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namespace LobbySystem;
/// <summary>
/// Auto-hosts a lobby so Steam friends can join, and keeps one networked pawn per connection plus optional
/// bots by cloning <see cref="PlayerPrefab"/>. The pawn only has to implement <see cref="ILobbyAgent"/>.
/// Spawning is de-duped and runs in OnUpdate so a join can't fire mid-enumeration.
/// </summary>
public sealed class LobbyNetworkManager : Component, Component.INetworkListener
{
[Property] public GameObject PlayerPrefab { get; set; }
[Property] public int BotCount { get; set; } = 1;
/// <summary>When true, bots only exist during an active round.</summary>
[Property] public bool BotsOnlyDuringRound { get; set; } = true;
[Property] public Color BotTint { get; set; } = new Color( 1f, 0.35f, 0.3f );
// Lobby spawn ring, used before a round map loads.
readonly Vector3[] _spawns =
{
new Vector3( 0f, -300f, 40f ), new Vector3( 300f, 0f, 40f ),
new Vector3( 0f, 300f, 40f ), new Vector3( -300f, 0f, 40f ),
new Vector3( 250f, 250f, 40f ), new Vector3( -250f, -250f, 40f ),
};
int _spawnIndex;
readonly Dictionary<Guid, GameObject> _pawns = new();
readonly List<GameObject> _bots = new();
bool _reconcileNow;
TimeUntil _nextReconcile;
TimeUntil _nextSweep;
protected override async Task OnLoad()
{
// When joining a friend the engine is mid-connect and IsActive is briefly false, so poll for a
// moment before hosting. Otherwise a joiner would spin up its own solo lobby.
if ( Networking.IsActive ) return;
for ( int i = 0; i < 6 && !Networking.IsActive; i++ )
await Task.DelayRealtimeSeconds( 0.1f );
if ( !Networking.IsActive )
Networking.CreateLobby( new() );
}
void INetworkListener.OnActive( Connection channel ) => _reconcileNow = true;
protected override void OnUpdate()
{
if ( !Networking.IsHost || PlayerPrefab is null ) return;
if ( !_reconcileNow && _nextReconcile > 0f ) return;
_reconcileNow = false;
_nextReconcile = 0.25f;
try
{
bool wantBots = !BotsOnlyDuringRound || (LobbyDirector.Current?.State == LobbyState.Active);
ReconcileBots( wantBots ? Math.Max( 0, BotCount ) : 0 );
foreach ( var conn in Connection.All.ToList() )
{
if ( conn is null || !conn.IsActive ) continue;
if ( _pawns.TryGetValue( conn.Id, out var pawn ) && pawn.IsValid() ) continue;
var id = conn.Id;
_pawns[id] = FindConnectionPawn( id ) ?? SpawnPawn( false, conn.DisplayName, conn );
}
Sweep();
}
catch
{
// Connection or scene list changed during the pass; retry next frame.
}
}
void ReconcileBots( int target )
{
_bots.RemoveAll( b => !b.IsValid() );
while ( _bots.Count > target )
{
var b = _bots[_bots.Count - 1];
_bots.RemoveAt( _bots.Count - 1 );
if ( b.IsValid() ) b.Destroy();
}
while ( _bots.Count < target )
_bots.Add( SpawnPawn( true, "Bot", null ) );
}
GameObject FindConnectionPawn( Guid id )
{
foreach ( var a in Scene.GetAllComponents<ILobbyAgent>() )
{
if ( !a.IsValid() || a.IsBot ) continue;
if ( a is Component c && c.Network.OwnerId == id ) return c.GameObject;
}
return null;
}
void Sweep()
{
if ( _nextSweep > 0f ) return;
_nextSweep = 1f;
foreach ( var key in _pawns.Where( kv => !kv.Value.IsValid() ).Select( kv => kv.Key ).ToList() )
_pawns.Remove( key );
}
GameObject SpawnPawn( bool isBot, string displayName, Connection owner )
{
var go = PlayerPrefab.Clone( NextSpawn() );
go.Name = isBot ? "Bot" : $"Player - {displayName}";
go.Enabled = true;
var agent = go.Components.Get<ILobbyAgent>() ?? go.Components.GetInChildren<ILobbyAgent>();
agent?.InitAgent( isBot, displayName );
if ( isBot )
{
var rend = go.Components.GetInChildren<SkinnedModelRenderer>();
if ( rend is not null ) rend.Tint = BotTint;
}
if ( owner is not null ) go.NetworkSpawn( owner );
else go.NetworkSpawn();
return go;
}
Vector3 NextSpawn()
{
int idx = _spawnIndex++;
var dir = LobbyDirector.Current;
if ( dir is not null && dir.UseRoundMap && dir.MapReady )
return dir.RoundSpawnPoint( idx );
return _spawns[idx % _spawns.Length];
}
}
namespace LobbySystem;
/// <summary>Lifecycle of the lobby: Lobby, then Active, then Ended before looping back.</summary>
public enum LobbyState
{
/// <summary>Free roam before and after a round. The mode button works here.</summary>
Lobby,
/// <summary>A round is running.</summary>
Active,
/// <summary>Round finished; results show before returning to the lobby.</summary>
Ended
}
namespace LobbySystem;
/// <summary>
/// In-world button that opens the mode menu for the host, or a local suggestion menu for a client. It needs
/// a ModelRenderer to be visible and is hidden while a round is live. When the local player is within
/// <see cref="UseRange"/> and presses Use, the menu opens.
/// </summary>
public sealed class LobbyModeButton : Component
{
[Property] public float UseRange { get; set; } = 130f;
[Property] public bool GlowWhenInRange { get; set; } = true;
[Property] public Color IdleTint { get; set; } = new Color( 0.85f, 0.4f, 0.15f );
[Property] public Color ActiveTint { get; set; } = new Color( 1f, 0.85f, 0.3f );
ModelRenderer _renderer;
ILobbyAgent _me;
protected override void OnStart()
{
_renderer = Components.Get<ModelRenderer>() ?? Components.GetInChildren<ModelRenderer>();
if ( _renderer is not null ) _renderer.Tint = IdleTint;
}
protected override void OnUpdate()
{
var dir = LobbyDirector.Current;
bool inLobby = dir is null || !dir.RoundLive;
if ( _renderer is not null && _renderer.Enabled != inLobby )
_renderer.Enabled = inLobby;
if ( !inLobby ) return;
var me = LocalPlayer();
bool inRange = me is not null && WorldPosition.Distance( me.WorldPosition ) <= UseRange;
if ( GlowWhenInRange && _renderer is not null )
_renderer.Tint = inRange ? ActiveTint : IdleTint;
if ( inRange && Input.Pressed( "Use" ) )
dir?.RequestModeMenu();
}
ILobbyAgent LocalPlayer()
{
if ( _me is not null && _me.IsValid() && !_me.IsBot && !_me.IsProxy ) return _me;
try { _me = Scene.GetAllComponents<ILobbyAgent>().FirstOrDefault( c => c.IsValid() && !c.IsBot && !c.IsProxy ); }
catch { _me = null; }
return _me;
}
}
global using static Sandbox.Internal.GlobalGameNamespace;
global using Microsoft.AspNetCore.Components;
global using Microsoft.AspNetCore.Components.Rendering;
[assembly: global::System.Reflection.AssemblyMetadata( "AddonTitle", "MC Clouds" )]
[assembly: global::System.Reflection.AssemblyMetadata( "AddonIdent", "mcclouds" )]
[assembly: global::System.Reflection.AssemblyMetadata( "OrgIdent", "trend" )]
[assembly: global::System.Reflection.AssemblyMetadata( "Ident", "trend.mcclouds" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineVersion", "26" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineMinorVersion", "1" )]
[assembly: System.Runtime.Versioning.TargetFramework( ".NETCoreApp,Version=v9.0", FrameworkDisplayName = ".NET 9.0" )]
[assembly: global::System.Reflection.AssemblyMetadata( "CompileTime", "2026-06-16T17:04:05.4666731Z" )]
[assembly: global::System.Reflection.AssemblyVersion("0.0.124.0")]
[assembly: global::System.Reflection.AssemblyFileVersion("0.0.124.0")]using Sandbox;
using Sandbox.UI;
using System;
namespace SbTween;
public static class LightExtensions
{
public static BaseTween TweenLightColor( this Light Light, Color target, float duration )
{
Color start = Light.LightColor;
var tween = new BaseTween( duration );
tween.Target = Light.GameObject;
return TweenManager.Instance.AddTween( tween
.OnStart( () => start = Light.LightColor )
.OnUpdate( p => Light.LightColor = Color.Lerp( start, target, p ) ) );
}
public static BaseTween TweenRadius( this SpotLight light, float target, float duration )
{
if ( !light.IsValid() ) return null;
float start = light.Radius;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnStart( () => start = light.Radius )
.OnUpdate( p => light.Radius = MathX.Lerp( start, target, p ) ) );
}
public static BaseTween TweenConeOuter( this SpotLight light, float target, float duration )
{
if ( !light.IsValid() ) return null;
float start = light.ConeOuter;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnStart( () => start = light.ConeOuter )
.OnUpdate( p => light.ConeOuter = MathX.Lerp( start, target, p ) ) );
}
public static BaseTween TweenInnerCone( this SpotLight light, float target, float duration )
{
if ( !light.IsValid() ) return null;
float start = light.ConeInner;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnStart( () => start = light.ConeInner )
.OnUpdate( p => light.ConeInner = MathX.Lerp( start, target, p ) ) );
}
public static BaseTween TweenAttenuation( this PointLight light, float target, float duration )
{
if ( !light.IsValid() ) return null;
float start = light.Attenuation;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnStart( () => start = light.Attenuation )
.OnUpdate( p => light.Attenuation = MathX.Lerp( start, target, p ) ) );
}
public static BaseTween TweenRadius( this PointLight light, float target, float duration )
{
if ( !light.IsValid() ) return null;
float start = light.Radius;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnStart( () => start = light.Radius )
.OnUpdate( p => light.Radius = MathX.Lerp( start, target, p ) ) );
}
public static BaseTween TweenAttenuation( this SpotLight light, float target, float duration )
{
if ( !light.IsValid() ) return null;
float start = light.Attenuation;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnStart( () => start = light.Attenuation )
.OnUpdate( p => light.Attenuation = MathX.Lerp( start, target, p ) ) );
}
//FLICKERING LIGHT
public static BaseTween TweenFlickerLight( this PointLight light, float minBrightness, float maxBrightness, float duration, float speed = 10f )
{
if ( !light.IsValid() ) return null;
float time = 0f;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnUpdate( _ =>
{
time += Time.Delta * speed;
float noise = MathF.Sin( time * 1.3f ) * MathF.Sin( time * 2.7f ) * MathF.Sin( time * 0.9f );
float t = (noise + 1f) * 0.5f;
light.Attenuation = MathX.Lerp( minBrightness, maxBrightness, t );
} ) );
}
public static BaseTween TweenFlickerLight( this SpotLight light, float minBrightness, float maxBrightness, float duration, float speed = 10f )
{
if ( !light.IsValid() ) return null;
float time = 0f;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnUpdate( _ =>
{
time += Time.Delta * speed;
float noise = MathF.Sin( time * 1.3f ) * MathF.Sin( time * 2.7f ) * MathF.Sin( time * 0.9f );
float t = (noise + 1f) * 0.5f;
light.Attenuation = MathX.Lerp( minBrightness, maxBrightness, t );
} ) );
}
//FLICKERING Color
public static BaseTween TweenFlickerColor( this PointLight light, Color colorA, Color colorB, float duration, float speed = 10f )
{
if ( !light.IsValid() ) return null;
float time = 0f;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnUpdate( _ =>
{
time += Time.Delta * speed;
float noise = MathF.Sin( time * 1.3f ) * MathF.Sin( time * 2.7f ) * MathF.Sin( time * 0.9f );
float t = (noise + 1f) * 0.5f;
light.LightColor = Color.Lerp( colorA, colorB, t );
} ) );
}
public static BaseTween TweenFlickerColor( this SpotLight light, Color colorA, Color colorB, float duration, float speed = 10f )
{
if ( !light.IsValid() ) return null;
float time = 0f;
return TweenManager.Instance.AddTween( new BaseTween( duration )
.OnUpdate( _ =>
{
time += Time.Delta * speed;
float noise = MathF.Sin( time * 1.3f ) * MathF.Sin( time * 2.7f ) * MathF.Sin( time * 0.9f );
float t = (noise + 1f) * 0.5f;
light.LightColor = Color.Lerp( colorA, colorB, t );
} ) );
}
}
using Sandbox;
using System;
namespace SbTween;
public static class AudioExtensions
{
public static BaseTween TweenVolume( this SoundPointComponent sound, float targetVolume, float duration )
{
float startVolume = sound.Volume;
var tween = new BaseTween( duration );
tween.Target = sound.GameObject;
return TweenManager.Instance.AddTween( tween
.OnStart( () => startVolume = sound.Volume )
.OnUpdate( p =>
{
if ( !sound.IsValid() ) return;
sound.Volume = MathX.Lerp( startVolume, targetVolume, p );
} )
);
}
public static BaseTween TweenPitch( this SoundPointComponent sound, float targetPitch, float duration )
{
float startPitch = sound.Pitch;
var tween = new BaseTween( duration );
tween.Target = sound.GameObject;
return TweenManager.Instance.AddTween( tween
.OnStart( () => startPitch = sound.Pitch )
.OnUpdate( p =>
{
if ( !sound.IsValid() ) return;
sound.Pitch = MathX.Lerp( startPitch, targetPitch, p );
} )
);
}
}
using Sandbox;
using System;
namespace SbTween;
public static class MathTweenExtensions
{
public static BaseTween TweenInCircle( this GameObject obj, float duration, Vector3 axis, float range, float speed, bool snapping = false )
{
Vector3 centerPos = obj.WorldPosition;
var tween = new BaseTween( duration );
tween.Target = obj;
Vector3 normal = axis.Normal;
Vector3 v1 = Vector3.Cross( normal, MathF.Abs( normal.z ) < 0.9f ? Vector3.Up : Vector3.Forward ).Normal;
Vector3 v2 = Vector3.Cross( normal, v1 ).Normal;
return TweenManager.Instance.AddTween( tween
.OnUpdate( p =>
{
if ( !obj.IsValid() ) return;
float angleDegrees = p * 360f * speed;
float angleRadians = angleDegrees * (MathF.PI / 180f);
float cos = MathF.Cos( angleRadians ) * range;
float sin = MathF.Sin( angleRadians ) * range;
Vector3 rotatedOffset = (v1 * cos) + (v2 * sin);
obj.WorldPosition = centerPos + rotatedOffset;
} )
);
}
public static BaseTween TweenSpiral( this GameObject obj, float duration, Vector3 axis, float speed, float frequency )
{
Vector3 startPos = obj.WorldPosition;
var tween = new BaseTween( duration );
tween.Target = obj;
return TweenManager.Instance.AddTween( tween
.OnStart( () => startPos = obj.WorldPosition )
.OnUpdate( p =>
{
if ( !obj.IsValid() ) return;
float angle = p * MathF.PI * 2f * frequency;
float currentRadius = p * speed;
float x = MathF.Cos( angle ) * currentRadius;
float y = MathF.Sin( angle ) * currentRadius;
Vector3 axisOffset = axis * p;
Vector3 circleOffset = new Vector3( x, y, 0 );
obj.WorldPosition = startPos + axisOffset + circleOffset;
} )
);
}
public static BaseTween TweenPunchFloat( this GameObject obj, float v, float amplitude, float duration, int vibrations = 5, float elasticity = 1f, Action<float> setter = null )
{
var tween = new BaseTween( duration );
tween.Target = obj;
return TweenManager.Instance.AddTween( tween
.OnUpdate( p =>
{
if ( !obj.IsValid() ) return;
if ( p >= 1.0f )
{
setter?.Invoke( v );
return;
}
float decay = MathF.Pow( 1f - p, elasticity * 3f );
float omega = vibrations * MathF.PI * 2f;
float oscillation = MathF.Sin( p * omega );
float currentOffset = amplitude * oscillation * decay;
setter?.Invoke( v + currentOffset );
} )
.OnComplete( () => setter?.Invoke( v ) )
);
}
public static BaseTween TweenShakeFloat( this GameObject obj, float baseline, float strength, float duration, Action<float> setter = null )
{
var tween = new BaseTween( duration );
tween.Target = obj;
return TweenManager.Instance.AddTween( tween
.OnUpdate( p =>
{
if ( !obj.IsValid() ) return;
if ( p >= 1.0f )
{
setter?.Invoke( baseline );
return;
}
float currentStrength = strength * (1.0f - p);
float randomOffset = Game.Random.Float( -currentStrength, currentStrength );
setter?.Invoke( baseline + randomOffset );
} )
.OnComplete( () => setter?.Invoke( baseline ) )
);
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text.RegularExpressions;
using Editor;
using Sandbox;
namespace HammerTextureBrowser;
[Dock( "Editor", "OG Texture Browser", "texture" )]
public sealed class HammerTextureBrowserDock : Widget
{
private static readonly Regex QuotedMaterialProperty = new( "\"(?<key>[^\"]+)\"\\s+\"(?<value>[^\"]+)\"", RegexOptions.Compiled | RegexOptions.CultureInvariant );
private static readonly string[] PrimaryTextureKeys =
[
"TextureColor",
"TextureBaseColor",
"TextureAlbedo",
"AlbedoTexture",
"BaseTexture",
"BaseColorTexture",
"g_tColor",
"g_tBaseColor",
"g_tAlbedo"
];
private readonly HammerTextureList TextureList;
private readonly ComboBox SizeCombo;
private readonly LineEdit FilterEdit;
private readonly ComboBox KeywordsCombo;
private readonly Checkbox OnlyUsedTextures;
private readonly Label SelectedTextureLabel;
private readonly Label TextureSizeLabel;
private readonly Label CountLabel;
private readonly Button MarkButton;
private readonly Button ReplaceButton;
private readonly Button ReloadButton;
private readonly Button OpenSourceButton;
private List<Asset> AllMaterials = new();
private Asset SelectedMaterial;
private string KeywordFilter = string.Empty;
private int PreviewSize = 128;
public HammerTextureBrowserDock( Widget parent ) : base( parent )
{
MinimumSize = new( 420, 320 );
WindowTitle = "OG Texture Browser";
SetWindowIcon( "texture" );
Layout = Layout.Column();
Layout.Margin = 0;
Layout.Spacing = 0;
TextureList = Layout.Add( new HammerTextureList( this ), 1 );
TextureList.OnTextureSelected = SelectMaterial;
TextureList.OnTextureActivated = SelectMaterial;
TextureList.OnOpenInEditor = OpenMaterialSource;
TextureList.OnOpenInAssetBrowser = OpenInAssetBrowser;
var bottom = Layout.Add( new Widget( this ) );
bottom.Layout = Layout.Column();
bottom.Layout.Margin = 4;
bottom.Layout.Spacing = 3;
bottom.FixedHeight = Theme.RowHeight * 2 + 12;
bottom.OnPaintOverride = () =>
{
Paint.ClearPen();
Paint.SetBrush( Theme.ControlBackground );
Paint.DrawRect( bottom.LocalRect );
return false;
};
var topRow = bottom.Layout.AddRow();
topRow.Spacing = 5;
var sizeBlock = topRow.Add( new Widget( this ) );
sizeBlock.FixedWidth = 138;
sizeBlock.MinimumWidth = 138;
sizeBlock.MaximumWidth = 138;
sizeBlock.Layout = Layout.Row();
sizeBlock.Layout.Margin = 0;
sizeBlock.Layout.Spacing = 5;
AddSmallLabel( sizeBlock.Layout, "Size:" );
SizeCombo = sizeBlock.Layout.Add( new ComboBox( sizeBlock ) );
SizeCombo.FixedWidth = 88;
SizeCombo.MinimumWidth = 88;
SizeCombo.MaximumWidth = 88;
SizeCombo.AddItem( "32x32", null, () => SetPreviewSize( 32 ) );
SizeCombo.AddItem( "64x64", null, () => SetPreviewSize( 64 ) );
SizeCombo.AddItem( "128x128", null, () => SetPreviewSize( 128 ) );
SizeCombo.AddItem( "256x256", null, () => SetPreviewSize( 256 ) );
SizeCombo.AddItem( "1:1", null, () => SetPreviewSize( 128 ) );
SizeCombo.CurrentIndex = 2;
StyleBottomInput( SizeCombo, 24 );
AddSmallLabel( topRow, "Filter:", 58 );
