_propertyCache[type] = properties;
}
return _propertyCache[type];
}
private void Clear()
{
_typeCache?.Clear();
_propertyCache?.Clear();
_typeCache ??= new();
_propertyCache ??= new();
}
public void Created( IReadOnlyDictionary<string, object> state ) => Clear();
public void Persisted() => Clear();
}