FilterEdit = topRow.Add( new LineEdit( this ) );
FilterEdit.FixedWidth = 176;
FilterEdit.MinimumWidth = 176;
FilterEdit.MaximumWidth = 176;
FilterEdit.PlaceholderText = "texture name";
FilterEdit.TextChanged += _ => RefreshList();
StyleBottomInput( FilterEdit );
SelectedTextureLabel = topRow.Add( new Label( this ) );
SelectedTextureLabel.MinimumWidth = 180;
SelectedTextureLabel.Alignment = TextFlag.LeftCenter;
SelectedTextureLabel.Text = "";
OpenSourceButton = topRow.Add( new Button( "Open Source" ) );
OpenSourceButton.FixedWidth = 96;
OpenSourceButton.Clicked = OpenSelectedSource;
var bottomRow = bottom.Layout.AddRow();
bottomRow.Spacing = 5;
OnlyUsedTextures = bottomRow.Add( new Checkbox( "Only used textures" ) );
OnlyUsedTextures.FixedWidth = 138;
OnlyUsedTextures.StateChanged += _ => RefreshList();
AddSmallLabel( bottomRow, "Keywords:", 58 );
KeywordsCombo = bottomRow.Add( new ComboBox( this ) );
KeywordsCombo.FixedWidth = 176;
KeywordsCombo.MinimumWidth = 176;
KeywordsCombo.MaximumWidth = 176;
KeywordsCombo.AddItem( "All Keywords", null, () => SetKeywordFilter( string.Empty ) );
StyleBottomInput( KeywordsCombo, 24 );
MarkButton = bottomRow.Add( new Button( "Mark" ) );
MarkButton.FixedWidth = 76;
MarkButton.Clicked = MarkSelectedMaterial;
ReplaceButton = bottomRow.Add( new Button( "Replace" ) );
ReplaceButton.FixedWidth = 76;
ReplaceButton.Clicked = ReplaceSelectedMaterial;
ReloadButton = bottomRow.Add( new Button( "Reload" ) );
ReloadButton.FixedWidth = 76;
ReloadButton.Clicked = Reload;
TextureSizeLabel = bottomRow.Add( new Label( this ) );
TextureSizeLabel.MinimumWidth = 0;
TextureSizeLabel.MaximumWidth = 68;
TextureSizeLabel.Alignment = TextFlag.RightCenter;
bottomRow.AddStretchCell( 1 );
CountLabel = bottomRow.Add( new Label( this ) );
CountLabel.MinimumWidth = 0;
CountLabel.MaximumWidth = 96;
CountLabel.Alignment = TextFlag.RightCenter;
ReloadMaterials();
SetPreviewSize( PreviewSize );
RefreshList();
UpdateSelectedMaterialUi();
}
private void Reload()
{
ReloadMaterials();
RefreshList();
UpdateSelectedMaterialUi();
}
private static void AddSmallLabel( Layout row, string text, int fixedWidth = 0 )
{
var label = row.Add( new Label( text ) );
label.Alignment = fixedWidth > 0 ? TextFlag.RightCenter : TextFlag.LeftCenter;
label.FixedWidth = fixedWidth > 0 ? fixedWidth : text.Length * 6 + 4;
}
private static void StyleBottomInput( Widget widget, int fixedHeight = 22 )
{
widget.FixedHeight = fixedHeight;
widget.SetStyles(
"background-color: #2d3136; " +
"border: 1px solid #555c64; " +
"border-radius: 2px; " +
"color: #f2f2f2; " +
"padding-top: 0px; " +
"padding-bottom: 0px; " +
"padding-left: 5px; " +
"padding-right: 5px;" );
}
private void ReloadMaterials()
{
var menuPath = EditorUtility.Projects.GetAll()
.FirstOrDefault( x => x.Config.Ident == "menu" )
?.GetAssetsPath()
.NormalizeFilename( false );
AllMaterials = AssetSystem.All
.Where( IsBrowsableMaterial )
.Where( x => !IsMenuAsset( x, menuPath ) )
.OrderBy( TextureDisplayName, StringComparer.OrdinalIgnoreCase )
.ToList();
RebuildKeywords();
}
private static bool IsBrowsableMaterial( Asset asset )
{
if ( asset is null )
return false;
if ( asset.AssetType != AssetType.Material )
return false;
if ( asset.AbsolutePath?.Contains( ".sbox/cloud/", StringComparison.OrdinalIgnoreCase ) ?? false )
return false;
return true;
}
private static bool IsMenuAsset( Asset asset, string menuPath )
{
if ( string.IsNullOrEmpty( menuPath ) )
return false;
return asset.AbsolutePath?.NormalizeFilename( false ).StartsWith( menuPath, StringComparison.OrdinalIgnoreCase ) ?? false;
}
private void RebuildKeywords()
{
var tags = AllMaterials
.SelectMany( x => x.Tags )
.Where( x => !string.IsNullOrWhiteSpace( x ) )
.Distinct( StringComparer.OrdinalIgnoreCase )
.OrderBy( x => x, StringComparer.OrdinalIgnoreCase )
.ToList();
KeywordsCombo.Clear();
KeywordsCombo.AddItem( "All Keywords", null, () => SetKeywordFilter( string.Empty ) );
foreach ( var tag in tags )
{
var tagValue = tag;
KeywordsCombo.AddItem( tagValue, null, () => SetKeywordFilter( tagValue ) );
}
KeywordsCombo.CurrentIndex = 0;
}
private void SetKeywordFilter( string tag )
{
KeywordFilter = tag ?? string.Empty;
RefreshList();
}
private void SetPreviewSize( int size )
{
PreviewSize = size;
TextureList.SetPreviewSize( PreviewSize );
RefreshList();
}
private void RefreshList()
{
if ( TextureList is null )
return;
IEnumerable<Asset> materials = AllMaterials;
var query = FilterEdit?.Text ?? string.Empty;
if ( !string.IsNullOrWhiteSpace( query ) )
{
var parts = query.Split( ' ', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries );
materials = materials.Where( x => MatchesQuery( x, parts ) );
}
if ( !string.IsNullOrWhiteSpace( KeywordFilter ) )
{
materials = materials.Where( x => x.Tags.Any( tag => tag.Equals( KeywordFilter, StringComparison.OrdinalIgnoreCase ) ) );
}
if ( OnlyUsedTextures?.Value ?? false )
{
var used = HammerMaterialSelection.GetUsedMaterialKeys();
materials = materials.Where( x => used.Contains( x.RelativePath ) || used.Contains( x.AbsolutePath ) || used.Contains( TextureDisplayName( x ) ) );
}
var entries = materials
.OrderBy( TextureDisplayName, StringComparer.OrdinalIgnoreCase )
.Select( x => new HammerTextureEntry( x ) )
.ToList();
TextureList.SetItems( entries );
if ( CountLabel is not null )
{
CountLabel.Text = $"{entries.Count:n0} textures";
CountLabel.Update();
}
if ( SelectedMaterial is not null && entries.All( x => x.Asset != SelectedMaterial ) )
TextureList.UnselectAll();
}
private static bool MatchesQuery( Asset asset, IEnumerable<string> parts )
{
var name = TextureDisplayName( asset );
var type = asset.AssetType?.FriendlyName ?? string.Empty;
IEnumerable<string> tags = asset.Tags;
foreach ( var part in parts )
{
var search = part;
var negated = false;
if ( search.StartsWith( "-" ) )
{
search = search[1..];
negated = true;
}
var matched =
name.Contains( search, StringComparison.OrdinalIgnoreCase ) ||
type.Contains( search, StringComparison.OrdinalIgnoreCase ) ||
tags.Any( x => x.Contains( search, StringComparison.OrdinalIgnoreCase ) );
if ( !negated && !matched )
return false;
if ( negated && matched )
return false;
}
return true;
}
private void SelectMaterial( Asset material )
{
if ( material?.AssetType != AssetType.Material )
return;
SelectedMaterial = material;
EditorUtility.InspectorObject = material;
HammerMaterialSelection.SetCurrentMaterial( material );
UpdateSelectedMaterialUi();
}
private void UpdateSelectedMaterialUi()
{
var hasMaterial = SelectedMaterial is not null;
SelectedTextureLabel.Text = hasMaterial ? TextureDisplayName( SelectedMaterial ) : "";
SelectedTextureLabel.ToolTip = SelectedMaterial?.RelativePath ?? string.Empty;
TextureSizeLabel.Text = GetTextureSizeText( SelectedMaterial );
TextureSizeLabel.ToolTip = SelectedMaterial?.AbsolutePath ?? string.Empty;
MarkButton.Enabled = hasMaterial;
ReplaceButton.Enabled = hasMaterial;
OpenSourceButton.Enabled = hasMaterial;
SelectedTextureLabel.Update();
TextureSizeLabel.Update();
MarkButton.Update();
ReplaceButton.Update();
OpenSourceButton.Update();
}
private static string GetTextureSizeText( Asset asset )
{
if ( asset is null )
return "";
var texturePath = GetPrimaryMaterialTexturePath( asset );
if ( string.IsNullOrWhiteSpace( texturePath ) )
return "";
try
{
var texture = Texture.Load( texturePath );
if ( texture is null || !texture.IsValid() || texture.Width <= 0 || texture.Height <= 0 )
return "";
return $"{texture.Width}x{texture.Height}";
}
catch
{
return "";
}
}
private static string GetPrimaryMaterialTexturePath( Asset asset )
{
if ( string.IsNullOrWhiteSpace( asset?.AbsolutePath ) || !File.Exists( asset.AbsolutePath ) )
return null;
try
{
var properties = QuotedMaterialProperty.Matches( File.ReadAllText( asset.AbsolutePath ) )
.Select( x => (Key: x.Groups["key"].Value, Value: NormalizeTexturePath( x.Groups["value"].Value )) )
.Where( x => IsTexturePath( x.Value ) )
.ToList();
foreach ( var key in PrimaryTextureKeys )
{
var match = properties.FirstOrDefault( x => x.Key.Equals( key, StringComparison.OrdinalIgnoreCase ) );
if ( !string.IsNullOrWhiteSpace( match.Value ) )
return match.Value;
}
var colorMatch = properties.FirstOrDefault( x =>
(x.Key.Contains( "color", StringComparison.OrdinalIgnoreCase ) ||
x.Key.Contains( "albedo", StringComparison.OrdinalIgnoreCase ) ||
x.Key.Contains( "base", StringComparison.OrdinalIgnoreCase )) &&
!x.Key.Contains( "tint", StringComparison.OrdinalIgnoreCase ) );
if ( !string.IsNullOrWhiteSpace( colorMatch.Value ) )
return colorMatch.Value;
return properties.FirstOrDefault().Value;
}
catch
{
return null;
}
}
private static string NormalizeTexturePath( string path )
{
return path?.Trim().Replace( '\\', '/' );
}
private static bool IsTexturePath( string path )
{
var extension = Path.GetExtension( path );
return extension.Equals( ".vtex", StringComparison.OrdinalIgnoreCase ) ||
extension.Equals( ".tga", StringComparison.OrdinalIgnoreCase ) ||
extension.Equals( ".png", StringComparison.OrdinalIgnoreCase ) ||
extension.Equals( ".jpg", StringComparison.OrdinalIgnoreCase ) ||
extension.Equals( ".jpeg", StringComparison.OrdinalIgnoreCase ) ||
extension.Equals( ".tif", StringComparison.OrdinalIgnoreCase ) ||
extension.Equals( ".tiff", StringComparison.OrdinalIgnoreCase ) ||
extension.Equals( ".psd", StringComparison.OrdinalIgnoreCase ) ||
extension.Equals( ".exr", StringComparison.OrdinalIgnoreCase ) ||
extension.Equals( ".hdr", StringComparison.OrdinalIgnoreCase ) ||
extension.Equals( ".bmp", StringComparison.OrdinalIgnoreCase ) ||
extension.Equals( ".webp", StringComparison.OrdinalIgnoreCase );
}
private void MarkSelectedMaterial()
{
if ( SelectedMaterial is null )
return;
HammerMaterialSelection.SelectFacesUsingMaterial( SelectedMaterial );
}
private void ReplaceSelectedMaterial()
{
if ( SelectedMaterial is null )
return;
HammerMaterialSelection.AssignAssetToSelection( SelectedMaterial );
}
private void OpenSelectedSource()
{
OpenMaterialSource( SelectedMaterial );
}
private void OpenMaterialSource( Asset asset )
{
if ( asset is null )
return;
if ( asset.CanOpenInEditor )
{
asset.OpenInEditor();
return;
}
EditorUtility.OpenFileFolder( asset.AbsolutePath );
}
private void OpenInAssetBrowser( Asset asset )
{
if ( asset is null )
return;
LocalAssetBrowser.OpenTo( asset, true );
}
internal static string TextureDisplayName( Asset asset )
{
var path = asset?.RelativePath ?? asset?.Name ?? "";
path = path.NormalizeFilename( false, false );
if ( path.StartsWith( "materials/", StringComparison.OrdinalIgnoreCase ) )
path = path["materials/".Length..];
var extension = Path.GetExtension( path );
if ( !string.IsNullOrEmpty( extension ) )
path = path[..^extension.Length];
return path;
}
}
internal sealed class HammerTextureList : ListView
{
private int PreviewSize = 128;
public Action<Asset> OnTextureSelected;
public Action<Asset> OnTextureActivated;
public Action<Asset> OnOpenInEditor;
public Action<Asset> OnOpenInAssetBrowser;
public HammerTextureList( Widget parent ) : base( parent )
{
MultiSelect = false;
FocusMode = FocusMode.TabOrClick;
Margin = 2;
ItemSpacing = 2;
ItemPaint = PaintTextureItem;
ItemSelected = item => SelectTexture( item, false );
ItemActivated = item => SelectTexture( item, true );
ItemDrag = StartTextureDrag;
ItemContextMenu = OpenTextureContextMenu;
ItemScrollEnter = item => (item as HammerTextureEntry)?.OnScrollEnter();
ItemScrollExit = item => (item as HammerTextureEntry)?.OnScrollExit();
OnPaintOverride = PaintBackground;
}
public void SetPreviewSize( int previewSize )
{
PreviewSize = previewSize;
ItemSize = new Vector2( PreviewSize + 4, PreviewSize + 18 );
Update();
}
public void SetItems( IEnumerable<HammerTextureEntry> entries )
{
base.SetItems( entries.Cast<object>() );
Update();
}
private bool PaintBackground()
{
Paint.ClearPen();
Paint.SetBrush( Color.Black );
Paint.DrawRect( LocalRect );
return false;
}
private void SelectTexture( object item, bool activated )
{
if ( item is not HammerTextureEntry entry )
return;
if ( activated )
OnTextureActivated?.Invoke( entry.Asset );
else
OnTextureSelected?.Invoke( entry.Asset );
}
private bool StartTextureDrag( object item )
{
if ( item is not HammerTextureEntry entry || entry.Asset is null )
return false;
SelectItem( entry );
SelectTexture( entry, false );
var drag = new Drag( this );
drag.Data.Object = entry.Asset;
drag.Data.Text = entry.Asset.RelativePath;
drag.Data.Url = new Uri( "file:///" + entry.Asset.AbsolutePath );
foreach ( var selected in SelectedItems.OfType<HammerTextureEntry>() )
{
if ( selected == entry || selected.Asset is null )
continue;
drag.Data.Text += "\n" + selected.Asset.RelativePath;
}
drag.Execute();
return true;
}
private void OpenTextureContextMenu( object item )
{
if ( item is not HammerTextureEntry entry )
return;
SelectItem( entry );
SelectTexture( entry, false );
var menu = new ContextMenu( this );
menu.AddOption( "Open in Editor", "edit", () => OnOpenInEditor?.Invoke( entry.Asset ) )
.Enabled = entry.Asset is not null;
menu.AddOption( "Open in Asset Browser", "search", () => OnOpenInAssetBrowser?.Invoke( entry.Asset ) )
.Enabled = entry.Asset is not null;
menu.OpenAtCursor( false );
}
private void PaintTextureItem( VirtualWidget item )
{
if ( item.Object is not HammerTextureEntry entry )
return;
var rect = item.Rect.Shrink( 1 );
var active = Paint.HasPressed;
var selected = Paint.HasSelected || Paint.HasPressed;
var hover = !selected && Paint.HasMouseOver;
Paint.ClearPen();
Paint.SetBrush( Color.Black );
Paint.DrawRect( rect );
if ( selected )
{
Paint.SetPen( Theme.Primary, 2 );
Paint.ClearBrush();
Paint.DrawRect( rect.Grow( -1 ) );
}
else if ( hover )
{
Paint.SetPen( Theme.ControlBackground.Lighten( 0.35f ), 1 );
Paint.ClearBrush();
Paint.DrawRect( rect.Grow( -1 ) );
}
var previewRect = rect;
previewRect.Width = PreviewSize;
previewRect.Height = PreviewSize;
previewRect.Left += MathF.Max( 0, (rect.Width - PreviewSize) * 0.5f );
entry.DrawPreview( previewRect, active );
var nameRect = previewRect;
nameRect.Top = previewRect.Bottom;
nameRect.Height = 12;
Paint.ClearPen();
Paint.SetBrush( selected ? Theme.Primary.Lighten( active ? -0.1f : 0.05f ) : new Color( 0.0f, 0.05f, 0.85f ) );
Paint.DrawRect( nameRect );
Paint.SetDefaultFont( 6 );
Paint.SetPen( Color.White );
var label = Paint.GetElidedText( entry.DisplayName, nameRect.Width - 4, ElideMode.Middle );
Paint.DrawText( nameRect.Shrink( 2, 0 ), label, TextFlag.LeftCenter | TextFlag.SingleLine );
}
}
internal sealed class HammerTextureEntry
{
public Asset Asset { get; }
public string DisplayName { get; }
public HammerTextureEntry( Asset asset )
{
Asset = asset;
DisplayName = HammerTextureBrowserDock.TextureDisplayName( asset );
}
public void OnScrollEnter()
{
if ( Asset is null || Asset.HasCachedThumbnail )
return;
EditorEvent.Register( this );
Asset.GetAssetThumb( true );
}
public void OnScrollExit()
{
if ( Asset is null )
return;
Asset.CancelThumbBuild();
EditorEvent.Unregister( this );
}
public void DrawPreview( Rect rect, bool active )
{
Paint.ClearPen();
Paint.SetBrush( active ? Color.Black.Lighten( 0.08f ) : Color.Black );
Paint.DrawRect( rect );
var thumb = Asset?.GetAssetThumb( true ) ?? AssetType.Material?.Icon128;
if ( thumb is null )
return;
var drawRect = rect;
var scale = MathF.Min( rect.Width / thumb.Width, rect.Height / thumb.Height );
if ( scale > 0 && float.IsFinite( scale ) )
{
drawRect.Width = MathF.Min( rect.Width, thumb.Width * scale );
drawRect.Height = MathF.Min( rect.Height, thumb.Height * scale );
drawRect.Left = rect.Left + (rect.Width - drawRect.Width) * 0.5f;
drawRect.Top = rect.Top + (rect.Height - drawRect.Height) * 0.5f;
}
Paint.BilinearFiltering = true;
Paint.Draw( drawRect, thumb );
Paint.BilinearFiltering = false;
}
}
internal static class HammerMaterialSelection
{
private const BindingFlags StaticFlags = BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic;
private const BindingFlags InstanceFlags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic;
private static Type HammerType;
private static bool HasResolvedHammerType;
public static void SetCurrentMaterial( Asset asset ) => InvokeHammerAssetMethod( "SetCurrentMaterial", asset );
public static void SelectFacesUsingMaterial( Asset asset ) => InvokeHammerAssetMethod( "SelectFacesUsingMaterial", asset );
public static void AssignAssetToSelection( Asset asset ) => InvokeHammerAssetMethod( "AssignAssetToSelection", asset );
public static HashSet<string> GetUsedMaterialKeys()
{
var keys = new HashSet<string>( StringComparer.OrdinalIgnoreCase );
try
{
var activeMap = GetHammerType()?.GetProperty( "ActiveMap", StaticFlags )?.GetValue( null );
if ( activeMap is null )
return keys;
var world = activeMap.GetType().GetProperty( "World", InstanceFlags )?.GetValue( activeMap );
if ( world is null )
return keys;
CollectUsedMaterialKeys( world, keys );
}
catch
{
// Hammer throws when no map is open; in that case "Only used textures" should simply show none.
return keys;
}
return keys;
}
private static void CollectUsedMaterialKeys( object node, HashSet<string> keys )
{
if ( node is null )
return;
var materialMethod = node.GetType().GetMethod( "GetFaceMaterialAssets", InstanceFlags );
if ( materialMethod is not null && materialMethod.Invoke( node, null ) is IEnumerable materials )
{
foreach ( var item in materials )
{
if ( item is not Asset asset )
continue;
keys.Add( asset.RelativePath );
keys.Add( asset.AbsolutePath );
keys.Add( HammerTextureBrowserDock.TextureDisplayName( asset ) );
}
}
var children = node.GetType().GetProperty( "Children", InstanceFlags )?.GetValue( node ) as IEnumerable;
if ( children is null )
return;
foreach ( var child in children )
{
CollectUsedMaterialKeys( child, keys );
}
}
private static void InvokeHammerAssetMethod( string methodName, Asset asset )
{
if ( asset is null )
return;
var method = GetHammerType()?.GetMethod( methodName, StaticFlags, binder: null, types: new[] { typeof( Asset ) }, modifiers: null );
if ( method is null )
return;
try
{
method.Invoke( null, new object[] { asset } );
}
catch
{
// This dock still works as a browser if Hammer is not the active editor surface.
}
}
private static Type GetHammerType()
{
if ( HasResolvedHammerType )
return HammerType;
HasResolvedHammerType = true;
foreach ( var assembly in AppDomain.CurrentDomain.GetAssemblies() )
{
HammerType = assembly.GetType( "Editor.MapEditor.Hammer" );
if ( HammerType is not null )
break;
}
return HammerType;
}
}
using Sandbox;
[TestClass]
public partial class LibraryTests
{
[TestMethod]
public void SceneTest()
{
var scene = new Scene();
using ( scene.Push() )
{
var go = new GameObject();
Assert.AreEqual( 1, scene.Directory.GameObjectCount );
}
}
}
namespace Sandbox.UiPro;
public enum HorizontalAlignment
{
Left,
Center,
Right
}
public enum VerticalAlignment
{
Top,
Center,
Bottom
}
[Title( "Text Node - UI Pro" ), Category( "UI Pro" ), Icon( "text_fields" )]
public class TextNode : NodeComponent
{
[Property, InlineEditor, Group( "Layout Settings" ), Order( -999 )] public override NodeStyle Style { get; set; } = GetDefaultStyle();
[Property, Group("Text Settings")] public HorizontalAlignment HorizontalAlignment { get; set; } = HorizontalAlignment.Center;
[Property, Group( "Text Settings" )] public VerticalAlignment VerticalAlignment { get; set; } = VerticalAlignment.Center;
[Property, InlineEditor, Group( "Text Settings" )] public TextRendering.Scope TextScope { get; set; } = TextRendering.Scope.Default;
private static NodeStyle GetDefaultStyle()
{
return new NodeStyle()
{
Anchor = NodePoint.CenterMiddle,
Pivot = NodePoint.CenterMiddle,
Offset = Vector2.Zero,
Size = new Vector2( 100, 100 ),
ChildPadding = Vector2.Zero,
ClipChildren = false,
StretchHorizontal = false,
StretchVertical = false,
CornerRadius = 0,
BorderWidth = 0,
BorderColor = Color.Black,
Texture = Texture.White,
Tint = Color.White,
UvScale = Vector2.One,
UvOffset = Vector2.Zero
};
}
protected override void UpdateStyle(float scaleFactor)
{
Style.BorderWidth = 0; // for debugging
Style.BorderColor = Color.White;
TextRendering.Scope scope = TextScope;
scope.FontSize *= scaleFactor;
Texture texture = TextRendering.GetOrCreateTexture( scope );
Style.Texture = texture;
Vector2 scale = (Layout.Outer.Size * scaleFactor) / texture.Size;
Style.UvScale = scale;
float alignX = HorizontalAlignment switch
{
HorizontalAlignment.Left => 0f,
HorizontalAlignment.Center => 0.5f,
HorizontalAlignment.Right => 1f,
_ => 0.5f,
};
float alignY = VerticalAlignment switch
{
VerticalAlignment.Top => 0f,
VerticalAlignment.Center => 0.5f,
VerticalAlignment.Bottom => 1f,
_ => 0.5f,
};
float offsetX = alignX * (1f / scale.x - 1f);
float offsetY = alignY * (1f / scale.y - 1f);
Style.UvOffset = new Vector2( offsetX, offsetY );
}
}
using Sandbox.UiPro;
namespace Sandbox;
// Hooks up the Button's OnClick event and responds
// by updating the TextNode
public class ExampleButtonController : Component
{
[Property] public Button MyButton { get; set; }
[Property] public TextNode MyText { get; set; }
[Property, ReadOnly] public int ClickCount { get; set; } = 0;
protected override void OnStart()
{
if ( !MyButton.IsValid() ) return;
MyButton.OnClick = OnButtonClicked;
}
private void OnButtonClicked()
{
ClickCount++;
if ( !MyText.IsValid() ) return;
TextRendering.Scope scope = MyText.TextScope;
scope.Text = $"Clicked {ClickCount} Times";
MyText.TextScope = scope;
}
}
using System;
namespace Sandbox.UiPro;
public enum NodePoint
{
TopLeft, TopMiddle, TopRight,
CenterLeft, CenterMiddle, CenterRight,
BottomLeft, BottomMiddle, BottomRight,
}
public class NodeStyle
{
[Property] public NodePoint Anchor { get; set; }
[Property] public NodePoint Pivot { get; set; }
[Property] public Vector2 Offset { get; set; }
[Property] public Vector2 Size { get; set; }
[Property] public Vector4 ChildPadding { get; set; }
[Property] public bool ClipChildren { get; set; }
[Property] public bool StretchHorizontal { get; set; }
[Property] public bool StretchVertical { get; set; }
[Property, Hide] public float CornerRadius { get; set; }
[Property, Hide] public float BorderWidth { get; set; }
[Property, Hide] public Color BorderColor { get; set; }
[Property, Hide] public Texture Texture { get; set; }
[Property, Hide] public Color Tint { get; set; }
[Property, Hide] public Vector2 UvScale { get; set; }
[Property, Hide] public Vector2 UvOffset { get; set; }
}
public class NodeLayout
{
public Rect Outer { get; private set; }
public Rect Inner { get; private set; }
public Rect ClipRect { get; private set; }
public float ClipRadius { get; private set; }
public Rect ChildClipRect { get; private set; }
public float ChildClipRadius { get; private set; }
public static NodeLayout GetRootLayout( Vector2 size )
{
Rect rootRect = new Rect( Vector2.Zero, size );
NodeLayout layout = new NodeLayout()
{
Outer = rootRect,
Inner = rootRect,
ClipRect = rootRect,
ClipRadius = 0,
ChildClipRect = rootRect,
ChildClipRadius = 0
};
return layout;
}
public void Compute( NodeLayout parentLayout, NodeStyle style )
{
Vector2 anchor = AnchorFraction( style.Anchor );
Vector2 pivot = AnchorFraction( style.Pivot );
float width = style.StretchHorizontal ? parentLayout.Inner.Size.x : style.Size.x;
float height = style.StretchVertical ? parentLayout.Inner.Size.y : style.Size.y;
float x = style.StretchHorizontal
? parentLayout.Inner.Position.x + style.Offset.x
: parentLayout.Inner.Position.x + anchor.x * parentLayout.Inner.Size.x - pivot.x * width + style.Offset.x;
float y = style.StretchVertical
? parentLayout.Inner.Position.y + style.Offset.y
: parentLayout.Inner.Position.y + anchor.y * parentLayout.Inner.Size.y - pivot.y * height + style.Offset.y;
Outer = new Rect( new Vector2( x, y ), new Vector2( width, height ) );
float innerW = Math.Max( 0f, width - style.ChildPadding.x - style.ChildPadding.z );
float innerH = Math.Max( 0f, height - style.ChildPadding.y - style.ChildPadding.w );
Inner = new Rect( new Vector2( x + style.ChildPadding.x, y + style.ChildPadding.y ), new Vector2( innerW, innerH ) );
ClipRect = parentLayout.ChildClipRect;
ClipRadius = parentLayout.ChildClipRadius;
if ( style.ClipChildren )
{
float bw = Math.Max( 0f, style.BorderWidth );
float clipW = Math.Max( 0f, Outer.Size.x - bw * 2f );
float clipH = Math.Max( 0f, Outer.Size.y - bw * 2f );
ChildClipRect = new Rect( new Vector2( Outer.Position.x + bw, Outer.Position.y + bw ), new Vector2( clipW, clipH ) );
ChildClipRadius = Math.Max( 0f, style.CornerRadius - bw );
}
else
{
ChildClipRect = parentLayout.ChildClipRect;
ChildClipRadius = parentLayout.ChildClipRadius;
}
}
private static Vector2 AnchorFraction( NodePoint point )
{
float fx = point switch
{
NodePoint.TopLeft or NodePoint.CenterLeft or NodePoint.BottomLeft => 0f,
NodePoint.TopMiddle or NodePoint.CenterMiddle or NodePoint.BottomMiddle => 0.5f,
_ => 1f,
};
float fy = point switch
{
NodePoint.TopLeft or NodePoint.TopMiddle or NodePoint.TopRight => 0f,
NodePoint.CenterLeft or NodePoint.CenterMiddle or NodePoint.CenterRight => 0.5f,
_ => 1f,
};
return new Vector2( fx, fy );
}
}
global using Sandbox;
global using Editor;
global using System.Collections.Generic;
global using System.Linq;
global using Dreams.UltimateLightManager;
using Sandbox;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Dreams.UltimateLightManager;
[Library( "UltimateLightManager" )]
[Title( "Ultimate Light Manager" )]
[Description( "Advanced light component with presets, runtime controls, grouping, and an integrated S&box editor workflow." )]
[Category( "Light" )]
[Icon( "tungsten" )]
public class UltimateLightManager : Component, Component.ExecuteInEditor
{
public enum LightTypeEnum
{
Point,
Spot
}
public enum LightPreset
{
Custom,
Candle,
Torch,
Neon,
Alarm,
BrokenLamp,
SciFi,
StreetLight
}
public static void SetGroupState( string groupName, bool isEnabled )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.SetEnabledState( isEnabled );
}
}
public static void SetGroupBrightness( string groupName, float brightness )
{
brightness = Math.Max( brightness, 0f );
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.SetBrightnessLevel( brightness );
}
}
public static void SetGroupColor( string groupName, Color color )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.SetLightColorValue( color );
}
}
public static void ApplyPresetToGroup( string groupName, LightPreset preset )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.ApplyPreset( preset );
}
}
public static void TriggerGroupFlash( string groupName, float duration = 0.15f, float brightnessMultiplier = 2f )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.TriggerFlash( duration, brightnessMultiplier );
}
}
public static void TriggerGroupAlarm( string groupName, float duration = 2f )
{
foreach ( var light in GetLightsInGroup( groupName ) )
{
light.TriggerAlarm( duration );
}
}
public static void SetPowerGridState( string powerGridTag, bool isPowered )
{
foreach ( var light in GetLightsInPowerGrid( powerGridTag ) )
{
light.SetPowered( isPowered );
}
}
private static IEnumerable<UltimateLightManager> GetLightsInGroup( string groupName )
{
return EnumerateAllLights().Where( light => string.Equals( light.LightGroup, groupName, StringComparison.OrdinalIgnoreCase ) );
}
private static IEnumerable<UltimateLightManager> GetLightsInPowerGrid( string powerGridTag )
{
return EnumerateAllLights().Where( light => string.Equals( light.PowerGridTag, powerGridTag, StringComparison.OrdinalIgnoreCase ) );
}
private static IEnumerable<UltimateLightManager> EnumerateAllLights()
{
var visitedScenes = new HashSet<Scene>();
var visitedLights = new HashSet<UltimateLightManager>();
foreach ( var scene in EnumerateCandidateScenes() )
{
if ( scene == null || !visitedScenes.Add( scene ) )
{
continue;
}
foreach ( var light in scene.GetAllComponents<UltimateLightManager>() )
{
if ( light != null && visitedLights.Add( light ) )
{
yield return light;
}
}
}
}
private static IEnumerable<Scene> EnumerateCandidateScenes()
{
if ( Game.ActiveScene != null )
{
yield return Game.ActiveScene;
}
foreach ( var scene in Scene.All )
{
if ( scene != null )
{
yield return scene;
}
}
}
[Property, Order( -1 ), Group( "Management" )]
public string LightGroup { get; set; } = "Default";
[Property, Group( "Management" )]
public string PowerGridTag { get; set; } = string.Empty;
[Property, Group( "Management" )]
public float StartDelay { get; set; } = 0.0f;
[Property, Group( "Management" )]
public bool AutoDesync { get; set; } = true;
[Property, Group( "Management" )]
public bool ShowDebugGizmos { get; set; } = false;
[Property, Group( "Management" )]
public bool ForceNetworkObjectMode { get; set; } = true;
[Property, Group( "General" ), Sync( SyncFlags.FromHost )]
public LightTypeEnum TargetLightType { get; set; } = LightTypeEnum.Point;
[Property, Group( "General" ), Sync( SyncFlags.FromHost )]
public bool IsEnabled { get; set; } = true;
[Property, Group( "General" ), Sync( SyncFlags.FromHost )]
public Color LightColor { get; set; } = Color.White;
[Property, Group( "General" ), Range( 0, 100 ), Sync( SyncFlags.FromHost | SyncFlags.Interpolate )]
public float Brightness { get; set; } = 1.0f;
[Property, Group( "General" ), Range( 0, 10 )]
public float VolumetricBoost { get; set; } = 1.0f;
[Property, Group( "General" )]
public bool CastShadows { get; set; } = true;
[Property, Group( "Presets" ), Sync( SyncFlags.FromHost )]
public LightPreset SelectedPreset { get; set; } = LightPreset.Custom;
[Property, Group( "Presets" ), Sync( SyncFlags.FromHost )]
public bool AutoApplyPreset { get; set; } = true;
[Property, Group( "Transitions" )]
public bool EnableFade { get; set; } = false;
[Property, Group( "Transitions" )]
public float FadeInDuration { get; set; } = 0.2f;
[Property, Group( "Transitions" )]
public float FadeOutDuration { get; set; } = 0.2f;
[Property, Group( "Audio" )]
public SoundEvent AmbientSound { get; set; }
[Property, Group( "Audio" )]
public SoundEvent ToggleOnSound { get; set; }
[Property, Group( "Audio" )]
public SoundEvent ToggleOffSound { get; set; }
[Property, Group( "Audio" )]
public bool ModulateVolumeWithLight { get; set; } = true;
[Property, Group( "Audio" )]
public bool ModulatePitchWithLight { get; set; } = false;
[Property, Group( "Audio" ), Range( 0, 5 )]
public float BaseVolume { get; set; } = 1.0f;
[Property, Group( "Audio" ), Range( 0.5f, 2f )]
public float MinPitch { get; set; } = 0.9f;
[Property, Group( "Audio" ), Range( 0.5f, 2f )]
public float MaxPitch { get; set; } = 1.1f;
[Property, Group( "Optimization" )]
public float MaxDistance { get; set; } = 2500.0f;
[Property, Group( "Optimization" )]
public float ShadowMaxDistance { get; set; } = 800.0f;
[Property, Group( "Optimization" )]
public bool EnableCulling { get; set; } = true;
[Property, Group( "Optimization" )]
public bool EnableAdaptiveUpdates { get; set; } = false;
[Property, Group( "Optimization" ), Range( 1, 120 )]
public float NearUpdateRate { get; set; } = 60.0f;
[Property, Group( "Optimization" ), Range( 1, 120 )]
public float FarUpdateRate { get; set; } = 12.0f;
[Property, Group( "Gameplay" )]
public float DefaultAlarmDuration { get; set; } = 2.0f;
[Property, Group( "Gameplay" ), Sync( SyncFlags.FromHost )]
public Color AlarmColor { get; set; } = new Color( 1.0f, 0.15f, 0.1f );
[Property, Group( "Gameplay" )]
public float AlarmStrobeSpeed { get; set; } = 8.0f;
[Property, Group( "Gameplay" )]
public float AlarmBrightnessMultiplier { get; set; } = 1.5f;
[Property, FeatureEnabled( "Fire & Candle" )]
public bool EnableFire { get; set; } = false;
[Property, Feature( "Fire & Candle" )]
public float FireSpeed { get; set; } = 12.0f;
[Property, Feature( "Fire & Candle" ), Range( 0, 1 )]
public float FireIntensity { get; set; } = 0.3f;
[Property, Feature( "Fire & Candle" ), Range( 0, 2 )]
public float FireChaos { get; set; } = 1.0f;
[Property, FeatureEnabled( "Horror Mode" )]
public bool EnableHorror { get; set; } = false;
[Property, Feature( "Horror Mode" )]
public float MinFlickerDelay { get; set; } = 0.05f;
[Property, Feature( "Horror Mode" )]
public float MaxFlickerDelay { get; set; } = 0.4f;
[Property, Feature( "Horror Mode" ), Range( 0, 1 )]
public float DamageSeverity { get; set; } = 0.8f;
[Property, Feature( "Horror Mode" )]
public SoundEvent SparkSound { get; set; }
[Property, FeatureEnabled( "Disco Mode" )]
public bool EnableDisco { get; set; } = false;
[Property, Feature( "Disco Mode" )]
public float DiscoSpeed { get; set; } = 20.0f;
[Property, Feature( "Disco Mode" ), Range( 0, 1 )]
public float DiscoSaturation { get; set; } = 1.0f;
[Property, Feature( "Disco Mode" ), Range( 0, 1 )]
public float DiscoValue { get; set; } = 1.0f;
[Property, FeatureEnabled( "Color Transition" )]
public bool EnableColorTransition { get; set; } = false;
[Property, Feature( "Color Transition" ), Sync( SyncFlags.FromHost )]
public Color SecondaryColor { get; set; } = new Color( 0.2f, 0.85f, 1.0f );
[Property, Feature( "Color Transition" )]
public float ColorTransitionSpeed { get; set; } = 1.0f;
[Property, FeatureEnabled( "Proximity Sensor" )]
public bool EnableSensor { get; set; } = false;
[Property, Feature( "Proximity Sensor" )]
public float SensorRange { get; set; } = 300.0f;
[Property, Feature( "Proximity Sensor" ), Range( 0, 1 )]
public float SensorMinBrightness { get; set; } = 0.0f;
[Property, Feature( "Proximity Sensor" ), Range( 0, 1 )]
public float SensorMaxBrightness { get; set; } = 1.0f;
[Property, Feature( "Proximity Sensor" ), Range( 1, 20 )]
public float SensorSmoothness { get; set; } = 5.0f;
[Property, Feature( "Proximity Sensor" )]
public bool InvertSensor { get; set; } = false;
[Property, FeatureEnabled( "Motion Sway" )]
public bool EnableSway { get; set; } = false;
[Property, Feature( "Motion Sway" )]
public float SwaySpeedPitch { get; set; } = 1.0f;
[Property, Feature( "Motion Sway" )]
public float SwayAmountPitch { get; set; } = 5.0f;
[Property, Feature( "Motion Sway" )]
public float SwaySpeedRoll { get; set; } = 0.7f;
[Property, Feature( "Motion Sway" )]
public float SwayAmountRoll { get; set; } = 3.0f;
[Property, FeatureEnabled( "Flicker Pattern" )]
public bool EnablePattern { get; set; } = false;
[Property, Feature( "Flicker Pattern" )]
public string Pattern { get; set; } = "mmnmmommommnonmmonqnmmo";
[Property, Feature( "Flicker Pattern" )]
public float PatternSpeed { get; set; } = 10.0f;
[Property, FeatureEnabled( "Pulse" )]
public bool EnablePulse { get; set; } = false;
[Property, Feature( "Pulse" )]
public float PulseSpeed { get; set; } = 1.0f;
[Property, Feature( "Pulse" ), Range( 0, 1 )]
public float PulseMin { get; set; } = 0.2f;
[Property, FeatureEnabled( "Strobe" )]
public bool EnableStrobe { get; set; } = false;
[Property, Feature( "Strobe" )]
public float StrobeSpeed { get; set; } = 10.0f;
[Property, Feature( "Strobe" ), Range( 0.1f, 0.9f )]
public float StrobeDutyCycle { get; set; } = 0.5f;
[Property, FeatureEnabled( "Kelvin" )]
public bool EnableKelvin { get; set; } = false;
[Property, Feature( "Kelvin" ), Range( 1000, 12000 )]
public int KelvinTemperature { get; set; } = 4500;
[Property, FeatureEnabled( "Power Surge" )]
public bool EnablePowerSurge { get; set; } = false;
[Property, Feature( "Power Surge" )]
public float SurgeMinInterval { get; set; } = 4.0f;
[Property, Feature( "Power Surge" )]
public float SurgeMaxInterval { get; set; } = 10.0f;
[Property, Feature( "Power Surge" )]
public float SurgeDuration { get; set; } = 0.15f;
[Property, Feature( "Power Surge" )]
public float SurgeBrightnessMultiplier { get; set; } = 1.8f;
public bool Powered => PoweredState;
public float ExternalBrightnessMultiplier => ExternalBrightnessMultiplierState;
public bool HasColorOverride => HasExternalColorOverrideState;
public bool AlarmActive => AlarmEndTimeState > RealTime.Now;
private PointLight _pointLight;
private SpotLight _spotLight;
private Light ActiveLight => TargetLightType == LightTypeEnum.Point ? (Light)_pointLight : _spotLight;
private int _lastKelvin = -1;
private Color _cachedKelvinColor = Color.White;
private Rotation _baseRotation;
private bool _isInitialized;
private bool _hasAppliedPreset;
private LightPreset _lastAppliedPreset = LightPreset.Custom;
private LightPreset _lastObservedPreset = LightPreset.Custom;
private bool _lastObservedAutoApplyPreset = true;
private LightTypeEnum _lastSyncedLightType = LightTypeEnum.Point;
private float _brokenMultiplier = 1.0f;
private float _nextFlicker;
private float _sensorWeightTarget = 1.0f;
private float _sensorWeightCurrent = 1.0f;
private float _randomTimeOffset;
private float _creationTime;
private float _lastUpdateTimestamp;
private float _enabledBlend = 1.0f;
private float _nextAdaptiveUpdateTime;
private float _nextViewerCameraRefreshTime;
private float _nextSurgeTime;
private float _surgeEndTime;
private bool _hasOutputState;
private bool _lastOutputEnabled;
private CameraComponent _cachedViewerCamera;
private SoundHandle _ambientSoundHandle;
[Sync( SyncFlags.FromHost )]
private bool PoweredState { get; set; } = true;
[Sync( SyncFlags.FromHost | SyncFlags.Interpolate )]
private float ExternalBrightnessMultiplierState { get; set; } = 1.0f;
[Sync( SyncFlags.FromHost )]
private bool HasExternalColorOverrideState { get; set; }
[Sync( SyncFlags.FromHost )]
private Color ExternalColorOverrideState { get; set; } = Color.White;
[Sync( SyncFlags.FromHost )]
private float FlashEndTimeState { get; set; }
[Sync( SyncFlags.FromHost )]
private float FlashBrightnessMultiplierState { get; set; } = 1.0f;
[Sync( SyncFlags.FromHost )]
private float AlarmEndTimeState { get; set; }
protected override void OnAwake()
{
EnsureNetworkMode();
}
protected override void OnStart()
{
EnsureNetworkMode();
_baseRotation = LocalRotation;
_creationTime = RealTime.Now;
_lastUpdateTimestamp = _creationTime;
_enabledBlend = IsEnabled ? 1.0f : 0.0f;
if ( AutoDesync )
{
_randomTimeOffset = Game.Random.Float( 0f, 100f );
}
SyncComponentsIfNeeded( force: true );
if ( AutoApplyPreset )
{
ApplyPresetInternal( SelectedPreset );
}
ScheduleNextSurge( _creationTime );
_lastObservedPreset = SelectedPreset;
_lastObservedAutoApplyPreset = AutoApplyPreset;
_isInitialized = true;
}
protected override void OnUpdate()
{
if ( !_isInitialized )
{
return;
}
SyncComponentsIfNeeded();
SyncPresetSelectionIfNeeded();
var light = ActiveLight;
if ( light == null )
{
return;
}
bool isPlaying = Game.IsPlaying;
float absoluteTime = RealTime.Now;
float effectTime = (isPlaying ? Time.Now : absoluteTime) + _randomTimeOffset;
float deltaTime = GetFrameDelta( absoluteTime );
if ( isPlaying && StartDelay > 0f && (absoluteTime - _creationTime) < StartDelay )
{
DisableOutput( light );
return;
}
var viewerCam = GetViewerCamera( absoluteTime );
float distSq = viewerCam != null ? WorldPosition.DistanceSquared( viewerCam.WorldPosition ) : 0f;
if ( ShouldSkipAdaptiveUpdate( isPlaying, viewerCam, distSq, absoluteTime ) )
{
UpdateAmbientSoundPosition();
return;
}
UpdateSensorWeight( viewerCam, distSq, deltaTime );
UpdateEnabledBlend( deltaTime );
UpdateSway( effectTime );
if ( isPlaying && EnableCulling && viewerCam != null && distSq > MaxDistance * MaxDistance )
{
DisableOutput( light );
return;
}
float fx = 1.0f;
fx *= EvaluatePulseAndStrobe( effectTime );
fx *= EvaluatePattern( effectTime );
fx *= EvaluateFire( effectTime );
fx *= EvaluateHorror( effectTime, isPlaying );
fx *= EvaluatePowerSurge( absoluteTime );
fx *= EvaluateAlarm( effectTime, absoluteTime );
if ( absoluteTime < FlashEndTimeState )
{
fx *= FlashBrightnessMultiplierState;
}
float finalBrightness = Brightness * fx * _sensorWeightCurrent * _enabledBlend * ExternalBrightnessMultiplierState;
finalBrightness = Math.Max( finalBrightness, 0f );
bool shouldBeEnabled = finalBrightness > 0.001f;
light.Enabled = shouldBeEnabled;
Color resolvedColor = ResolveLightColor( effectTime, absoluteTime );
light.LightColor = resolvedColor * finalBrightness;
light.Shadows = CastShadows && ( !isPlaying || distSq < ShadowMaxDistance * ShadowMaxDistance );
light.FogStrength = VolumetricBoost;
UpdateOutputState( shouldBeEnabled, true );
ManageAudio( shouldBeEnabled, finalBrightness / Math.Max( Brightness, 0.01f ) );
}
public void TurnOn()
{
SetEnabledState( true );
}
[Button]
public void ApplySelectedPreset()
{
ApplyPreset( SelectedPreset );
}
public void TurnOff()
{
SetEnabledState( false );
}
public void Toggle()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
IsEnabled = !IsEnabled;
}
public void SetPowered( bool powered )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
PoweredState = powered;
}
public void SetExternalBrightness( float multiplier )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
ExternalBrightnessMultiplierState = Math.Max( multiplier, 0f );
}
public void ResetExternalBrightness()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
ExternalBrightnessMultiplierState = 1.0f;
}
public void SetColorOverride( Color color )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
HasExternalColorOverrideState = true;
ExternalColorOverrideState = color;
}
public void ClearColorOverride()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
HasExternalColorOverrideState = false;
ExternalColorOverrideState = Color.White;
}
public void TriggerFlash( float duration = 0.15f, float brightnessMultiplier = 2f )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
FlashEndTimeState = RealTime.Now + Math.Max( duration, 0.01f );
FlashBrightnessMultiplierState = Math.Max( brightnessMultiplier, 1.0f );
}
public void TriggerAlarm( float duration = -1f )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
if ( duration <= 0f )
{
duration = DefaultAlarmDuration;
}
AlarmEndTimeState = Math.Max( AlarmEndTimeState, RealTime.Now + duration );
}
public void ClearAlarm()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
AlarmEndTimeState = 0f;
}
[Button]
public void PreviewFlash()
{
TriggerFlash();
}
[Button]
public void PreviewAlarm()
{
TriggerAlarm();
}
[Button]
public void ResetRuntimeOverrides()
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
ClearAlarm();
ClearColorOverride();
ResetExternalBrightness();
SetPowered( true );
}
public void ApplyPreset( LightPreset preset )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
ApplyPresetInternal( preset );
}
public void SetEnabledState( bool isEnabled )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
IsEnabled = isEnabled;
}
public void SetBrightnessLevel( float brightness )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
Brightness = Math.Max( brightness, 0f );
}
public void SetLightColorValue( Color color )
{
if ( ShouldIgnoreNetworkMutation() )
{
return;
}
LightColor = color;
}
private void ApplyPresetInternal( LightPreset preset )
{
SelectedPreset = preset;
ResetPresetControlledFeatures();
switch ( preset )
{
case LightPreset.Candle:
Brightness = 0.75f;
LightColor = new Color( 1.0f, 0.76f, 0.5f );
SecondaryColor = new Color( 1.0f, 0.66f, 0.35f );
EnableKelvin = true;
KelvinTemperature = 1800;
EnableFire = true;
FireSpeed = 10.0f;
FireIntensity = 0.18f;
FireChaos = 0.6f;
VolumetricBoost = 0.6f;
break;
case LightPreset.Torch:
Brightness = 1.35f;
LightColor = new Color( 1.0f, 0.72f, 0.38f );
SecondaryColor = new Color( 1.0f, 0.45f, 0.2f );
EnableKelvin = true;
KelvinTemperature = 2200;
EnableFire = true;
FireSpeed = 13.0f;
FireIntensity = 0.28f;
FireChaos = 1.0f;
VolumetricBoost = 1.4f;
break;
case LightPreset.Neon:
Brightness = 1.15f;
LightColor = new Color( 0.2f, 0.95f, 1.0f );
SecondaryColor = new Color( 1.0f, 0.2f, 0.85f );
EnableColorTransition = true;
ColorTransitionSpeed = 0.65f;
EnablePulse = true;
PulseSpeed = 1.2f;
PulseMin = 0.75f;
CastShadows = false;
VolumetricBoost = 0.25f;
break;
case LightPreset.Alarm:
Brightness = 2.0f;
LightColor = new Color( 1.0f, 0.18f, 0.12f );
AlarmColor = LightColor;
EnableStrobe = true;
StrobeSpeed = 7.0f;
StrobeDutyCycle = 0.45f;
CastShadows = false;
VolumetricBoost = 1.1f;
break;
case LightPreset.BrokenLamp:
Brightness = 1.0f;
LightColor = new Color( 1.0f, 0.93f, 0.82f );
EnableHorror = true;
MinFlickerDelay = 0.04f;
MaxFlickerDelay = 0.25f;
DamageSeverity = 0.85f;
EnableKelvin = true;
KelvinTemperature = 3400;
break;
case LightPreset.SciFi:
Brightness = 1.6f;
LightColor = new Color( 0.35f, 0.78f, 1.0f );
SecondaryColor = new Color( 0.1f, 1.0f, 0.8f );
EnableColorTransition = true;
ColorTransitionSpeed = 1.15f;
EnablePulse = true;
PulseSpeed = 0.85f;
PulseMin = 0.55f;
VolumetricBoost = 2.0f;
break;
case LightPreset.StreetLight:
Brightness = 1.4f;
LightColor = new Color( 1.0f, 0.84f, 0.68f );
EnableKelvin = true;
KelvinTemperature = 3500;
MaxDistance = 4500.0f;
ShadowMaxDistance = 1200.0f;
VolumetricBoost = 0.55f;
break;
case LightPreset.Custom:
default:
break;
}
_lastAppliedPreset = preset;
_hasAppliedPreset = true;
}
private void ResetPresetControlledFeatures()
{
EnableFire = false;
EnableHorror = false;
EnableDisco = false;
EnableColorTransition = false;
EnablePulse = false;
EnableStrobe = false;
EnableKelvin = false;
}
private void SyncPresetSelectionIfNeeded()
{
bool autoApplyChanged = AutoApplyPreset != _lastObservedAutoApplyPreset;
bool presetChanged = SelectedPreset != _lastObservedPreset;
_lastObservedAutoApplyPreset = AutoApplyPreset;
_lastObservedPreset = SelectedPreset;
if ( !AutoApplyPreset )
{
return;
}
if ( autoApplyChanged || presetChanged || !_hasAppliedPreset || SelectedPreset != _lastAppliedPreset )
{
ApplyPresetInternal( SelectedPreset );
}
}
private void SyncComponentsIfNeeded( bool force = false )
{
bool missingActiveLight = TargetLightType == LightTypeEnum.Point ? _pointLight == null : _spotLight == null;
if ( !force && !missingActiveLight && TargetLightType == _lastSyncedLightType )
{
return;
}
Component createdComponent = null;
if ( TargetLightType == LightTypeEnum.Point )
{
if ( _pointLight == null )
{
_pointLight = Components.GetOrCreate<PointLight>();
createdComponent = _pointLight;
}
if ( _spotLight != null && _spotLight.Enabled )
{
_spotLight.Enabled = false;
}
}
else
{
if ( _spotLight == null )
{
_spotLight = Components.GetOrCreate<SpotLight>();
createdComponent = _spotLight;
}
if ( _pointLight != null && _pointLight.Enabled )
{
_pointLight.Enabled = false;
}
}
_lastSyncedLightType = TargetLightType;
if ( createdComponent != null && Game.IsPlaying && GameObject.NetworkMode == NetworkMode.Object )
{
GameObject.Network.Refresh( createdComponent );
}
}
private CameraComponent GetViewerCamera( float absoluteTime )
{
var sceneCamera = Scene.Camera;
if ( sceneCamera != null )
{
_cachedViewerCamera = sceneCamera;
_nextViewerCameraRefreshTime = absoluteTime + 0.25f;
return sceneCamera;
}
if ( _cachedViewerCamera != null && absoluteTime < _nextViewerCameraRefreshTime )
{
return _cachedViewerCamera;
}
_nextViewerCameraRefreshTime = absoluteTime + 0.25f;
_cachedViewerCamera = Scene.GetAllComponents<CameraComponent>().FirstOrDefault( camera => camera != null && camera.Enabled );
return _cachedViewerCamera;
}
private void EnsureNetworkMode()
{
if ( !ForceNetworkObjectMode || !Game.IsPlaying || GameObject.NetworkMode == NetworkMode.Object )
{
return;
}
GameObject.NetworkMode = NetworkMode.Object;
}
private bool ShouldIgnoreNetworkMutation()
{
return Game.IsPlaying && IsProxy;
}
private float GetFrameDelta( float absoluteTime )
{
float delta = Math.Clamp( absoluteTime - _lastUpdateTimestamp, 0.0001f, 0.25f );
_lastUpdateTimestamp = absoluteTime;
return delta;
}
private bool ShouldSkipAdaptiveUpdate( bool isPlaying, CameraComponent viewerCam, float distSq, float absoluteTime )
{
if ( !EnableAdaptiveUpdates || !isPlaying || viewerCam == null )
{
return false;
}
if ( absoluteTime < _nextAdaptiveUpdateTime )
{
return true;
}
float maxDistanceSq = Math.Max( MaxDistance * MaxDistance, 1f );
float distRatio = Math.Clamp( distSq / maxDistanceSq, 0f, 1f );
float nearInterval = 1f / Math.Max( NearUpdateRate, 1f );
float farInterval = 1f / Math.Max( FarUpdateRate, 1f );
_nextAdaptiveUpdateTime = absoluteTime + MathX.Lerp( nearInterval, farInterval, distRatio );
return false;
}
private void UpdateSensorWeight( CameraComponent viewerCam, float distSq, float deltaTime )
{
if ( EnableSensor && viewerCam != null && SensorRange > 0.01f )
{
float distRatio = Math.Clamp( 1.0f - (MathF.Sqrt( distSq ) / SensorRange), 0f, 1f );
float rawWeight = InvertSensor ? 1.0f - distRatio : distRatio;
_sensorWeightTarget = MathX.Lerp( SensorMinBrightness, SensorMaxBrightness, rawWeight );
}
else
{
_sensorWeightTarget = 1.0f;
}
_sensorWeightCurrent = MathX.Lerp( _sensorWeightCurrent, _sensorWeightTarget, Math.Clamp( deltaTime * SensorSmoothness, 0f, 1f ) );
}
private void UpdateEnabledBlend( float deltaTime )
{
float target = IsEnabled && PoweredState ? 1.0f : 0.0f;
if ( !EnableFade )
{
_enabledBlend = target;
return;
}
float duration = target > _enabledBlend ? Math.Max( FadeInDuration, 0.0001f ) : Math.Max( FadeOutDuration, 0.0001f );
float lerp = Math.Clamp( deltaTime / duration, 0f, 1f );
_enabledBlend = MathX.Lerp( _enabledBlend, target, lerp );
if ( Math.Abs( _enabledBlend - target ) < 0.001f )
{
_enabledBlend = target;
}
}
private void UpdateSway( float effectTime )
{
if ( EnableSway )
{
float pitch = MathF.Sin( effectTime * SwaySpeedPitch ) * SwayAmountPitch;
float roll = MathF.Cos( effectTime * SwaySpeedRoll ) * SwayAmountRoll;
LocalRotation = _baseRotation * Rotation.From( pitch, 0f, roll );
return;
}
LocalRotation = _baseRotation;
}
private float EvaluatePulseAndStrobe( float effectTime )
{
if ( EnableStrobe )
{
float cycle = (effectTime * StrobeSpeed) % 1.0f;
return cycle < StrobeDutyCycle ? 1.0f : 0.0f;
}
if ( EnablePulse )
{
float sine = (MathF.Sin( effectTime * PulseSpeed * 2.0f ) + 1.0f) * 0.5f;
return MathX.Lerp( PulseMin, 1.0f, sine );
}
return 1.0f;
}
private float EvaluatePattern( float effectTime )
{
if ( !EnablePattern || string.IsNullOrWhiteSpace( Pattern ) )
{
return 1.0f;
}
int index = (int)(effectTime * PatternSpeed) % Pattern.Length;
float value = Math.Max( 0, (char.ToLower( Pattern[index] ) - 'a') / 12.0f );
return value;
}
private float EvaluateFire( float effectTime )
{
if ( !EnableFire )
{
return 1.0f;
}
float noise = MathF.Sin( effectTime * FireSpeed ) + MathF.Sin( effectTime * FireSpeed * 0.5f );
if ( FireChaos > 0f )
{
noise += MathF.Sin( effectTime * FireSpeed * 1.5f ) * FireChaos;
}
return 1.0f - (noise * 0.15f * FireIntensity);
}
private float EvaluateHorror( float effectTime, bool isPlaying )
{
if ( !EnableHorror )
{
return 1.0f;
}
if ( effectTime > _nextFlicker )
{
bool isDamaged = Game.Random.Float( 0f, 1f ) < DamageSeverity;
_brokenMultiplier = isDamaged ? Game.Random.Float( 0.0f, 0.4f ) : 1.0f;
_nextFlicker = effectTime + Game.Random.Float( MinFlickerDelay, MaxFlickerDelay );
if ( isPlaying && isDamaged && SparkSound != null && _brokenMultiplier < 0.2f )
{
Sound.Play( SparkSound, WorldPosition );
}
}
return _brokenMultiplier;
}
private float EvaluatePowerSurge( float absoluteTime )
{
if ( !EnablePowerSurge )
{
return 1.0f;
}
if ( _nextSurgeTime <= 0f )
{
ScheduleNextSurge( absoluteTime );
}
if ( absoluteTime >= _nextSurgeTime )
{
_surgeEndTime = absoluteTime + Math.Max( SurgeDuration, 0.01f );
ScheduleNextSurge( _surgeEndTime );
}
return absoluteTime < _surgeEndTime ? Math.Max( SurgeBrightnessMultiplier, 1.0f ) : 1.0f;
}
private float EvaluateAlarm( float effectTime, float absoluteTime )
{
if ( absoluteTime >= AlarmEndTimeState )
{
return 1.0f;
}
float cycle = (effectTime * AlarmStrobeSpeed) % 1.0f;
float gate = cycle < 0.5f ? 1.0f : 0.15f;
return gate * Math.Max( AlarmBrightnessMultiplier, 0f );
}
private void ScheduleNextSurge( float absoluteTime )
{
float minInterval = Math.Min( SurgeMinInterval, SurgeMaxInterval );
float maxInterval = Math.Max( SurgeMinInterval, SurgeMaxInterval );
_nextSurgeTime = absoluteTime + Game.Random.Float( Math.Max( minInterval, 0.01f ), Math.Max( maxInterval, 0.01f ) );
}
private Color ResolveLightColor( float effectTime, float absoluteTime )
{
Color color = LightColor;
if ( EnableKelvin )
{
if ( KelvinTemperature != _lastKelvin )
{
_cachedKelvinColor = KelvinToColor( KelvinTemperature );
_lastKelvin = KelvinTemperature;
}
color = _cachedKelvinColor;
}
if ( EnableColorTransition )
{
float lerp = (MathF.Sin( effectTime * ColorTransitionSpeed ) + 1.0f) * 0.5f;
color = Color.Lerp( color, SecondaryColor, lerp, true );
}
if ( EnableDisco )
{
color = new ColorHsv( (effectTime * DiscoSpeed) % 360f, DiscoSaturation, DiscoValue ).ToColor();
}
if ( absoluteTime < AlarmEndTimeState )
{
color = Color.Lerp( color, AlarmColor, 0.85f, true );
}
if ( HasExternalColorOverrideState )
{
color = ExternalColorOverrideState;
}
return color;
}
private void UpdateOutputState( bool shouldBeEnabled, bool playOneShot )
{
if ( !_hasOutputState )
{
_hasOutputState = true;
_lastOutputEnabled = shouldBeEnabled;
return;
}
if ( _lastOutputEnabled == shouldBeEnabled )
{
return;
}
if ( playOneShot && Game.IsPlaying )
{
if ( shouldBeEnabled && ToggleOnSound != null )
{
Sound.Play( ToggleOnSound, WorldPosition );
}
else if ( !shouldBeEnabled && ToggleOffSound != null )
{
Sound.Play( ToggleOffSound, WorldPosition );
}
}
_lastOutputEnabled = shouldBeEnabled;
}
private void DisableOutput( Light light )
{
light.Enabled = false;
UpdateOutputState( false, false );
ManageAudio( false, 0f );
}
private void UpdateAmbientSoundPosition()
{
if ( _ambientSoundHandle != null && !_ambientSoundHandle.IsStopped )
{
_ambientSoundHandle.Position = WorldPosition;
}
}
private void ManageAudio( bool isLightEnabled, float intensityRatio )
{
if ( !Game.IsPlaying || AmbientSound == null )
{
return;
}
if ( isLightEnabled )
{
if ( _ambientSoundHandle == null || _ambientSoundHandle.IsStopped )
{
_ambientSoundHandle = Sound.Play( AmbientSound, WorldPosition );
}
if ( _ambientSoundHandle != null )
{
_ambientSoundHandle.Position = WorldPosition;
_ambientSoundHandle.Volume = BaseVolume * (ModulateVolumeWithLight ? intensityRatio : 1.0f);
_ambientSoundHandle.Pitch = ModulatePitchWithLight ? MathX.Lerp( MinPitch, MaxPitch, intensityRatio ) : 1.0f;
}
}
else if ( _ambientSoundHandle != null )
{
_ambientSoundHandle.Stop();
_ambientSoundHandle = null;
}
}
private Color KelvinToColor( int kelvin )
{
float temperature = kelvin / 100.0f;
float red;
float green;
float blue;
if ( temperature <= 66f )
{
red = 255f;
green = Math.Clamp( 99.47f * MathF.Log( temperature ) - 161.11f, 0f, 255f );
}
else
{
red = Math.Clamp( 329.698f * MathF.Pow( temperature - 60f, -0.133f ), 0f, 255f );
green = Math.Clamp( 288.12f * MathF.Pow( temperature - 60f, -0.075f ), 0f, 255f );
}
if ( temperature >= 66f )
{
blue = 255f;
}
else if ( temperature <= 19f )
{
blue = 0f;
}
else
{
blue = Math.Clamp( 138.51f * MathF.Log( temperature - 10f ) - 305.04f, 0f, 255f );
}
return new Color( red / 255f, green / 255f, blue / 255f );
}
protected override void DrawGizmos()
{
if ( !ShowDebugGizmos )
{
return;
}
Gizmo.Draw.Text( $"Group: {LightGroup}", new Transform( Vector3.Up * 20f ), size: 12 );
if ( !string.IsNullOrWhiteSpace( PowerGridTag ) )
{
Gizmo.Draw.Text( $"Grid: {PowerGridTag}", new Transform( Vector3.Up * 34f ), size: 12 );
}
if ( EnableSensor )
{
Gizmo.Draw.Color = Color.Cyan.WithAlpha( 0.2f );
Gizmo.Draw.SolidSphere( Vector3.Zero, SensorRange );
Gizmo.Draw.Color = Color.Cyan;
Gizmo.Draw.LineSphere( Vector3.Zero, SensorRange );
}
if ( EnableCulling )
{
Gizmo.Draw.Color = Color.Red.WithAlpha( 0.05f );
Gizmo.Draw.LineSphere( Vector3.Zero, MaxDistance );
Gizmo.Draw.Text( $"Cull: {MaxDistance}", new Transform( Vector3.Up * (MaxDistance * 0.9f) ), size: 14 );
}
}
protected override void OnDestroy()
{
if ( _ambientSoundHandle != null )
{
_ambientSoundHandle.Stop();
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Editor;
using Sandbox;
namespace Sandbox.AssetBrowserAddon;
/// <summary>
/// Dialog that captures the settings for a new custom Asset Browser location.
/// </summary>
public sealed class LocationEditor : Dialog
{
private readonly Action<CustomLocationDefinition> _onConfirm;
private readonly CustomLocationDefinition _initialDefinition;
private readonly LineEdit _nameInput;
private readonly LineEdit _iconInput;
private readonly LineEdit _includeInput;
private readonly LineEdit _excludeInput;
private readonly AssetTypeSelector _assetTypeSelector;
private readonly ToggleSwitch _projectOnlyToggle;
public LocationEditor(Action<CustomLocationDefinition> onConfirm, CustomLocationDefinition initialDefinition = null)
{
_onConfirm = onConfirm;
_initialDefinition = initialDefinition;
Window.Title = initialDefinition is null ? "Add Bookmark" : "Edit Bookmark";
Window.Size = new Vector2(500, 750);
Layout = Layout.Column();
Layout.Margin = 16f;
Layout.Spacing = 12f;
_nameInput = AddTextRow("Title", "My Bookmark");
_iconInput = AddIconRow("Icon", "bookmark");
Layout.Add( new Label( this ) { Text = "Asset Types" } );
_assetTypeSelector = Layout.Add( new AssetTypeSelector( this, StyleInput ) );
_projectOnlyToggle = Layout.Add( new ToggleSwitch( "Only include assets from this project", this ) );
_projectOnlyToggle.MinimumHeight = Theme.RowHeight;
_projectOnlyToggle.Value = true;
_includeInput = AddTextArea("Include Folders", "Separate folders with ;");
_excludeInput = AddTextArea("Exclude Folders", "Separate folders with ;");
if ( _initialDefinition is not null )
{
_nameInput.Text = _initialDefinition.Name;
_iconInput.Text = _initialDefinition.Icon;
_assetTypeSelector.SetSelected( _initialDefinition.AssetTypes );
_includeInput.Text = string.Join( ';', _initialDefinition.IncludeFolders ?? new List<string>() );
_excludeInput.Text = string.Join( ';', _initialDefinition.ExcludeFolders ?? new List<string>() );
_projectOnlyToggle.Value = _initialDefinition.ProjectAssetsOnly;
}
var buttonRow = Layout.AddRow();
buttonRow.Spacing = 8f;
buttonRow.AddStretchCell();
buttonRow.Add( new Button( "Cancel", this ) { Clicked = Close } );
var buttonLabel = _initialDefinition is null ? "Add Bookmark" : "Save Bookmark";
var buttonIcon = _initialDefinition is null ? "add" : "save";
buttonRow.Add( new Button.Primary( buttonLabel, buttonIcon, this ) { Clicked = Submit } );
}
private LineEdit AddTextRow(string label, string placeholder)
{
var row = Layout.AddRow();
row.Spacing = 8f;
row.Add( new Label( this ) { Text = label, FixedWidth = 130 } );
var input = row.Add( new LineEdit( this ) );
input.PlaceholderText = placeholder;
StyleInput( input );
return input;
}
private LineEdit AddIconRow(string label, string placeholder)
{
var row = Layout.AddRow();
row.Spacing = 8f;
row.Add( new Label( this ) { Text = label, FixedWidth = 130 } );
var input = row.Add( new LineEdit( this ) );
input.PlaceholderText = placeholder;
StyleInput( input );
var button = row.Add( new IconButton( "search", () => ShowIconPicker( input ), this ) );
button.ToolTip = "Browse material icons";
button.MinimumWidth = Theme.RowHeight;
return input;
}
private LineEdit AddTextArea(string label, string placeholder)
{
var column = Layout.Add( Layout.Column() );
column.Spacing = 4f;
column.Add( new Label( this ) { Text = label } );
var input = column.Add( new LineEdit( this ) );
input.PlaceholderText = placeholder;
StyleInput( input );
return input;
}
private void Submit()
{
var name = _nameInput.Text?.Trim();
if ( string.IsNullOrWhiteSpace( name ) )
{
EditorUtility.DisplayDialog( "Missing Title", "Please enter a title for the bookmark." );
return;
}
var icon = string.IsNullOrWhiteSpace( _iconInput.Text ) ? "extension" : _iconInput.Text.Trim();
var definition = _initialDefinition is null
? new CustomLocationDefinition()
: new CustomLocationDefinition { Id = _initialDefinition.Id };
definition.Name = name;
definition.Icon = icon;
definition.AssetTypes = _assetTypeSelector.SelectedTags.Select( NormalizeExtension ).Where( x => !string.IsNullOrWhiteSpace( x ) ).ToList();
definition.IncludeFolders = SplitToList( _includeInput.Text );
definition.ExcludeFolders = SplitToList( _excludeInput.Text );
definition.ProjectAssetsOnly = _projectOnlyToggle.Value;
_onConfirm?.Invoke( definition );
Close();
}
private void ShowIconPicker( LineEdit target )
{
var pickerType = AppDomain.CurrentDomain.GetAssemblies()
.Select( asm => asm.GetType( "Editor.IconPickerWidget", false ) )
.FirstOrDefault( t => t is not null );
var openPopup = pickerType?.GetMethod( "OpenPopup", BindingFlags.Public | BindingFlags.Static );
if ( openPopup is null )
{
EditorUtility.DisplayDialog( "Icon Picker", "Unable to locate the icon picker widget." );
return;
}
openPopup.Invoke( null, new object[]
{
this,
target.Text ?? string.Empty,
(Action<string>)(value => target.Text = value)
} );
}
private static List<string> SplitToList(string raw)
{
if ( string.IsNullOrWhiteSpace( raw ) )
return new List<string>();
return raw
.Split( new[] { ';', ',', '\n', '\r' }, StringSplitOptions.RemoveEmptyEntries )
.Select( part => part.Trim() )
.Where( part => part.Length > 0 )
.ToList();
}
private static string NormalizeExtension( string value )
{
if ( string.IsNullOrWhiteSpace( value ) )
return string.Empty;
return value.Trim().TrimStart( '.' ).ToLowerInvariant();
}
private static void StyleInput( LineEdit input )
{
var background = Theme.ControlBackground.Darken( 0.25f ).Hex;
var border = Theme.Border.Hex;
input.SetStyles( $"background-color: {background}; border-color: {border};" );
}
}
global using Sandbox;
global using Editor;
global using System.Collections.Generic;
global using System.Linq;
using System;
using Sandbox;
using Sandbox.ui;
public sealed class SceneGrassComponent : Component
{
public static bool EditorPainterActive { get; set; }
public GrassRenderObject Renderer { get; private set; }
[Property] public GrassDensityMapResource DensityMapResource { get; set; }
[Property] public float ChunkSize { get; set; } = 256.0f;
[Property] public int ChunkResolution { get; set; } = 64;
[Property] public int RenderRadius { get; set; } = 6;
[Property] public float StreamingRadius { get; set; } = 1536.0f;
[Property] public float LodCutoff { get; set; } = 2048.0f;
[Property] public float DistanceCutoff { get; set; } = 4096.0f;
[Property] public float LodTransitionRange { get; set; } = 200.0f;
[Property] public float DistanceTransitionRange { get; set; } = 200.0f;
[Property] public float DisplacementStrength { get; set; } = 200.0f;
[Property] public float TerrainProbeTop { get; set; } = 4096.0f;
[Property] public float TerrainProbeBottom { get; set; } = -4096.0f;
[Property] public float TerrainHeightOffset { get; set; } = 0.0f;
[Property] public float GrassHeightPadding { get; set; } = 128.0f;
[Property] public float FallbackHeight { get; set; } = 0.0f;
[Property] public float InteractionStrength { get; set; } = 8.0f;
[Property] public float InteractionStampRate { get; set; } = 36.0f;
[Property] public float InteractionBendHoldDuration { get; set; } = 0.5f;
[Property] public float InteractionDecayUpdateInterval { get; set; } = 0.05f;
[Property] public float CutDuration { get; set; } = 8.0f;
protected override void OnAwake()
{
base.OnAwake();
using ( Scene.Push() )
{
Renderer = new GrassRenderObject( Scene.SceneWorld );
}
SyncRendererSettings();
}
private void SyncRendererSettings()
{
if ( Renderer == null )
return;
float streamingRadius = StreamingRadius;
if ( EditorPainterActive )
streamingRadius *= 10.0f;
Renderer.ChunkSize = ChunkSize;
Renderer.ChunkResolution = ChunkResolution;
float requiredStreamingRadius = Math.Max( streamingRadius, Math.Max( LodCutoff, DistanceCutoff ) + ChunkSize );
Renderer.RenderRadius = Math.Max( 1, MathX.CeilToInt( requiredStreamingRadius / Math.Max( ChunkSize, 0.001f ) ) );
Renderer.LodCutoff = LodCutoff;
Renderer.LodTransitionRange = LodTransitionRange;
Renderer.DistanceTransitionRange = DistanceTransitionRange;
Renderer.DistanceCutoff = DistanceCutoff;
Renderer.DisplacementStrength = DisplacementStrength;
Renderer.TerrainProbeTop = TerrainProbeTop;
Renderer.TerrainProbeBottom = TerrainProbeBottom;
Renderer.TerrainHeightOffset = TerrainHeightOffset;
Renderer.GrassHeightPadding = GrassHeightPadding;
Renderer.FallbackHeight = FallbackHeight;
Renderer.InteractionStrength = InteractionStrength;
Renderer.InteractionStampRate = InteractionStampRate;
Renderer.InteractionBendHoldDuration = InteractionBendHoldDuration;
Renderer.CutDuration = CutDuration;
Renderer.InteractionDecayUpdateInterval = InteractionDecayUpdateInterval;
Renderer.SetDensityResource( DensityMapResource );
Renderer.CullingCamera = Scene.Camera;
}
protected override void OnUpdate()
{
base.OnUpdate();
UpdateRenderer();
}
private void UpdateRenderer()
{
if ( Renderer == null )
return;
if ( Scene.Camera == null )
return;
SyncRendererSettings();
Renderer.SetDensityResource( DensityMapResource );
Renderer.CullingCamera = Scene.Camera;
Renderer.UpdateInteractionField( Scene.GetAllComponents<GrassInteractionSourceComponent>(), Time.Delta );
Vector3 camPos = Scene.Camera.WorldPosition;
Renderer.UpdateStreaming( camPos );
Renderer.ProcessPendingDestroy();
}
protected override void OnDisabled()
{
base.OnDisabled();
Renderer?.Disable();
Renderer = null;
}
protected override void DrawGizmos()
{
base.DrawGizmos();
UpdateRenderer();
if ( !EditorPainterActive )
return;
if ( Renderer == null )
return;
Gizmo.Draw.Color = Color.Yellow;
foreach ( var pair in Renderer.ActiveChunks )
{
BBox bounds = BBox.FromPositionAndSize( pair.Value.Bounds.Center, pair.Value.Bounds.Size.WithZ( 0 ) );
Gizmo.Draw.LineBBox( bounds );
}
}
}
using System;
using System.Collections.Generic;
using System.Text;
namespace Saandy.Tilemapper;
public interface ITilemapSceneEvent : ISceneEvent<ITilemapSceneEvent>
{
/// <summary>
/// Called when tilemap was changed this frame.
/// </summary>
void OnTilemapChanged() { }
/// <summary>
/// Called when the tilemap has been updated recently and stopped being updated.
/// </summary>
void OnTilemapStable() { }
}
using PanelRenderTarget;
using Sandbox;
using Sandbox.UI;
using System;
using System.Linq;
public class TargetScreen : Component, Component.DontExecuteOnServer, ITargetScreen
{
[Property, Feature( "interaction" ), Description( "Enable verbose logs for screen mouse detection" )]
public bool DebugMouseTrace { get; set; } = false;
[Property] public string ScreenMaterialName { get; set; } = "screen-01";
[Property] public Material ScreenMaterial { get; set; } = Material.Load( "materials/screen.vmat" );
[Property] public Vector2Int ScreenTextureSize { get; set; } = new( 1280, 720 );
[Property] public float TraceDistance { get; set; } = 200f;
[Property] public bool ForceUpdate { get; set; } = false;
[Property] public PanelTypeReference PanelType { get; set; } = new();
[Property, Feature( "interaction" ), Description( "Small UV offset applied after triangle interpolation to correct slight drift" )]
public Vector2 ScreenUvOffset { get; set; } = Vector2.Zero;
[Property, Feature("interaction"), Description("interact with 2d mouse cursor")]
public bool ScreenCursorInteraction { get; set; } = false;
[Property,Feature("interaction"), Description("whether to show the virtual cursor") ]
public bool ShowVirtualCursor { get; set; } = true;
[Property, Feature( "Optimisation" ), Description("fps when the panel is focused") ]
public int UpdateRateFocus { get; set; } = 60;
[Property, Feature("Optimisation")]
public bool UpdateWhenNotFocused { get; set; } = false;
[Property, Feature( "Optimisation" ), Description( "fps update rate when the panel is visible in camera" ) ]
public int UpdateRateNotFocused { get; set; } = 30;
[Property, Feature( "Optimisation" ), Description("the distance of the update rate visible but not focus") ]
public int UpdateDistanceMax { get; set; } = 500;
private bool _firstUpdate = false;
private readonly TargetPanelInput _input = new();
public ModelRenderer Renderer { get; private set; }
private Material _screenMaterialCopy;
private Texture _screenTexture;
private TargetRootPanel _rootPanel;
private PanelSceneObject _panelObject;
private Vertex[] _cachedVertices;
private uint[] _cachedIndices;
private Model _cachedMeshModel;
private TriangleMaterialRange[] _cachedTriangleMaterialRanges = Array.Empty<TriangleMaterialRange>();
private double _tracePerfAccumMs;
private double _tracePerfMaxMs;
private double _tracePerfCacheAccumMs;
private double _tracePerfTrianglesAccumMs;
private int _tracePerfSamples;
private TimeSince _tracePerfLogTimer;
private readonly struct TriangleMaterialRange
{
public int StartTriangle { get; init; }
public int EndTriangleExclusive { get; init; }
public Material Material { get; init; }
}
protected Panel Panel { get; private set; }
public TargetRootPanel RootPanel => _rootPanel;
public PanelSceneObject PanelObject => _panelObject;
protected Texture ScreenTexture => _screenTexture;
protected override void OnPreRender()
{
//ensure sceneobject have transform and correct bound for engine culling
_panelObject.Transform = Renderer.Transform.World;
_panelObject.Bounds = Renderer.Bounds;
}
protected override void OnEnabled()
{
base.OnEnabled();
Renderer = Components.Get<ModelRenderer>();
if ( !Renderer.IsValid() )
{
Log.Warning( "No ModelRenderer found." );
Enabled = false;
return;
}
RefreshMeshCache();
CreateTexture();
CreatePanel();
SetupMaterial();
CreatePanelObject();
OnPanelCreated( Panel );
var panelComponent = Components.Get<PanelComponent>();
TargetPanelSystem.Current.RegisterScreen( this );
}
public Panel GetPanel()
{
return Panel;
}
protected virtual void OnPanelCreated( Panel panel )
{
}
private void CreateTexture()
{
_screenTexture = Texture.CreateRenderTarget()
.WithSize( ScreenTextureSize.x, ScreenTextureSize.y )
.WithInitialColor( Color.Black )
.WithMips()
.Create();
}
private void CreatePanel()
{
var bounds = new Rect( 0, 0, ScreenTextureSize.x, ScreenTextureSize.y );
_rootPanel = new TargetRootPanel
{
RenderedManually = true,
FixedBounds = bounds,
FixedScale = 1f,
PanelBounds = bounds,
MouseVisibility = ScreenCursorInteraction ? MouseVisibility.Visible : MouseVisibility.Hidden
};
_rootPanel.Style.Width = Length.Pixels( ScreenTextureSize.x );
_rootPanel.Style.Height = Length.Pixels( ScreenTextureSize.y );
var type = PanelType?.Resolve();
if ( type?.TargetType is null || !typeof( Panel ).IsAssignableFrom( type.TargetType ) )
{
Log.Warning( $"Invalid panel type: {PanelType?.TypeName}" );
return;
}
Panel = type.Create<Panel>();
_rootPanel.AddChild( Panel );
Panel.Style.Width = Length.Percent( 100 );
Panel.Style.Height = Length.Percent( 100 );
}
private void CreatePanelObject()
{
_panelObject = new PanelSceneObject(
GameObject.GetBounds(),
Scene.SceneWorld,
_rootPanel,
_screenTexture,
this
);
}
public void Tick()
{
if ( !Renderer.IsValid() || Renderer.Model is null || !Panel.IsValid() )
return;
var camera = Scene.Camera;
if ( camera is null )
return;
if ( !TryGetPanelPosition( camera, out var panelPos ) )
{
ClearInput();
return;
}
_panelObject.CursorPosition = panelPos;
_input.Tick(
_rootPanel,
panelPos,
Input.Down( "attack1" ),
Input.MouseWheel
);
}
private bool TryGetPanelPosition( CameraComponent camera, out Vector2 panelPos )
{
panelPos = default;
var screenCenter = new Vector2(
camera.ScreenRect.Size.x * 0.5f,
camera.ScreenRect.Size.y * 0.5f
);
var ray = camera.ScreenPixelToRay( screenCenter );
if( ScreenCursorInteraction )
{
ray = camera.ScreenPixelToRay( Mouse.Position );
}
return TryGetPanelPositionFromMeshRaycast( ray, out panelPos );
}
private bool TryGetPanelPositionFromMeshRaycast( Ray ray, out Vector2 panelPos )
{
using var scope = Sandbox.Diagnostics.Performance.Scope( "TargetScreen.MouseTrace" );
var totalTimer = Sandbox.Diagnostics.FastTimer.StartNew();
panelPos = default;
var cacheTimer = Sandbox.Diagnostics.FastTimer.StartNew();
RefreshMeshCache();
var cacheMs = cacheTimer.ElapsedMilliSeconds;
if ( _cachedVertices is null || _cachedIndices is null || _cachedIndices.Length < 3 )
{
if ( DebugMouseTrace )
Log.Info( $"[TargetScreen] Reject mesh cache: vertices={_cachedVertices?.Length ?? 0} indices={_cachedIndices?.Length ?? 0}" );
UpdateDebugTracePerf( totalTimer.ElapsedMilliSeconds, cacheMs, 0f );
return false;
}
var localOrigin = Renderer.Transform.World.PointToLocal( ray.Position );
var localEnd = Renderer.Transform.World.PointToLocal( ray.Position + ray.Forward * TraceDistance );
var localDirection = (localEnd - localOrigin).Normal;
var bestDistance = float.MaxValue;
var bestUv = Vector2.Zero;
var bestTriangle = -1;
var triangleTimer = Sandbox.Diagnostics.FastTimer.StartNew();
for ( int triStart = 0; triStart + 2 < _cachedIndices.Length; triStart += 3 )
{
var triangleIndex = triStart / 3;
if ( !IsTriangleMaterialMatch( triangleIndex ) )
continue;
var i0 = _cachedIndices[triStart + 0];
var i1 = _cachedIndices[triStart + 1];
var i2 = _cachedIndices[triStart + 2];
if ( i0 >= _cachedVertices.Length || i1 >= _cachedVertices.Length || i2 >= _cachedVertices.Length )
continue;
var v0 = _cachedVertices[i0];
var v1 = _cachedVertices[i1];
var v2 = _cachedVertices[i2];
if ( !TryRayTriangleIntersection( localOrigin, localDirection, v0.Position, v1.Position, v2.Position, out var distance, out var barycentric ) )
continue;
if ( distance > TraceDistance || distance >= bestDistance )
continue;
var triangleUv =
v0.TexCoord0 * barycentric.x +
v1.TexCoord0 * barycentric.y +
v2.TexCoord0 * barycentric.z;
bestDistance = distance;
bestUv = triangleUv;
bestTriangle = triangleIndex;
}
var triangleMs = triangleTimer.ElapsedMilliSeconds;
if ( bestTriangle < 0 )
{
if ( DebugMouseTrace )
Log.Info( $"[TargetScreen] No triangle hit. vertices={_cachedVertices.Length} indices={_cachedIndices.Length}" );
UpdateDebugTracePerf( totalTimer.ElapsedMilliSeconds, cacheMs, triangleMs );
return false;
}
if ( DebugMouseTrace )
Log.Info( $"[TargetScreen] Mesh hit triangle={bestTriangle} distance={bestDistance} rawUv={bestUv}" );
var uv = new Vector2(
bestUv.x - MathF.Floor( bestUv.x ),
bestUv.y - MathF.Floor( bestUv.y )
);
uv += ScreenUvOffset;
panelPos = new Vector2(
Math.Clamp( uv.x, 0f, 1f ) * ScreenTextureSize.x,
Math.Clamp( uv.y, 0f, 1f ) * ScreenTextureSize.y
);
if ( DebugMouseTrace )
Log.Info( $"[TargetScreen] Final UV={uv} panelPos={panelPos}" );
UpdateDebugTracePerf( totalTimer.ElapsedMilliSeconds, cacheMs, triangleMs );
return true;
}
private void UpdateDebugTracePerf( double totalMs, double cacheMs, double triangleMs )
{
_tracePerfAccumMs += totalMs;
_tracePerfCacheAccumMs += cacheMs;
_tracePerfTrianglesAccumMs += triangleMs;
_tracePerfMaxMs = Math.Max( _tracePerfMaxMs, totalMs );
_tracePerfSamples++;
if ( _tracePerfLogTimer < 5f )
return;
var avgTotalMs = _tracePerfSamples > 0 ? _tracePerfAccumMs / _tracePerfSamples : 0d;
var avgCacheMs = _tracePerfSamples > 0 ? _tracePerfCacheAccumMs / _tracePerfSamples : 0d;
var avgTrianglesMs = _tracePerfSamples > 0 ? _tracePerfTrianglesAccumMs / _tracePerfSamples : 0d;
var callsPerSecond = _tracePerfLogTimer > 0f ? _tracePerfSamples / _tracePerfLogTimer : 0f;
var triangleCount = _cachedIndices?.Length / 3 ?? 0;
Log.Info( $"[TargetScreen] Trace perf avg={avgTotalMs:F3}ms max={_tracePerfMaxMs:F3}ms cache={avgCacheMs:F3}ms triangles={avgTrianglesMs:F3}ms calls={callsPerSecond:F1}/s tris={triangleCount}" );
_tracePerfAccumMs = 0d;
_tracePerfCacheAccumMs = 0d;
_tracePerfTrianglesAccumMs = 0d;
_tracePerfMaxMs = 0d;
_tracePerfSamples = 0;
_tracePerfLogTimer = 0f;
}
private void RefreshMeshCache()
{
var model = Renderer?.Model;
if ( model is null || model == _cachedMeshModel )
return;
_cachedMeshModel = model;
_cachedVertices = model.GetVertices();
_cachedIndices = model.GetIndices();
_cachedTriangleMaterialRanges = BuildTriangleMaterialRanges( model );
if ( DebugMouseTrace )
Log.Info( $"[TargetScreen] Refreshed mesh cache for {model.Name}: vertices={_cachedVertices?.Length ?? 0} indices={_cachedIndices?.Length ?? 0} materialRanges={_cachedTriangleMaterialRanges.Length}" );
}
private TriangleMaterialRange[] BuildTriangleMaterialRanges( Model model )
{
var meshInfo = model.MeshInfo;
if ( meshInfo?.Meshes is null )
return Array.Empty<TriangleMaterialRange>();
var ranges = new System.Collections.Generic.List<TriangleMaterialRange>();
var triangleCursor = 0;
foreach ( var mesh in meshInfo.Meshes )
{
if ( mesh?.DrawCalls is null )
continue;
foreach ( var drawCall in mesh.DrawCalls )
{
var triangleCount = Math.Max( 0, drawCall.Indices / 3 );
if ( triangleCount == 0 )
continue;
ranges.Add( new TriangleMaterialRange
{
StartTriangle = triangleCursor,
EndTriangleExclusive = triangleCursor + triangleCount,
Material = drawCall.Material
} );
if ( DebugMouseTrace )
Log.Info( $"[TargetScreen] Material range {triangleCursor}->{triangleCursor + triangleCount} material={drawCall.Material?.Name}" );
triangleCursor += triangleCount;
}
}
return ranges.ToArray();
}
private bool IsTriangleMaterialMatch( int triangleIndex )
{
if ( string.IsNullOrWhiteSpace( ScreenMaterialName ) || _cachedTriangleMaterialRanges.Length == 0 )
return true;
foreach ( var range in _cachedTriangleMaterialRanges )
{
if ( triangleIndex < range.StartTriangle || triangleIndex >= range.EndTriangleExclusive )
continue;
var match = range.Material?.Name?.Contains( ScreenMaterialName, StringComparison.OrdinalIgnoreCase ) == true;
if ( DebugMouseTrace && triangleIndex == range.StartTriangle )
Log.Info( $"[TargetScreen] Triangle {triangleIndex} material={range.Material?.Name} match={match}" );
return match;
}
return true;
}
private static bool TryRayTriangleIntersection( Vector3 origin, Vector3 direction, Vector3 a, Vector3 b, Vector3 c, out float distance, out Vector3 barycentric )
{
distance = 0f;
barycentric = default;
const float epsilon = 0.0001f;
var edge1 = b - a;
var edge2 = c - a;
var pvec = Vector3.Cross( direction, edge2 );
var det = Vector3.Dot( edge1, pvec );
if ( MathF.Abs( det ) < epsilon )
return false;
var invDet = 1f / det;
var tvec = origin - a;
var v = Vector3.Dot( tvec, pvec ) * invDet;
if ( v < 0f || v > 1f )
return false;
var qvec = Vector3.Cross( tvec, edge1 );
var w = Vector3.Dot( direction, qvec ) * invDet;
if ( w < 0f || v + w > 1f )
return false;
distance = Vector3.Dot( edge2, qvec ) * invDet;
if ( distance < 0f )
return false;
barycentric = new Vector3( 1f - v - w, v, w );
return true;
}
private void SetupMaterial()
{
var oldMaterial = Renderer.Model.Materials
.FirstOrDefault( x => x.Name.Contains( ScreenMaterialName ) );
var index = Renderer.Model.Materials.IndexOf( oldMaterial );
if ( index < 0 )
{
Log.Warning( $"Screen material not found: {ScreenMaterialName}" );
return;
}
_screenMaterialCopy = ScreenMaterial.CreateCopy();
_screenMaterialCopy.Set( "g_tColor", _screenTexture );
Renderer.Materials.SetOverride( index, _screenMaterialCopy );
}
private void ClearInput()
{
_input.Clear();
}
protected override void OnDisabled()
{
base.OnDisabled();
ClearInput();
_panelObject?.Delete();
_panelObject = null;
_rootPanel?.Delete( true );
_rootPanel = null;
_screenTexture?.Dispose();
_screenTexture = null;
_screenMaterialCopy = null;
Panel = null;
Renderer = null;
TargetPanelSystem.Current.UnregisterScreen( this );
}
}
@using Sandbox;
@using Sandbox.UI;
@using System.Threading.Tasks;
@using System.Collections.Generic;
@using System;
@inherits PanelComponent
<root class="@(IsFadingOut ? "fade-out" : "fade-in")" style="background-image: @(!string.IsNullOrEmpty(BackgroundImage) ? $"url({BackgroundImage})" : "none");">
<div class="content">
@* Logo Image (.png / .jpg) *@
@if (!string.IsNullOrEmpty(LogoImage))
{
<img class="logo" src="@LogoImage" />
}
@* Text Lines *@
@if (TextLines != null && TextLines.Count > 0)
{
<div class="text-container">
@foreach (var line in TextLines)
{
<label style="color: @line.TextColor.Hex; font-size: @(line.FontSize)px;">
@line.Text
</label>
}
</div>
}
</div>
</root>
@code {
// === CUSTOM DATA CLASS FOR TEXT LINES ===
public class SplashTextLine
{
[Property, Description("The text to display.")]
public string Text { get; set; } = "NEW LINE";
[Property, Description("Text color for this specific line.")]
public Color TextColor { get; set; } = Color.White;
[Property, Description("Font size for this specific line.")]
public float FontSize { get; set; } = 80f;
}
// === IMAGE SETTINGS ===
[Property, ImageAssetPath, Group("Images"), Description("Supports .png and .jpg. If empty, the background will be black.")]
public string BackgroundImage { get; set; }
[Property, ImageAssetPath, Group("Images"), Description("Main logo image (.png / .jpg). Appears above the text if both are set.")]
public string LogoImage { get; set; }
// === TEXT SETTINGS ===
[Property, Group("Text"), Description("Add text lines with individual settings (color, size).")]
public List<SplashTextLine> TextLines { get; set; } = new();
// === AUDIO & SCENE SETTINGS ===
[Property, Group("Audio"), Description("Select a Sound Event (.sound) that contains your .mp3 or .ogg file.")]
public SoundEvent SplashSound { get; set; }
[Property, Group("Scene"), Description("The scene to load after the splash screen finishes.")]
public SceneFile NextScene { get; set; }
// === LOGIC ===
public bool IsFadingOut { get; set; } = false;
protected override void OnStart()
{
base.OnStart();
// Start the asynchronous sequence
_ = RunSplashSequence();
}
private async Task RunSplashSequence()
{
// 1. Wait half a second before starting to avoid stuttering during load
await Task.Delay(500);
// 2. Play the assigned sound (.mp3 / .ogg via Sound Event)
if (SplashSound != null)
{
Sound.Play(SplashSound);
}
// 3. Wait while the logo/text is visible on the screen (3 seconds)
await Task.Delay(3000);
// 4. Trigger the fade-out animation
IsFadingOut = true;
StateHasChanged(); // Notify the UI to update CSS classes
// 5. Wait for the fade-out animation to finish (matches the CSS transition time)
await Task.Delay(2000);
// 6. Load the next scene
if (NextScene != null)
{
Scene.Load(NextScene);
}
else
{
Log.Warning("Next Scene is not assigned in the Splash Screen component!");
GameObject.Destroy(); // Destroy the component if no scene is assigned
}
}
}using Sandbox;
[TestClass]
public partial class LibraryTests
{
[TestMethod]
public void SceneTest()
{
var scene = new Scene();
using ( scene.Push() )
{
var go = new GameObject();
Assert.AreEqual( 1, scene.Directory.GameObjectCount );
}
}
}
global using Microsoft.VisualStudio.TestTools.UnitTesting;
[TestClass]
public class TestInit
{
public static Sandbox.TestAppSystem AppSystem;
[AssemblyInitialize]
public static void AssemblyInitialize( TestContext context )
{
AppSystem = new Sandbox.TestAppSystem();
AppSystem.Init();
}
[AssemblyCleanup]
public static void AssemblyCleanup()
{
AppSystem.Shutdown();
}
}
// <auto-generated />
// Generated by tools/StyleFacadeEmit. Do not edit by hand.
// Source of truth: tools/StyleFacadeEmit/style-manifest.json
using Sandbox;
using Sandbox.Rendering;
using Sandbox.UI;
namespace Goo;
public readonly partial record struct TextEntry
{
public FlexDirection? FlexDirection { init => _style = StyleAccumulator.Add(_style, StyleField.FlexDirection, value, StyleValue.FromFlexDirection); }
public Justify? JustifyContent { init => _style = StyleAccumulator.Add(_style, StyleField.JustifyContent, value, StyleValue.FromJustify); }
public Align? AlignItems { init => _style = StyleAccumulator.Add(_style, StyleField.AlignItems, value, StyleValue.FromAlign); }
public DisplayMode? Display { init => _style = StyleAccumulator.Add(_style, StyleField.Display, value, StyleValue.FromDisplay); }
public Length? Width { init => _style = StyleAccumulator.Add(_style, StyleField.Width, value); }
public Length? Height { init => _style = StyleAccumulator.Add(_style, StyleField.Height, value); }
public Length? Padding { init => _style = StyleAccumulator.Add(_style, StyleField.Padding, value); }
public Length? PaddingLeft { init => _style = StyleAccumulator.Add(_style, StyleField.PaddingLeft, value); }
public Length? PaddingTop { init => _style = StyleAccumulator.Add(_style, StyleField.PaddingTop, value); }
public Length? PaddingRight { init => _style = StyleAccumulator.Add(_style, StyleField.PaddingRight, value); }
public Length? PaddingBottom { init => _style = StyleAccumulator.Add(_style, StyleField.PaddingBottom, value); }
public Length? Margin { init => _style = StyleAccumulator.Add(_style, StyleField.Margin, value); }
public Length? MarginLeft { init => _style = StyleAccumulator.Add(_style, StyleField.MarginLeft, value); }
public Length? MarginTop { init => _style = StyleAccumulator.Add(_style, StyleField.MarginTop, value); }
public Length? MarginRight { init => _style = StyleAccumulator.Add(_style, StyleField.MarginRight, value); }
public Length? MarginBottom { init => _style = StyleAccumulator.Add(_style, StyleField.MarginBottom, value); }
public Length? Gap { init => _style = StyleAccumulator.Add(_style, StyleField.Gap, value); }
public Length? RowGap { init => _style = StyleAccumulator.Add(_style, StyleField.RowGap, value); }
public Length? ColumnGap { init => _style = StyleAccumulator.Add(_style, StyleField.ColumnGap, value); }
public Color? BackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundColor, value, StyleValue.FromColor); }
public Length? BorderRadius { init => _style = StyleAccumulator.Add(_style, StyleField.BorderRadius, value); }
public Length? BorderTopLeftRadius { init => _style = StyleAccumulator.Add(_style, StyleField.BorderTopLeftRadius, value); }
public Length? BorderTopRightRadius { init => _style = StyleAccumulator.Add(_style, StyleField.BorderTopRightRadius, value); }
public Length? BorderBottomRightRadius { init => _style = StyleAccumulator.Add(_style, StyleField.BorderBottomRightRadius, value); }
public Length? BorderBottomLeftRadius { init => _style = StyleAccumulator.Add(_style, StyleField.BorderBottomLeftRadius, value); }
public Align? AlignContent { init => _style = StyleAccumulator.Add(_style, StyleField.AlignContent, value, StyleValue.FromAlign); }
public Align? AlignSelf { init => _style = StyleAccumulator.Add(_style, StyleField.AlignSelf, value, StyleValue.FromAlign); }
public float? AspectRatio { init => _style = StyleAccumulator.Add(_style, StyleField.AspectRatio, value); }
public Length? BackdropFilterBlur { init => _style = StyleAccumulator.Add(_style, StyleField.BackdropFilterBlur, value); }
public Length? BackdropFilterBrightness { init => _style = StyleAccumulator.Add(_style, StyleField.BackdropFilterBrightness, value); }
public Length? BackdropFilterContrast { init => _style = StyleAccumulator.Add(_style, StyleField.BackdropFilterContrast, value); }
public Length? BackdropFilterHueRotate { init => _style = StyleAccumulator.Add(_style, StyleField.BackdropFilterHueRotate, value); }
public Length? BackdropFilterInvert { init => _style = StyleAccumulator.Add(_style, StyleField.BackdropFilterInvert, value); }
public Length? BackdropFilterSaturate { init => _style = StyleAccumulator.Add(_style, StyleField.BackdropFilterSaturate, value); }
public Length? BackdropFilterSepia { init => _style = StyleAccumulator.Add(_style, StyleField.BackdropFilterSepia, value); }
public Length? BackgroundAngle { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundAngle, value); }
public string? BackgroundBlendMode { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundBlendMode, value); }
public Texture? BackgroundImage { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundImage, value); }
public bool? BackgroundPlaybackPaused { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundPlaybackPaused, value); }
public Length? BackgroundPositionX { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundPositionX, value); }
public Length? BackgroundPositionY { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundPositionY, value); }
public BackgroundRepeat? BackgroundRepeat { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundRepeat, value, StyleValue.FromBackgroundRepeat); }
public Length? BackgroundSizeX { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundSizeX, value); }
public Length? BackgroundSizeY { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundSizeY, value); }
public Color? BackgroundTint { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundTint, value, StyleValue.FromColor); }
public Color? BorderBottomColor { init => _style = StyleAccumulator.Add(_style, StyleField.BorderBottomColor, value, StyleValue.FromColor); }
public Color? BorderColor { init => _style = StyleAccumulator.Add(_style, StyleField.BorderColor, value, StyleValue.FromColor); }
public Color? BorderLeftColor { init => _style = StyleAccumulator.Add(_style, StyleField.BorderLeftColor, value, StyleValue.FromColor); }
public Color? BorderRightColor { init => _style = StyleAccumulator.Add(_style, StyleField.BorderRightColor, value, StyleValue.FromColor); }
public Color? BorderTopColor { init => _style = StyleAccumulator.Add(_style, StyleField.BorderTopColor, value, StyleValue.FromColor); }
public BorderImageFill? BorderImageFill { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageFill, value, StyleValue.FromBorderImageFill); }
public BorderImageRepeat? BorderImageRepeat { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageRepeat, value, StyleValue.FromBorderImageRepeat); }
public Texture? BorderImageSource { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageSource, value); }
public Color? BorderImageTint { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageTint, value, StyleValue.FromColor); }
public Length? BorderImageWidthBottom { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageWidthBottom, value); }
public Length? BorderImageWidthLeft { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageWidthLeft, value); }
public Length? BorderImageWidthRight { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageWidthRight, value); }
public Length? BorderImageWidthTop { init => _style = StyleAccumulator.Add(_style, StyleField.BorderImageWidthTop, value); }
public Length? BorderBottomWidth { init => _style = StyleAccumulator.Add(_style, StyleField.BorderBottomWidth, value); }
public Length? BorderLeftWidth { init => _style = StyleAccumulator.Add(_style, StyleField.BorderLeftWidth, value); }
public Length? BorderRightWidth { init => _style = StyleAccumulator.Add(_style, StyleField.BorderRightWidth, value); }
public Length? BorderTopWidth { init => _style = StyleAccumulator.Add(_style, StyleField.BorderTopWidth, value); }
public Length? BorderWidth { init => _style = StyleAccumulator.Add(_style, StyleField.BorderWidth, value); }
public Length? Bottom { init => _style = StyleAccumulator.Add(_style, StyleField.Bottom, value); }
public Length? Left { init => _style = StyleAccumulator.Add(_style, StyleField.Left, value); }
public Length? Right { init => _style = StyleAccumulator.Add(_style, StyleField.Right, value); }
public Length? Top { init => _style = StyleAccumulator.Add(_style, StyleField.Top, value); }
public Color? CaretColor { init => _style = StyleAccumulator.Add(_style, StyleField.CaretColor, value, StyleValue.FromColor); }
public string? Cursor { init => _style = StyleAccumulator.Add(_style, StyleField.Cursor, value); }
public Length? FilterBlur { init => _style = StyleAccumulator.Add(_style, StyleField.FilterBlur, value); }
public Color? FilterBorderColor { init => _style = StyleAccumulator.Add(_style, StyleField.FilterBorderColor, value, StyleValue.FromColor); }
public Length? FilterBorderWidth { init => _style = StyleAccumulator.Add(_style, StyleField.FilterBorderWidth, value); }
public Length? FilterBrightness { init => _style = StyleAccumulator.Add(_style, StyleField.FilterBrightness, value); }
public Length? FilterContrast { init => _style = StyleAccumulator.Add(_style, StyleField.FilterContrast, value); }
public Length? FilterHueRotate { init => _style = StyleAccumulator.Add(_style, StyleField.FilterHueRotate, value); }
public Length? FilterInvert { init => _style = StyleAccumulator.Add(_style, StyleField.FilterInvert, value); }
public Length? FilterSaturate { init => _style = StyleAccumulator.Add(_style, StyleField.FilterSaturate, value); }
public Length? FilterSepia { init => _style = StyleAccumulator.Add(_style, StyleField.FilterSepia, value); }
public Color? FilterTint { init => _style = StyleAccumulator.Add(_style, StyleField.FilterTint, value, StyleValue.FromColor); }
public Length? FlexBasis { init => _style = StyleAccumulator.Add(_style, StyleField.FlexBasis, value); }
public float? FlexGrow { init => _style = StyleAccumulator.Add(_style, StyleField.FlexGrow, value); }
public float? FlexShrink { init => _style = StyleAccumulator.Add(_style, StyleField.FlexShrink, value); }
public Wrap? FlexWrap { init => _style = StyleAccumulator.Add(_style, StyleField.FlexWrap, value, StyleValue.FromWrap); }
public Color? FontColor { init => _style = StyleAccumulator.Add(_style, StyleField.FontColor, value, StyleValue.FromColor); }
public string? FontFamily { init => _style = StyleAccumulator.Add(_style, StyleField.FontFamily, value); }
public Length? FontSize { init => _style = StyleAccumulator.Add(_style, StyleField.FontSize, value); }
public FontSmooth? FontSmooth { init => _style = StyleAccumulator.Add(_style, StyleField.FontSmooth, value, StyleValue.FromFontSmooth); }
public FontStyle? FontStyle { init => _style = StyleAccumulator.Add(_style, StyleField.FontStyle, value, StyleValue.FromFontStyle); }
public FontVariantNumeric? FontVariantNumeric { init => _style = StyleAccumulator.Add(_style, StyleField.FontVariantNumeric, value, StyleValue.FromFontVariantNumeric); }
public int? FontWeight { init => _style = StyleAccumulator.Add(_style, StyleField.FontWeight, value); }
public ImageRendering? ImageRendering { init => _style = StyleAccumulator.Add(_style, StyleField.ImageRendering, value, StyleValue.FromImageRendering); }
public Length? LetterSpacing { init => _style = StyleAccumulator.Add(_style, StyleField.LetterSpacing, value); }
public Length? LineHeight { init => _style = StyleAccumulator.Add(_style, StyleField.LineHeight, value); }
public Length? MaskAngle { init => _style = StyleAccumulator.Add(_style, StyleField.MaskAngle, value); }
public Texture? MaskImage { init => _style = StyleAccumulator.Add(_style, StyleField.MaskImage, value); }
public MaskMode? MaskMode { init => _style = StyleAccumulator.Add(_style, StyleField.MaskMode, value, StyleValue.FromMaskMode); }
public Length? MaskPositionX { init => _style = StyleAccumulator.Add(_style, StyleField.MaskPositionX, value); }
public Length? MaskPositionY { init => _style = StyleAccumulator.Add(_style, StyleField.MaskPositionY, value); }
public BackgroundRepeat? MaskRepeat { init => _style = StyleAccumulator.Add(_style, StyleField.MaskRepeat, value, StyleValue.FromBackgroundRepeat); }
public MaskScope? MaskScope { init => _style = StyleAccumulator.Add(_style, StyleField.MaskScope, value, StyleValue.FromMaskScope); }
public Length? MaskSizeX { init => _style = StyleAccumulator.Add(_style, StyleField.MaskSizeX, value); }
public Length? MaskSizeY { init => _style = StyleAccumulator.Add(_style, StyleField.MaskSizeY, value); }
public Length? MaxHeight { init => _style = StyleAccumulator.Add(_style, StyleField.MaxHeight, value); }
public Length? MaxWidth { init => _style = StyleAccumulator.Add(_style, StyleField.MaxWidth, value); }
public Length? MinHeight { init => _style = StyleAccumulator.Add(_style, StyleField.MinHeight, value); }
public Length? MinWidth { init => _style = StyleAccumulator.Add(_style, StyleField.MinWidth, value); }
public string? MixBlendMode { init => _style = StyleAccumulator.Add(_style, StyleField.MixBlendMode, value); }
public float? Opacity { init => _style = StyleAccumulator.Add(_style, StyleField.Opacity, value); }
public int? Order { init => _style = StyleAccumulator.Add(_style, StyleField.Order, value); }
public Color? OutlineColor { init => _style = StyleAccumulator.Add(_style, StyleField.OutlineColor, value, StyleValue.FromColor); }
public Length? OutlineOffset { init => _style = StyleAccumulator.Add(_style, StyleField.OutlineOffset, value); }
public Length? OutlineWidth { init => _style = StyleAccumulator.Add(_style, StyleField.OutlineWidth, value); }
public OverflowMode? Overflow { init => _style = StyleAccumulator.Add(_style, StyleField.Overflow, value, StyleValue.FromOverflowMode); }
public OverflowMode? OverflowX { init => _style = StyleAccumulator.Add(_style, StyleField.OverflowX, value, StyleValue.FromOverflowMode); }
public OverflowMode? OverflowY { init => _style = StyleAccumulator.Add(_style, StyleField.OverflowY, value, StyleValue.FromOverflowMode); }
public Length? PerspectiveOriginX { init => _style = StyleAccumulator.Add(_style, StyleField.PerspectiveOriginX, value); }
public Length? PerspectiveOriginY { init => _style = StyleAccumulator.Add(_style, StyleField.PerspectiveOriginY, value); }
public PointerEvents? PointerEvents { init => _style = StyleAccumulator.Add(_style, StyleField.PointerEvents, value, StyleValue.FromPointerEvents); }
public PositionMode? Position { init => _style = StyleAccumulator.Add(_style, StyleField.Position, value, StyleValue.FromPositionMode); }
public string? SoundIn { init => _style = StyleAccumulator.Add(_style, StyleField.SoundIn, value); }
public string? SoundOut { init => _style = StyleAccumulator.Add(_style, StyleField.SoundOut, value); }
public TextAlign? TextAlign { init => _style = StyleAccumulator.Add(_style, StyleField.TextAlign, value, StyleValue.FromTextAlign); }
public Length? TextBackgroundAngle { init => _style = StyleAccumulator.Add(_style, StyleField.TextBackgroundAngle, value); }
public Color? TextDecorationColor { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationColor, value, StyleValue.FromColor); }
public TextDecoration? TextDecorationLine { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationLine, value, StyleValue.FromTextDecoration); }
public TextSkipInk? TextDecorationSkipInk { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationSkipInk, value, StyleValue.FromTextSkipInk); }
public TextDecorationStyle? TextDecorationStyle { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationStyle, value, StyleValue.FromTextDecorationStyle); }
public Length? TextDecorationThickness { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationThickness, value); }
public FilterMode? TextFilter { init => _style = StyleAccumulator.Add(_style, StyleField.TextFilter, value, StyleValue.FromFilterMode); }
public Length? TextLineThroughOffset { init => _style = StyleAccumulator.Add(_style, StyleField.TextLineThroughOffset, value); }
public TextOverflow? TextOverflow { init => _style = StyleAccumulator.Add(_style, StyleField.TextOverflow, value, StyleValue.FromTextOverflow); }
public Length? TextOverlineOffset { init => _style = StyleAccumulator.Add(_style, StyleField.TextOverlineOffset, value); }
public Color? TextStrokeColor { init => _style = StyleAccumulator.Add(_style, StyleField.TextStrokeColor, value, StyleValue.FromColor); }
public Length? TextStrokeWidth { init => _style = StyleAccumulator.Add(_style, StyleField.TextStrokeWidth, value); }
public TextTransform? TextTransform { init => _style = StyleAccumulator.Add(_style, StyleField.TextTransform, value, StyleValue.FromTextTransform); }
public Length? TextUnderlineOffset { init => _style = StyleAccumulator.Add(_style, StyleField.TextUnderlineOffset, value); }
public Goo.PanelTransform? Transform { init => _style = StyleAccumulator.Add(_style, StyleField.Transform, value, StyleValue.FromPanelTransform); }
public Length? TransformOriginX { init => _style = StyleAccumulator.Add(_style, StyleField.TransformOriginX, value); }
public Length? TransformOriginY { init => _style = StyleAccumulator.Add(_style, StyleField.TransformOriginY, value); }
public WhiteSpace? WhiteSpace { init => _style = StyleAccumulator.Add(_style, StyleField.WhiteSpace, value, StyleValue.FromWhiteSpace); }
public WordBreak? WordBreak { init => _style = StyleAccumulator.Add(_style, StyleField.WordBreak, value, StyleValue.FromWordBreak); }
public Length? WordSpacing { init => _style = StyleAccumulator.Add(_style, StyleField.WordSpacing, value); }
public int? ZIndex { init => _style = StyleAccumulator.Add(_style, StyleField.ZIndex, value); }
public Color? HoverBackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.HoverBackgroundColor, value, StyleValue.FromColor); }
public Color? ActiveBackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.ActiveBackgroundColor, value, StyleValue.FromColor); }
public Color? FocusBackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.FocusBackgroundColor, value, StyleValue.FromColor); }
public Color? HoverFontColor { init => _style = StyleAccumulator.Add(_style, StyleField.HoverFontColor, value, StyleValue.FromColor); }
public Color? ActiveFontColor { init => _style = StyleAccumulator.Add(_style, StyleField.ActiveFontColor, value, StyleValue.FromColor); }
public Color? FocusFontColor { init => _style = StyleAccumulator.Add(_style, StyleField.FocusFontColor, value, StyleValue.FromColor); }
public int? TransitionMs { init => _style = StyleAccumulator.Add(_style, StyleField.TransitionMs, value); }
}
using Goo;
using Sandbox.UI;
namespace Sandbox;
public class CounterUI : GooPanel<Container>
{
private int _count;
protected override Container Build() => new Container
{
Padding = 16,
Width = 128,
Height = 128,
BackgroundColor = Color.White,
BorderRadius = 12,
FlexDirection = FlexDirection.Row,
Gap = 12,
AlignItems = Align.Center,
Children =
{
new Text(_count.ToString()),
new Container
{
Padding = 8,
BackgroundColor = Color.Orange,
HoverBackgroundColor = Color.Cyan,
BorderRadius = 6,
OnClick = e => { _count++; Rebuild(); },
Children = { new Text("+") },
},
},
};
}using System;
using System.Collections.Generic;
using Sandbox;
namespace Goo.Input;
// Polls a curated key catalog once per frame for rising-edge presses + modifier state. ReemitHeldOnModifierRise re-emits a held key when a modifier rises (so "hold W, press Ctrl" reads as a chord).
public sealed class KeyTracker
{
public bool ReemitHeldOnModifierRise { get; set; } = false;
public ModifierState Modifiers { get; private set; }
public IReadOnlyList<KeyDescriptor> JustPressed => _justPressed;
readonly IReadOnlyList<KeyDescriptor> _catalog;
readonly HashSet<string> _downLastFrame = new();
readonly List<KeyDescriptor> _justPressed = new();
public KeyTracker() : this( KnownKeys.All ) { }
public KeyTracker( IReadOnlyList<KeyDescriptor> catalog )
{
_catalog = catalog;
}
public void Reset()
{
_downLastFrame.Clear();
_justPressed.Clear();
Modifiers = default;
}
static readonly Func<string, bool> s_engineDown = Sandbox.Input.Keyboard.Down;
public void Poll() => Poll( s_engineDown );
// isDown seam exists because engine Input statics throw outside a running engine process.
public void Poll( Func<string, bool> isDown )
{
_justPressed.Clear();
var prev = Modifiers;
for ( int i = 0; i < _catalog.Count; i++ )
{
var d = _catalog[i];
bool down = isDown( d.EngineName );
if ( down && !_downLastFrame.Contains( d.EngineName ) )
_justPressed.Add( d );
if ( down ) _downLastFrame.Add( d.EngineName );
else _downLastFrame.Remove( d.EngineName );
}
Modifiers = new ModifierState(
_downLastFrame.Contains( "ctrl" ),
_downLastFrame.Contains( "shift" ),
_downLastFrame.Contains( "alt" ),
_downLastFrame.Contains( "win" ) );
if ( !ReemitHeldOnModifierRise ) return;
bool modRose = ( Modifiers.Ctrl && !prev.Ctrl ) || ( Modifiers.Shift && !prev.Shift )
|| ( Modifiers.Alt && !prev.Alt ) || ( Modifiers.Meta && !prev.Meta );
if ( !modRose ) return;
for ( int i = 0; i < _catalog.Count; i++ )
{
var d = _catalog[i];
if ( d.Class == KeyClass.Modifier ) continue;
if ( !_downLastFrame.Contains( d.EngineName ) ) continue;
if ( _justPressed.Contains( d ) ) continue;
_justPressed.Add( d );
}
}
/// <summary>True if the named key had a rising edge (just-pressed, not held) this frame; call Poll first.</summary>
public bool Pressed( string engineName )
{
for ( int i = 0; i < _justPressed.Count; i++ )
if ( _justPressed[i].EngineName == engineName ) return true;
return false;
}
}
using System;
using Sandbox;
using Sandbox.UI;
namespace Goo.Internal;
internal sealed class StatefulLabel : Label, IStatefulHost, IStatefulEventHost
{
StateController? _state;
internal Action<MousePanelEvent>? _onClick;
internal Action<MousePanelEvent>? _onRightClick;
internal Action<MousePanelEvent>? _onMiddleClick;
internal Action<MousePanelEvent>? _onMouseEnter;
internal Action<MousePanelEvent>? _onMouseLeave;
internal Action<MousePanelEvent>? _onMouseDown;
internal Action<MousePanelEvent>? _onMouseUp;
internal Action<MousePanelEvent>? _onMouseMove;
internal bool _userSetPointerEvents;
internal Action? _requestRebuild;
public Action? RequestRebuild { set => _requestRebuild = value; }
public void ApplyStateVariants(
Color? baseBg, Color? baseFg,
Color? hoverBg, Color? activeBg, Color? focusBg,
Color? hoverFg, Color? activeFg, Color? focusFg,
int? transitionMs)
{
_state ??= new StateController(this);
_state.ApplyVariants(
baseBg, baseFg,
hoverBg, activeBg, focusBg,
hoverFg, activeFg, focusFg,
transitionMs);
}
public void ClearStateVariants() => _state?.ClearVariants();
public bool HasActiveStateVariants => _state?.HasActiveVariants ?? false;
public void ApplyEvents(in BlobEvents events)
{
_onClick = events.OnClick;
_onRightClick = events.OnRightClick;
_onMiddleClick = events.OnMiddleClick;
_onMouseEnter = events.OnMouseEnter;
_onMouseLeave = events.OnMouseLeave;
_onMouseDown = events.OnMouseDown;
_onMouseUp = events.OnMouseUp;
_onMouseMove = events.OnMouseMove;
}
public bool HasEventHandlers =>
_onClick != null || _onRightClick != null || _onMiddleClick != null || _onMouseEnter != null || _onMouseLeave != null ||
_onMouseDown != null || _onMouseUp != null || _onMouseMove != null;
public bool UserSetPointerEvents
{
get => _userSetPointerEvents;
set => _userSetPointerEvents = value;
}
protected override void OnClick(MousePanelEvent e)
{
base.OnClick(e);
EventDispatch.Fire(_onClick, e, _requestRebuild);
}
protected override void OnRightClick(MousePanelEvent e)
{
base.OnRightClick(e);
EventDispatch.Fire(_onRightClick, e, _requestRebuild);
}
protected override void OnMiddleClick(MousePanelEvent e)
{
base.OnMiddleClick(e);
EventDispatch.Fire(_onMiddleClick, e, _requestRebuild);
}
protected override void OnMouseOver(MousePanelEvent e)
{
base.OnMouseOver(e);
EventDispatch.Fire(_onMouseEnter, e, _requestRebuild);
}
protected override void OnMouseOut(MousePanelEvent e)
{
base.OnMouseOut(e);
EventDispatch.Fire(_onMouseLeave, e, _requestRebuild);
}
protected override void OnMouseDown(MousePanelEvent e)
{
base.OnMouseDown(e);
EventDispatch.Fire(_onMouseDown, e, _requestRebuild);
}
protected override void OnMouseUp(MousePanelEvent e)
{
base.OnMouseUp(e);
EventDispatch.Fire(_onMouseUp, e, _requestRebuild);
}
protected override void OnMouseMove(MousePanelEvent e)
{
base.OnMouseMove(e);
EventDispatch.Fire(_onMouseMove, e, _requestRebuild);
}
}
using System;
using System.Collections.Generic;
using Sandbox;
using Sandbox.Rendering;
using Sandbox.UI;
namespace Goo;
/// <summary>
/// A custom shader applied to a Blob. Point it at a compiled .shader; it parses the shader
/// source's Attribute() declarations to validate uniform names and to reset uniforms other
/// panels have set (panels share one CommandList attribute namespace), and pushes the uniform
/// bag every frame. Set uniforms with the collection initializer (<c>["Name"] = value</c>);
/// a value may be a literal or a per-frame Func. Subclass and override <see cref="Apply"/>
/// only for bespoke per-frame CPU logic.
/// </summary>
public record ShaderEffect
{
static readonly Dictionary<object, Material> _materialCache = new();
static readonly Dictionary<object, ShaderSchemaInfo?> _schemaCache = new();
// Every uniform name any ShaderEffect has pushed this session, with the last value pushed
// (its runtime type drives the reset conversion). Panels share one CommandList attribute
// namespace, so a uniform set by one panel persists into every later panel's draw; an
// effect that does not set a seen uniform must reset it to its shader's declared default
// or it inherits the other panel's value (view-5u5m). Touched only from Apply (render thread).
static readonly Dictionary<string, object> _seenUniforms = new();
internal sealed class ShaderSchemaInfo
{
public required HashSet<string> Names; // declared attribute names
public required Dictionary<string, (Vector4 Floats, Vector4 Ints)> Defaults;
}
readonly string? _path;
readonly Shader? _shader;
readonly GrabMode _grab;
readonly Dictionary<string, UniformValue> _bag = new();
bool _validated;
/// <summary>For subclasses that supply their own <see cref="Material"/> and <see cref="Apply"/>.</summary>
protected ShaderEffect() { }
/// <summary>Apply the shader at <paramref name="shaderPath"/> (e.g. "shaders/ui_dither.shader").</summary>
public ShaderEffect( string shaderPath, GrabMode grab = GrabMode.None )
{
_path = shaderPath;
_grab = grab;
}
/// <summary>Apply a shader resource (drag-droppable in the inspector).</summary>
public ShaderEffect( Shader shader, GrabMode grab = GrabMode.None )
{
_shader = shader;
_grab = grab;
}
/// <summary>The shader asset path, or null when constructed from a <see cref="T:Sandbox.Shader"/> resource.</summary>
public string? ShaderPath => _path;
/// <summary>How this effect grabs the framebuffer behind its panel.</summary>
public GrabMode Grab => _grab;
/// <summary>Get or set a uniform by its shader attribute name.</summary>
public UniformValue this[string name]
{
get => _bag[name];
set => _bag[name] = value;
}
object CacheKey => (object?)_path ?? _shader!;
/// <summary>The material this effect draws with, cached so it is excluded from record equality.</summary>
public virtual Material Material
{
get
{
var key = CacheKey;
if ( !_materialCache.TryGetValue( key, out var mat ) )
{
mat = _path is not null ? Material.FromShader( _path ) : Material.FromShader( _shader! );
_materialCache[key] = mat;
}
return mat;
}
}
/// <summary>Create the Material now, on the calling thread. Call on the main thread; Draw runs on the render thread and must only read the cache.</summary>
public void Warm() => _ = Material;
/// <summary>Set this effect's shader attributes for the frame, then grab the framebuffer per <see cref="Grab"/>.</summary>
protected internal virtual void Apply( CommandList cl, Rect rect )
{
cl.Attributes.Set( "BoxSize", new Vector2( rect.Width, rect.Height ) );
// Subclass escape hatch: a derived effect calling base.Apply gets only BoxSize.
if ( _path is null && _shader is null ) return;
Validate();
// Reset seen-but-unset uniforms to this shader's declared defaults so another panel's
// attribute writes do not bleed into this draw (view-5u5m).
var schema = SchemaFor( CacheKey );
if ( schema is not null )
{
foreach ( var (name, sample) in _seenUniforms )
{
if ( _bag.ContainsKey( name ) ) continue;
if ( !schema.Defaults.TryGetValue( name, out var def ) ) continue;
if ( ResetValue( sample, def.Floats, def.Ints ) is { } reset )
SetAttribute( cl, name, reset );
}
}
foreach ( var (name, value) in _bag )
{
var resolved = value.Resolve();
SetAttribute( cl, name, resolved );
if ( resolved is not Texture )
_seenUniforms[name] = resolved;
}
switch ( _grab )
{
case GrabMode.Sharp:
cl.Attributes.GrabFrameTexture( "FrameBufferCopyTexture" );
break;
case GrabMode.Blurred:
cl.Attributes.GrabFrameTexture( "FrameBufferCopyTexture", Graphics.DownsampleMethod.GaussianBlur );
break;
}
}
static void SetAttribute( CommandList cl, string name, object value )
{
switch ( value )
{
case float f: cl.Attributes.Set( name, f ); break;
case bool b: cl.Attributes.Set( name, b ); break;
case Vector2 v: cl.Attributes.Set( name, v ); break;
case Vector3 v: cl.Attributes.Set( name, v ); break;
case Vector4 v: cl.Attributes.Set( name, v ); break;
case Color c: cl.Attributes.Set( name, c ); break;
case Texture t: cl.Attributes.Set( name, t ); break;
}
}
// Reads the shader's declared attribute names once per instance and warns on uniform names
// the shader does not declare. Skipped silently when the source is unavailable.
void Validate()
{
if ( _validated ) return;
_validated = true;
var valid = SchemaFor( CacheKey )?.Names;
if ( valid is null || valid.Count == 0 ) return;
foreach ( var name in _bag.Keys )
if ( !valid.Contains( name ) )
Sandbox.Internal.GlobalSystemNamespace.Log.Warning(
$"ShaderEffect for \"{_path ?? _shader?.ResourcePath}\": uniform \"{name}\" is not declared by the shader " +
$"(valid: {string.Join( ", ", valid )}). Ignored." );
}
// Names + defaults come from parsing the .shader SOURCE, which ships with the project and
// declares every Attribute() with its Default(). The engine's Shader.Schema is editor-only
// plumbing: at game runtime it throws ("Load must be called on the main thread!" — Apply
// runs on the render thread) so it is not consulted at all (view-5u5m probe, 2026-06-11).
// Null when the source is unreadable (e.g. unit tests, published build without raw
// .shader files); reset and validation both skip then.
static ShaderSchemaInfo? SchemaFor( object key )
{
if ( _schemaCache.TryGetValue( key, out var info ) ) return info;
info = null;
if ( (key as string ?? (key as Shader)?.ResourcePath) is { } srcPath )
{
try
{
info = ParseShaderSource( FileSystem.Mounted.ReadAllText( srcPath ) );
}
catch
{
info = null;
}
}
_schemaCache[key] = info;
return info;
}
static readonly System.Text.RegularExpressions.Regex _declRegex = new(
@"\b(?<type>float[234]?|bool|int|Texture2D)\s+\w+\s*<(?<block>[^>]*)>",
System.Text.RegularExpressions.RegexOptions.Compiled );
static readonly System.Text.RegularExpressions.Regex _attrRegex = new(
@"Attribute\s*\(\s*""(?<name>[^""]+)""\s*\)",
System.Text.RegularExpressions.RegexOptions.Compiled );
static readonly System.Text.RegularExpressions.Regex _defaultRegex = new(
@"Default[234]?\s*\(\s*(?<args>[^)]*)\)",
System.Text.RegularExpressions.RegexOptions.Compiled );
// Pure: extracts Attribute()-bound uniform declarations and their Default() values from
// .shader source. Defaults are stored in both vector slots so ResetValue can convert by the
// bled value's runtime type. Texture declarations contribute a name (for validation) but no
// default. Only the main file is scanned; #include'd uniforms (BoxSize, DpiScale) are
// framework-managed and excluded anyway. Missing Default() = zeros, matching the engine's
// unset-attribute behavior.
internal static ShaderSchemaInfo? ParseShaderSource( string source )
{
var names = new HashSet<string>();
var defaults = new Dictionary<string, (Vector4 Floats, Vector4 Ints)>();
foreach ( System.Text.RegularExpressions.Match m in _declRegex.Matches( source ) )
{
var block = m.Groups["block"].Value;
var attr = _attrRegex.Match( block );
if ( !attr.Success ) continue;
var name = attr.Groups["name"].Value;
names.Add( name );
if ( name is "BoxSize" or "DpiScale" ) continue; // framework-managed per draw
if ( m.Groups["type"].Value == "Texture2D" ) continue; // no resettable default
Vector4 v = default;
var def = _defaultRegex.Match( block );
if ( def.Success )
{
var parts = def.Groups["args"].Value.Split( ',' );
for ( int i = 0; i < parts.Length && i < 4; i++ )
{
if ( !float.TryParse( parts[i].Trim(), System.Globalization.NumberStyles.Float,
System.Globalization.CultureInfo.InvariantCulture, out var f ) ) continue;
switch ( i )
{
case 0: v.x = f; break;
case 1: v.y = f; break;
case 2: v.z = f; break;
case 3: v.w = f; break;
}
}
}
defaults[name] = (v, v);
}
return names.Count > 0 ? new ShaderSchemaInfo { Names = names, Defaults = defaults } : null;
}
// Pure: converts a shader's declared default (schema FloatDefault/IntDefault vectors) to the
// runtime type of the value that bled in, so the reset lands in the same attribute slot type.
// Null = no safe reset (unsupported type; textures are never recorded so never reach this).
internal static object? ResetValue( object sample, Vector4 floats, Vector4 ints ) => sample switch
{
float => floats.x,
bool => ints.x != 0f,
Vector2 => new Vector2( floats.x, floats.y ),
Vector3 => new Vector3( floats.x, floats.y, floats.z ),
Color => new Color( floats.x, floats.y, floats.z, floats.w ),
Vector4 => floats,
_ => null,
};
public virtual bool Equals( ShaderEffect? other )
{
if ( other is null ) return false;
if ( ReferenceEquals( this, other ) ) return true;
if ( EqualityContract != other.EqualityContract ) return false;
return _path == other._path
&& ReferenceEquals( _shader, other._shader )
&& _grab == other._grab
&& BagEquals( _bag, other._bag );
}
public override int GetHashCode()
{
var hc = new HashCode();
hc.Add( EqualityContract );
hc.Add( _path );
hc.Add( _grab );
hc.Add( _bag.Count );
return hc.ToHashCode();
}
static bool BagEquals( Dictionary<string, UniformValue> a, Dictionary<string, UniformValue> b )
{
if ( a.Count != b.Count ) return false;
foreach ( var (k, v) in a )
if ( !b.TryGetValue( k, out var bv ) || !v.Equals( bv ) ) return false;
return true;
}
}
using System;
using Sandbox;
namespace Goo.Animation;
public record struct SmoothVector2
{
public Vector2 Current;
public Vector2 Target;
public Vector2 Velocity;
public float SmoothTime;
public SmoothVector2(Vector2 initial, float smoothTime)
{
Current = initial;
Target = initial;
Velocity = default;
SmoothTime = smoothTime;
}
public void Update(float dt)
{
float vx = Velocity.x, vy = Velocity.y;
Current = new Vector2(
MathX.SmoothDamp(Current.x, Target.x, ref vx, SmoothTime, dt),
MathX.SmoothDamp(Current.y, Target.y, ref vy, SmoothTime, dt));
Velocity = new Vector2(vx, vy);
}
public bool IsSettled =>
MathF.Abs(Target.x - Current.x) < 0.0001f &&
MathF.Abs(Target.y - Current.y) < 0.0001f &&
MathF.Abs(Velocity.x) < 0.0001f &&
MathF.Abs(Velocity.y) < 0.0001f;
/// <summary>Advances by dt and returns true while still moving; chain calls with | (not ||) so every damper advances each frame.</summary>
public bool Tick(float dt) { Update(dt); return !IsSettled; }
}
using System;
namespace Goo.Animation;
public readonly record struct Tween
{
public Sandbox.Utility.Easing.Function Easing { get; init; }
public float Duration { get; init; }
public float Delay { get; init; }
public float SpeedScale { get; init; }
public int Iterations { get; init; }
public bool PingPong { get; init; }
public bool Reversed { get; init; }
public Tween(Sandbox.Utility.Easing.Function easing, float duration, float delay = 0f)
{
Easing = easing;
Duration = duration;
Delay = delay;
SpeedScale = 1f;
Iterations = 1;
PingPong = false;
Reversed = false;
}
/// <summary>
/// Bridge a designer-authored Sandbox.Curve (authored over [0, 1]) into a Tween.
/// Allocates one delegate per call; cache the result in a static readonly field.
/// </summary>
public static Tween FromCurve(Sandbox.Curve curve, float duration, float delay = 0f)
=> new Tween(curve.Evaluate, duration, delay);
public float Eval(float elapsedSec)
{
if (Duration <= 0f) return Reversed ? 0f : 1f;
float t = (elapsedSec - Delay) * SpeedScale;
if (t <= 0f) return Reversed ? 1f : 0f;
float cycleDuration = PingPong ? 2f * Duration : Duration;
if (Iterations > 0 && t >= cycleDuration * Iterations)
{
float endLocal = PingPong ? 0f : 1f;
if (Reversed) endLocal = 1f - endLocal;
return Easing(endLocal);
}
float cycleT = t % cycleDuration;
float local = PingPong
? (cycleT < Duration ? cycleT / Duration : 1f - (cycleT - Duration) / Duration)
: cycleT / Duration;
if (Reversed) local = 1f - local;
return Easing(local);
}
}
public static class TweenExtensions
{
public static Tween Loop(this Tween t) => t with { Iterations = -1 };
public static Tween Times(this Tween t, int n) => t with { Iterations = n };
public static Tween PingPong(this Tween t) => t with { PingPong = true };
public static Tween Scale(this Tween t, float speed) => t with { SpeedScale = speed };
public static Tween WithDelay(this Tween t, float s) => t with { Delay = s };
public static Tween Reverse(this Tween t) => t with { Reversed = true };
}
using System;
using System.Collections;
namespace Goo;
public sealed class Children : IEnumerable
{
internal FrameList? _list;
internal int _buildId;
internal Children() { }
internal int Count { get { EnsureValid(); return _list!.Count; } }
internal ref Frame this[int i] { get { EnsureValid(); return ref _list![i]; } }
public void Add<T>(in T child) where T : struct, IBlob
{
EnsureValid();
ref Frame slot = ref _list!.Reserve();
child.WriteTo(ref slot);
}
void EnsureValid()
{
var ctx = BuildContext._current;
if (ctx == null || _list == null || _buildId != ctx._currentBuildId)
throw new InvalidOperationException(
"Container reused across rebuilds. The same Container instance cannot survive " +
"past the Build() it was created in. Build a new one inside Build(), or extract " +
"a helper function that returns a fresh Container each call.");
}
// IEnumerable is required by C# collection-initializer syntax; iteration is not a
// use case for Children, so this returns an empty enumerator.
IEnumerator IEnumerable.GetEnumerator() => Array.Empty<object>().GetEnumerator();
}
namespace Goo;
/// <summary>Compile-time constraint for blob struct types. Never use as storage, return, or parameter type (boxes the struct, destroys per-Rebuild allocation profile); only valid in where T : struct, IBlob.</summary>
public interface IBlob
{
static abstract BlobKind Kind { get; }
string? Key { get; }
internal void WriteTo(ref Frame frame);
}
/// <summary>Returns the single root Blob for a GooView build. A named delegate rather than
/// Func<IBlob> because IBlob has a static-abstract member (Kind) and C# bars such interfaces
/// as generic type arguments (CS8920). Consequence for Razor markup: a bare method group cannot
/// bind (its natural type is the illegal Func<IBlob>), so write
/// <c>Build=@(new BlobBuilder(MyBuild))</c>. See docs/site/docs/gotchas.md.</summary>
public delegate IBlob BlobBuilder();
// <auto-generated />
// Generated by tools/StyleFacadeEmit. Do not edit by hand.
// Source of truth: tools/StyleFacadeEmit/style-manifest.json
using Sandbox;
using Sandbox.Rendering;
using Sandbox.UI;
namespace Goo;
public readonly partial record struct Text
{
public Length? Width { init => _style = StyleAccumulator.Add(_style, StyleField.Width, value); }
public Length? Height { init => _style = StyleAccumulator.Add(_style, StyleField.Height, value); }
public Length? Margin { init => _style = StyleAccumulator.Add(_style, StyleField.Margin, value); }
public Length? MarginLeft { init => _style = StyleAccumulator.Add(_style, StyleField.MarginLeft, value); }
public Length? MarginTop { init => _style = StyleAccumulator.Add(_style, StyleField.MarginTop, value); }
public Length? MarginRight { init => _style = StyleAccumulator.Add(_style, StyleField.MarginRight, value); }
public Length? MarginBottom { init => _style = StyleAccumulator.Add(_style, StyleField.MarginBottom, value); }
public Color? BackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundColor, value, StyleValue.FromColor); }
public Color? BackgroundTint { init => _style = StyleAccumulator.Add(_style, StyleField.BackgroundTint, value, StyleValue.FromColor); }
public Length? FlexBasis { init => _style = StyleAccumulator.Add(_style, StyleField.FlexBasis, value); }
public float? FlexGrow { init => _style = StyleAccumulator.Add(_style, StyleField.FlexGrow, value); }
public float? FlexShrink { init => _style = StyleAccumulator.Add(_style, StyleField.FlexShrink, value); }
public Color? FontColor { init => _style = StyleAccumulator.Add(_style, StyleField.FontColor, value, StyleValue.FromColor); }
public string? FontFamily { init => _style = StyleAccumulator.Add(_style, StyleField.FontFamily, value); }
public Length? FontSize { init => _style = StyleAccumulator.Add(_style, StyleField.FontSize, value); }
public FontSmooth? FontSmooth { init => _style = StyleAccumulator.Add(_style, StyleField.FontSmooth, value, StyleValue.FromFontSmooth); }
public FontStyle? FontStyle { init => _style = StyleAccumulator.Add(_style, StyleField.FontStyle, value, StyleValue.FromFontStyle); }
public FontVariantNumeric? FontVariantNumeric { init => _style = StyleAccumulator.Add(_style, StyleField.FontVariantNumeric, value, StyleValue.FromFontVariantNumeric); }
public int? FontWeight { init => _style = StyleAccumulator.Add(_style, StyleField.FontWeight, value); }
public Length? LetterSpacing { init => _style = StyleAccumulator.Add(_style, StyleField.LetterSpacing, value); }
public Length? LineHeight { init => _style = StyleAccumulator.Add(_style, StyleField.LineHeight, value); }
public Length? MaxHeight { init => _style = StyleAccumulator.Add(_style, StyleField.MaxHeight, value); }
public Length? MaxWidth { init => _style = StyleAccumulator.Add(_style, StyleField.MaxWidth, value); }
public Length? MinHeight { init => _style = StyleAccumulator.Add(_style, StyleField.MinHeight, value); }
public Length? MinWidth { init => _style = StyleAccumulator.Add(_style, StyleField.MinWidth, value); }
public float? Opacity { init => _style = StyleAccumulator.Add(_style, StyleField.Opacity, value); }
public TextAlign? TextAlign { init => _style = StyleAccumulator.Add(_style, StyleField.TextAlign, value, StyleValue.FromTextAlign); }
public Length? TextBackgroundAngle { init => _style = StyleAccumulator.Add(_style, StyleField.TextBackgroundAngle, value); }
public Color? TextDecorationColor { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationColor, value, StyleValue.FromColor); }
public TextDecoration? TextDecorationLine { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationLine, value, StyleValue.FromTextDecoration); }
public TextSkipInk? TextDecorationSkipInk { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationSkipInk, value, StyleValue.FromTextSkipInk); }
public TextDecorationStyle? TextDecorationStyle { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationStyle, value, StyleValue.FromTextDecorationStyle); }
public Length? TextDecorationThickness { init => _style = StyleAccumulator.Add(_style, StyleField.TextDecorationThickness, value); }
public FilterMode? TextFilter { init => _style = StyleAccumulator.Add(_style, StyleField.TextFilter, value, StyleValue.FromFilterMode); }
public Length? TextLineThroughOffset { init => _style = StyleAccumulator.Add(_style, StyleField.TextLineThroughOffset, value); }
public TextOverflow? TextOverflow { init => _style = StyleAccumulator.Add(_style, StyleField.TextOverflow, value, StyleValue.FromTextOverflow); }
public Length? TextOverlineOffset { init => _style = StyleAccumulator.Add(_style, StyleField.TextOverlineOffset, value); }
public Color? TextStrokeColor { init => _style = StyleAccumulator.Add(_style, StyleField.TextStrokeColor, value, StyleValue.FromColor); }
public Length? TextStrokeWidth { init => _style = StyleAccumulator.Add(_style, StyleField.TextStrokeWidth, value); }
public TextTransform? TextTransform { init => _style = StyleAccumulator.Add(_style, StyleField.TextTransform, value, StyleValue.FromTextTransform); }
public Length? TextUnderlineOffset { init => _style = StyleAccumulator.Add(_style, StyleField.TextUnderlineOffset, value); }
public Goo.PanelTransform? Transform { init => _style = StyleAccumulator.Add(_style, StyleField.Transform, value, StyleValue.FromPanelTransform); }
public WhiteSpace? WhiteSpace { init => _style = StyleAccumulator.Add(_style, StyleField.WhiteSpace, value, StyleValue.FromWhiteSpace); }
public WordBreak? WordBreak { init => _style = StyleAccumulator.Add(_style, StyleField.WordBreak, value, StyleValue.FromWordBreak); }
public Length? WordSpacing { init => _style = StyleAccumulator.Add(_style, StyleField.WordSpacing, value); }
public Color? HoverBackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.HoverBackgroundColor, value, StyleValue.FromColor); }
public Color? ActiveBackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.ActiveBackgroundColor, value, StyleValue.FromColor); }
public Color? FocusBackgroundColor { init => _style = StyleAccumulator.Add(_style, StyleField.FocusBackgroundColor, value, StyleValue.FromColor); }
public Color? HoverFontColor { init => _style = StyleAccumulator.Add(_style, StyleField.HoverFontColor, value, StyleValue.FromColor); }
public Color? ActiveFontColor { init => _style = StyleAccumulator.Add(_style, StyleField.ActiveFontColor, value, StyleValue.FromColor); }
public Color? FocusFontColor { init => _style = StyleAccumulator.Add(_style, StyleField.FocusFontColor, value, StyleValue.FromColor); }
public int? TransitionMs { init => _style = StyleAccumulator.Add(_style, StyleField.TransitionMs, value); }
}
using System;
using System.Linq;
using Sandbox;
namespace Editor.TerrainConvert;
/// <summary>
/// Which source channel to read the height value from.
/// </summary>
public enum HeightChannel
{
/// <summary> Red channel only. Standard for grayscale heightmaps. </summary>
Red,
Green,
Blue,
Alpha,
/// <summary> Rec.709 weighted luminance of RGB. </summary>
Luminance,
/// <summary> Average of the RGB channels. </summary>
Average,
/// <summary> The largest of the RGB channels. </summary>
Max,
}
/// <summary>
/// Bit depth of the output .raw file. s&box terrain stores heights as 16-bit,
/// so 16-bit is recommended for the best precision.
/// </summary>
public enum HeightBitDepth
{
/// <summary> 16-bit per height sample (recommended). 2 bytes per pixel. </summary>
Bit16,
/// <summary> 8-bit per height sample. 1 byte per pixel. </summary>
Bit8,
}
/// <summary>
/// How the source values are remapped into the 0..1 height range before quantizing.
/// </summary>
public enum HeightNormalize
{
/// <summary> Use values as-is, clamped to 0..1. </summary>
Clamp,
/// <summary> Stretch the min..max range of the image to fill 0..1 (good for HDR/EXR). </summary>
MinMaxStretch,
}
/// <summary>
/// Byte order of multi-byte (16-bit) samples in the output file.
/// </summary>
public enum HeightByteOrder
{
/// <summary> Little-endian. What the s&box terrain importer reads by default ("Windows"). </summary>
LittleEndian,
/// <summary> Big-endian ("Mac"). </summary>
BigEndian,
}
/// <summary>
/// Settings for converting an image into a terrain heightmap .raw file.
/// </summary>
public class HeightmapConvertSettings
{
/// <summary>
/// Which channel of the source image holds the height. Most heightmaps are
/// grayscale, where every channel is identical - <see cref="HeightChannel.Red"/> works for those.
/// </summary>
[Property]
public HeightChannel Channel { get; set; } = HeightChannel.Red;
/// <summary>
/// 16-bit gives the smoothest terrain and matches what s&box stores internally.
/// </summary>
[Property]
public HeightBitDepth BitDepth { get; set; } = HeightBitDepth.Bit16;
/// <summary>
/// Output heightmaps are always square. If 0, the smaller of the source
/// dimensions is used. The image is resampled to this resolution.
/// </summary>
[Property, Range( 0, 8192 )]
public int Resolution { get; set; } = 0;
/// <summary>
/// Round the output resolution down to the nearest power of two (e.g 1024, 2048).
/// The terrain system expects power-of-two heightmaps, so leave this on.
/// </summary>
[Property]
public bool PowerOfTwo { get; set; } = true;
/// <summary>
/// How source values are mapped to the height range. Use <see cref="HeightNormalize.MinMaxStretch"/>
/// for HDR images that don't already fill 0..1.
/// </summary>
[Property]
public HeightNormalize Normalize { get; set; } = HeightNormalize.Clamp;
/// <summary>
/// Flip the image vertically. Image and terrain coordinate origins often differ;
/// toggle this if your terrain comes out mirrored north/south.
/// </summary>
[Property]
public bool FlipVertical { get; set; } = false;
/// <summary>
/// Invert the heights (high becomes low). Useful for depth/inverted maps.
/// </summary>
[Property]
public bool Invert { get; set; } = false;
/// <summary>
/// Byte order of 16-bit samples. The s&box importer reads little-endian by default.
/// </summary>
[Property, ShowIf( nameof( BitDepth ), HeightBitDepth.Bit16 )]
public HeightByteOrder ByteOrder { get; set; } = HeightByteOrder.LittleEndian;
}
/// <summary>
/// Converts loaded images into raw single-channel heightmaps compatible with the
/// s&box terrain importer (square, 8 or 16 bit, raw samples with no header).
/// </summary>
public static class HeightmapConverter
{
/// <summary>
/// Convert a bitmap into a raw heightmap byte buffer.
/// </summary>
/// <param name="bitmap">Source image.</param>
/// <param name="settings">Conversion settings.</param>
/// <param name="resolution">The square resolution of the produced heightmap.</param>
/// <returns>Raw heightmap bytes ready to write to a .raw file.</returns>
public static byte[] Convert( Bitmap bitmap, HeightmapConvertSettings settings, out int resolution )
{
ArgumentNullException.ThrowIfNull( bitmap );
ArgumentNullException.ThrowIfNull( settings );
var pixels = bitmap.GetPixels();
int count = bitmap.Width * bitmap.Height;
// Extract the chosen channel as a float per pixel, then run the shared pipeline.
var values = new float[count];
for ( int i = 0; i < count; i++ )
values[i] = SampleChannel( pixels[i], settings.Channel );
return BuildRaw( values, bitmap.Width, bitmap.Height, settings, out resolution );
}
/// <summary>
/// Convert a decoded EXR into a raw heightmap byte buffer, reading height from the
/// chosen channel (falling back to Y/R/first channel if the exact one is absent).
/// </summary>
public static byte[] Convert( ExrImage exr, HeightmapConvertSettings settings, out int resolution )
{
ArgumentNullException.ThrowIfNull( exr );
ArgumentNullException.ThrowIfNull( settings );
var values = SampleChannel( exr, settings.Channel );
return BuildRaw( values, exr.Width, exr.Height, settings, out resolution );
}
/// <summary>
/// Shared pipeline: resample a single-channel float plane to a square power-of-two,
/// normalize into 0..1, optionally invert, and quantize to raw bytes.
/// </summary>
static byte[] BuildRaw( float[] values, int srcWidth, int srcHeight, HeightmapConvertSettings settings, out int resolution )
{
resolution = ResolveResolution( srcWidth, srcHeight, settings );
// Bilinear resample to a square of the target resolution, working entirely in float
// so we don't lose precision on high bit-depth / HDR sources. Resampling produces a
// fresh array; otherwise clone so the in-place normalize/invert never mutates a
// caller-owned buffer (e.g. an EXR's cached channel plane).
values = srcWidth != resolution || srcHeight != resolution
? ResampleBilinear( values, srcWidth, srcHeight, resolution, resolution )
: (float[])values.Clone();
ApplyNormalize( values, settings.Normalize );
if ( settings.Invert )
{
for ( int i = 0; i < values.Length; i++ )
values[i] = 1f - values[i];
}
return Quantize( values, resolution, settings );
}
static float[] ResampleBilinear( float[] src, int srcW, int srcH, int dstW, int dstH )
{
var dst = new float[dstW * dstH];
for ( int y = 0; y < dstH; y++ )
{
float fy = dstH > 1 ? (float)y / (dstH - 1) * (srcH - 1) : 0f;
int y0 = (int)fy;
int y1 = Math.Min( y0 + 1, srcH - 1 );
float ty = fy - y0;
for ( int x = 0; x < dstW; x++ )
{
float fx = dstW > 1 ? (float)x / (dstW - 1) * (srcW - 1) : 0f;
int x0 = (int)fx;
int x1 = Math.Min( x0 + 1, srcW - 1 );
float tx = fx - x0;
float top = MathX.Lerp( src[y0 * srcW + x0], src[y0 * srcW + x1], tx );
float bottom = MathX.Lerp( src[y1 * srcW + x0], src[y1 * srcW + x1], tx );
dst[y * dstW + x] = MathX.Lerp( top, bottom, ty );
}
}
return dst;
}
static float[] SampleChannel( ExrImage exr, HeightChannel channel )
{
// For multi-channel EXRs, blend RGB the same way the bitmap path does. For the
// common single-channel (Y) heightmap, every option resolves to that one plane.
switch ( channel )
{
case HeightChannel.Red: return exr.GetHeightChannel( "R" );
case HeightChannel.Green: return exr.GetHeightChannel( "G" );
case HeightChannel.Blue: return exr.GetHeightChannel( "B" );
case HeightChannel.Alpha: return exr.GetHeightChannel( "A" );
}
var r = exr.GetChannel( "R" );
var g = exr.GetChannel( "G" );
var b = exr.GetChannel( "B" );
// No RGB set - it's a luminance/single-channel image, use it directly.
if ( r is null || g is null || b is null )
return exr.GetHeightChannel();
var outv = new float[r.Length];
for ( int i = 0; i < outv.Length; i++ )
{
outv[i] = channel switch
{
HeightChannel.Luminance => 0.2126f * r[i] + 0.7152f * g[i] + 0.0722f * b[i],
HeightChannel.Average => (r[i] + g[i] + b[i]) / 3f,
HeightChannel.Max => Math.Max( r[i], Math.Max( g[i], b[i] ) ),
_ => r[i],
};
}
return outv;
}
static int ResolveResolution( int width, int height, HeightmapConvertSettings settings )
{
int res = settings.Resolution > 0 ? settings.Resolution : Math.Min( width, height );
if ( settings.PowerOfTwo )
res = RoundDownToPowerOfTwo( res );
return Math.Clamp( res, 4, 16384 );
}
static float SampleChannel( Color c, HeightChannel channel ) => channel switch
{
HeightChannel.Red => c.r,
HeightChannel.Green => c.g,
HeightChannel.Blue => c.b,
HeightChannel.Alpha => c.a,
HeightChannel.Luminance => 0.2126f * c.r + 0.7152f * c.g + 0.0722f * c.b,
HeightChannel.Average => (c.r + c.g + c.b) / 3f,
HeightChannel.Max => Math.Max( c.r, Math.Max( c.g, c.b ) ),
_ => c.r,
};
static void ApplyNormalize( float[] values, HeightNormalize mode )
{
if ( mode == HeightNormalize.MinMaxStretch )
{
float min = values.Min();
float max = values.Max();
float range = max - min;
if ( range > 1e-6f )
{
for ( int i = 0; i < values.Length; i++ )
values[i] = (values[i] - min) / range;
return;
}
// Flat image - fall through to clamp.
}
for ( int i = 0; i < values.Length; i++ )
values[i] = Math.Clamp( values[i], 0f, 1f );
}
static byte[] Quantize( float[] values, int resolution, HeightmapConvertSettings settings )
{
bool flip = settings.FlipVertical;
if ( settings.BitDepth == HeightBitDepth.Bit8 )
{
var bytes = new byte[resolution * resolution];
for ( int y = 0; y < resolution; y++ )
{
int srcY = flip ? resolution - 1 - y : y;
for ( int x = 0; x < resolution; x++ )
{
float v = Math.Clamp( values[srcY * resolution + x], 0f, 1f );
bytes[y * resolution + x] = (byte)MathF.Round( v * byte.MaxValue );
}
}
return bytes;
}
else
{
bool little = settings.ByteOrder == HeightByteOrder.LittleEndian;
var bytes = new byte[resolution * resolution * 2];
for ( int y = 0; y < resolution; y++ )
{
int srcY = flip ? resolution - 1 - y : y;
for ( int x = 0; x < resolution; x++ )
{
float v = Math.Clamp( values[srcY * resolution + x], 0f, 1f );
ushort h = (ushort)MathF.Round( v * ushort.MaxValue );
int o = (y * resolution + x) * 2;
if ( little )
{
bytes[o] = (byte)(h & 0xFF);
bytes[o + 1] = (byte)(h >> 8);
}
else
{
bytes[o] = (byte)(h >> 8);
bytes[o + 1] = (byte)(h & 0xFF);
}
}
}
return bytes;
}
}
/// <summary>
/// Rounds a value down to the nearest power of two.
/// </summary>
public static int RoundDownToPowerOfTwo( int value )
{
if ( value < 1 ) return 1;
value |= value >> 1;
value |= value >> 2;
value |= value >> 4;
value |= value >> 8;
value |= value >> 16;
return value - (value >> 1);
}
}
using Sandbox.Citizen;
namespace ShrimpleCharacterController;
[Hide]
public sealed class ShrimpleFlyer : Component
{
[RequireComponent]
public ShrimpleCharacterController Controller { get; set; }
public GameObject Camera { get; set; }
[Property]
[Range(400f, 1600f)]
public float WalkSpeed { get; set; } = 800f;
[Property]
[Range(800f, 4000f)]
public float RunSpeed { get; set; } = 2400f;
public Angles EyeAngles { get; set; }
protected override void OnStart()
{
base.OnStart();
Camera = new GameObject(true, "Camera");
Camera.SetParent(GameObject);
var cameraComponent = Camera.Components.Create<CameraComponent>();
cameraComponent.ZFar = 32768f;
}
protected override void OnFixedUpdate()
{
base.OnFixedUpdate();
var isDucking = Input.Down("Duck");
var isRunning = Input.Down("Run");
var ascending = Input.Down("Jump") ? 1f : 0f;
var descending = Input.Down("Duck") ? -1f : 0f;
var wishSpeed = isRunning ? RunSpeed : WalkSpeed;
var wishDirection = (Input.AnalogMove + Vector3.Up * (ascending + descending)).Normal * EyeAngles.ToRotation();
Controller.WishVelocity = wishDirection * wishSpeed;
Controller.Move();
}
protected override void OnUpdate()
{
base.OnUpdate();
EyeAngles += Input.AnalogLook;
EyeAngles = EyeAngles.WithPitch(MathX.Clamp(EyeAngles.pitch, -40f, 40f));
var cameraOffset = Vector3.Up * 70f + Vector3.Backward * 760f;
Camera.WorldRotation = EyeAngles.ToRotation();
Camera.LocalPosition = cameraOffset * Camera.WorldRotation;
}
}
using Sandbox;
using Editor;
namespace RedSnail.RoadTool.Editor;
/// <summary>
/// Create and manage road and road intersection.
/// </summary>
[Title("Create Road/Intersection")]
[Icon("roundabout_left")]
[Alias("intersection")]
[Group("1")]
[Order(0)]
public class IntersectionTool : EditorTool
{
public override void OnEnabled()
{
}
public override Widget CreateToolSidebar()
{
ToolSidebarWidget sidebar = new ToolSidebarWidget();
sidebar.AddTitle("Intersection", "roundabout_left");
Layout group = sidebar.AddGroup("Create");
Layout row = Layout.Row();
IconButton road = sidebar.CreateButton("Create Road", "route", null, CreateRoad, true, row);
IconButton inter = sidebar.CreateButton("Create Intersection", "roundabout_left", null, CreateIntersection, true, row);
row.Spacing = 5;
row.AddStretchCell();
group.Add(row);
sidebar.Layout.Add(group);
sidebar.Layout.AddStretchCell();
return sidebar;
}
private static void CreateRoad()
{
GameObject go = SceneEditorSession.Active.Scene.CreateObject();
go.Name = "Road";
go.AddComponent<RoadComponent>();
}
private static void CreateIntersection()
{
GameObject go = SceneEditorSession.Active.Scene.CreateObject();
go.Name = "Road Intersection";
go.AddComponent<RoadIntersectionComponent>();
}
}
using System;
using System.Linq;
using Sandbox;
namespace RedSnail.RoadTool;
public partial class RoadIntersectionComponent
{
[Property, Feature("Terrain", Icon = "landscape", Tint = EditorTint.Green), Hide]
private Terrain TerrainTarget { get; set; }
[Property, Feature("Terrain"), Range(0f, 2000f)]
public float TerrainFalloffRadius { get; set; } = 500f;
[Property, Feature("Terrain"), Range(-10f, 10f)]
public float TerrainHeightOffset { get; set; } = 0f;
[Property, Feature("Terrain"), Range(0f, 100f)]
public float TerrainRoadInset { get; set; } = 10f;
[Property, Feature("Terrain"), Group("Texture"), Range(100f, 1000f)]
public float TerrainEdgeRadius { get; set; } = 500f;
[Property, Feature("Terrain"), Group("Texture")]
public TerrainTextureLayer TerrainTargetLayer { get; set; } = TerrainTextureLayer.Overlay;
[Property, Feature("Terrain"), Group("Texture"), Range(0f, 1f)]
public float TerrainTextureNoise { get; set; } = 0.2f;
[Property, Feature("Terrain"), Group("Texture")]
public TerrainMaterial[] TerrainEdgeMaterials { get; set; } = Array.Empty<TerrainMaterial>();
[Property, Feature("Terrain"), Group("Texture")]
public Gradient TerrainEdgeBlendGradient = new Gradient(
new Gradient.ColorFrame(0, Color.White),
new Gradient.ColorFrame(1, Color.White.WithAlpha(0f))
);
[Button("Apply to the Ground"), Feature("Terrain")]
private void ApplyTerrainToGround()
{
if (!Scene.IsEditor)
return;
AdaptTerrainToIntersection();
}
public void AdaptTerrainToIntersection()
{
if (!TerrainTarget.IsValid())
{
// Always take the closest terrain
TerrainTarget = Scene.GetAllComponents<Terrain>().OrderBy(x => x.WorldPosition.DistanceSquared(WorldPosition)).FirstOrDefault();
}
if (!TerrainTarget.IsValid())
{
Log.Warning("RoadTool: No Terrain found in scene.");
return;
}
var storage = TerrainTarget.Storage;
if (storage == null || storage.HeightMap == null) return;
// 1. Setup Parameters
int resolution = storage.Resolution;
float terrainSize = storage.TerrainSize;
float terrainMaxHeight = storage.TerrainHeight;
float halfSize = terrainSize * 0.5f;
// Calculate bounds including falloff
float boundSize = (Shape == IntersectionShape.Rectangle ? Math.Max(Width, Length) * 0.5f : Radius) + TerrainFalloffRadius;
BBox worldBounds = new BBox(WorldPosition - new Vector3(boundSize), WorldPosition + new Vector3(boundSize));
var heightMap = storage.HeightMap;
// Capture initial state for Undo
bool hasModified = false;
// Initialize buffers for height calculation
var updatedHeights = new float[heightMap.Length];
var bestDistance = new float[heightMap.Length];
for (int i = 0; i < heightMap.Length; i++)
{
// Decode: Map [0..1] ushort to [0 .. MaxHeight] to match RoadComponent
updatedHeights[i] = (heightMap[i] / (float)ushort.MaxValue) * terrainMaxHeight;
bestDistance[i] = float.MaxValue;
}
BuildRectangleExitCorridors();
// 2. Grid Traversal
for (int ix = 0; ix < resolution; ix++)
{
for (int iy = 0; iy < resolution; iy++)
{
// 1. Adaptive coordinate detection (Center vs Corner) matching RoadComponent
float nodeLocalX_corner = (ix / (float)(resolution - 1)) * terrainSize;
float nodeLocalY_corner = (iy / (float)(resolution - 1)) * terrainSize;
float nodeLocalX = nodeLocalX_corner;
float nodeLocalY = nodeLocalY_corner;
// Check if the intersection is in the centered range
var checkPos = TerrainTarget.Transform.World.PointToLocal(WorldPosition);
if (checkPos.x < 0f || checkPos.x > terrainSize || checkPos.y < 0f || checkPos.y > terrainSize)
{
nodeLocalX = nodeLocalX_corner - halfSize;
nodeLocalY = nodeLocalY_corner - halfSize;
}
Vector3 pixelWorldPos = TerrainTarget.Transform.World.PointToWorld(new Vector3(nodeLocalX, nodeLocalY, 0));
if (!worldBounds.Contains(pixelWorldPos)) continue;
int index = iy * resolution + ix;
// 2. Distance to intersection shape
Vector3 relativePos = WorldTransform.PointToLocal(pixelWorldPos);
float distance = GetDistanceToIntersectionShape(relativePos.WithZ(0));
if (distance > TerrainFalloffRadius) continue;
// 3. Target height matching RoadComponent (0 to MaxHeight range)
Vector3 intersectionLocalPos = TerrainTarget.Transform.World.PointToLocal(WorldPosition);
float roadSurfaceHeight = Math.Clamp(intersectionLocalPos.z + TerrainHeightOffset, 0f, terrainMaxHeight);
float roadInsetHeight = Math.Clamp(roadSurfaceHeight - TerrainRoadInset, 0f, terrainMaxHeight);
float currentPixelHeight = (heightMap[index] / (float)ushort.MaxValue) * terrainMaxHeight;
float candidateHeight;
if (distance <= 0) // Inside the intersection — sink terrain below road to prevent Z-fighting
{
candidateHeight = roadInsetHeight;
}
else if (SidewalkWidth > 0f && distance <= SidewalkWidth) // Sidewalk ring — flush with road surface
{
candidateHeight = roadSurfaceHeight;
}
else // Falloff — blend from surface/inset back to original terrain
{
float transitionStart = SidewalkWidth > 0f ? SidewalkWidth : 0f;
float transitionBaseHeight = SidewalkWidth > 0f ? roadSurfaceHeight : roadInsetHeight;
float t = Math.Clamp((distance - transitionStart) / TerrainFalloffRadius, 0f, 1f);
float smoothT = t * t * (3f - 2f * t);
candidateHeight = MathX.Lerp(transitionBaseHeight, currentPixelHeight, smoothT);
}
if (distance < bestDistance[index])
{
bestDistance[index] = distance;
updatedHeights[index] = candidateHeight;
hasModified = true;
}
}
}
if (hasModified)
{
// 4. Final encoding to ushort (Mapping back to 0..1 without the 0.5 offset)
for (int i = 0; i < heightMap.Length; i++)
{
heightMap[i] = (ushort)MathF.Round(Math.Clamp(updatedHeights[i], 0f, terrainMaxHeight) / terrainMaxHeight * ushort.MaxValue);
}
storage.HeightMap = heightMap;
storage.StateHasChanged();
TerrainTarget.Create();
}
}
public void PaintTerrainToIntersection()
{
if (!TerrainTarget.IsValid() || TerrainEdgeMaterials == null || TerrainEdgeMaterials.Length == 0) return;
var storage = TerrainTarget.Storage;
if (storage == null || storage.ControlMap == null) return;
int resolution = storage.Resolution;
float terrainSize = storage.TerrainSize;
float halfSize = terrainSize * 0.5f;
// Identify all material indices in the terrain storage
bool materialsAdded = false;
var materialIndices = new int[TerrainEdgeMaterials.Length];
for (int m = 0; m < TerrainEdgeMaterials.Length; m++)
{
if (TerrainEdgeMaterials[m] == null) continue;
int idx = storage.Materials.IndexOf(TerrainEdgeMaterials[m]);
if (idx == -1)
{
storage.Materials.Add(TerrainEdgeMaterials[m]);
idx = storage.Materials.Count - 1;
materialsAdded = true;
}
if (idx > 31)
{
Log.Error($"RoadTool: Terrain has too many materials ({idx}). Material '{TerrainEdgeMaterials[m].ResourceName}' cannot be painted.");
idx = 0;
}
materialIndices[m] = idx;
}
if (materialsAdded)
{
storage.StateHasChanged();
TerrainTarget.Create();
}
float boundSize = (Shape == IntersectionShape.Rectangle ? Math.Max(Width, Length) * 0.5f : Radius) + TerrainEdgeRadius; // This line is unchanged
BBox worldBounds = new BBox(WorldPosition - new Vector3(boundSize), WorldPosition + new Vector3(boundSize)); // This line is unchanged
BuildRectangleExitCorridors();
var controlMap = storage.ControlMap;
bool hasModified = false;
for (int ix = 0; ix < resolution; ix++)
{
for (int iy = 0; iy < resolution; iy++)
{
float nodeLocalX = (ix / (float)(resolution - 1)) * terrainSize;
float nodeLocalY = (iy / (float)(resolution - 1)) * terrainSize;
var checkPos = TerrainTarget.Transform.World.PointToLocal(WorldPosition);
if (checkPos.x < 0f || checkPos.x > terrainSize || checkPos.y < 0f || checkPos.y > terrainSize)
{
nodeLocalX -= halfSize;
nodeLocalY -= halfSize;
}
Vector3 pixelWorldPos = TerrainTarget.Transform.World.PointToWorld(new Vector3(nodeLocalX, nodeLocalY, 0));
if (!worldBounds.Contains(pixelWorldPos)) continue;
Vector3 relativePos = WorldTransform.PointToLocal(pixelWorldPos);
float distance = GetDistanceToIntersectionShape(relativePos.WithZ(0));
if (distance > TerrainEdgeRadius) continue;
int index = iy * resolution + ix;
float t = Math.Clamp(distance / TerrainEdgeRadius, 0f, 1f);
float blendStrength = TerrainEdgeBlendGradient.Evaluate(t).a;
if (blendStrength > 0.01f)
{
// Add deterministic noise to blend textures together (Dithering)
float pixelNoise = ((float)((index * 1103515245 + 12345) & 0x7FFFFFFF) / 0x7FFFFFFF) * TerrainTextureNoise - (TerrainTextureNoise * 0.5f);
float noisyT = Math.Clamp(t + pixelNoise, 0f, 1f);
float noisyDistance = distance + (pixelNoise * TerrainEdgeRadius);
int materialIndex;
if (noisyDistance <= 0)
{
materialIndex = materialIndices[0];
}
else
{
int edgeMatCount = materialIndices.Length - 1;
// Using noisyT for index selection
int edgeIdx = edgeMatCount > 0 ? Math.Clamp((int)(noisyT * edgeMatCount), 0, edgeMatCount - 1) + 1 : 0;
materialIndex = materialIndices[edgeIdx];
}
uint packed = controlMap[index];
var mat = new CompactTerrainMaterial(packed);
if (TerrainTargetLayer == TerrainTextureLayer.Base)
{
mat.BaseTextureId = (byte)materialIndex;
mat.BlendFactor = (byte)MathX.Lerp(mat.BlendFactor, 0, blendStrength);
}
else
{
// Otherwise, we place it in Overlay and increase the BlendFactor to display it
mat.OverlayTextureId = (byte)materialIndex;
mat.BlendFactor = (byte)MathX.Lerp(mat.BlendFactor, 255, blendStrength);
}
controlMap[index] = mat.Packed;
hasModified = true;
}
}
}
if (hasModified)
{
storage.ControlMap = controlMap;
storage.StateHasChanged();
TerrainTarget.SyncGPUTexture();
}
}
// Per-opening exit corridors in local space, rebuilt once per flatten so the per-pixel distance test stays cheap.
// Each entry is an opening's road-edge centre, its outward direction, its lateral direction, and half its width.
private (Vector3 Center, Vector3 Outward, Vector3 Lateral, float Half)[] m_RectangleExitCorridors = Array.Empty<(Vector3, Vector3, Vector3, float)>();
private void BuildRectangleExitCorridors()
{
if (Shape != IntersectionShape.Rectangle)
{
m_RectangleExitCorridors = Array.Empty<(Vector3, Vector3, Vector3, float)>();
return;
}
EnsureRectangleExits();
m_RectangleExitCorridors = Exits
.Where(exit => exit != null)
.Select(exit =>
{
Transform t = GetRectangleExitLocalTransform(exit.Side, false, exit.Offset);
return (t.Position, t.Rotation.Forward, t.Rotation.Right, exit.Width * 0.5f);
})
.ToArray();
}
private float GetDistanceToIntersectionShape(Vector3 localPixelPos)
{
if (Shape == IntersectionShape.Rectangle)
{
float hl = Length * 0.5f;
float hw = Width * 0.5f;
float dx = MathF.Max(MathF.Abs(localPixelPos.x) - hl, 0);
float dy = MathF.Max(MathF.Abs(localPixelPos.y) - hw, 0);
float dist = MathF.Sqrt(dx * dx + dy * dy);
// Treat each open exit's corridor as inside, so terrain doesn't poke up through a road opening. A corridor is
// the band beyond an opening's road edge (outward) and within that opening's width (lateral) — one per opening.
if (dist > 0)
{
foreach (var corridor in m_RectangleExitCorridors)
{
Vector3 toPixel = localPixelPos - corridor.Center;
if (Vector3.Dot(toPixel, corridor.Outward) >= 0.0f && MathF.Abs(Vector3.Dot(toPixel, corridor.Lateral)) <= corridor.Half)
return 0;
}
}
return dist;
}
// Circle
float radDist = MathF.Max(localPixelPos.WithZ(0).Length - Radius, 0);
if (radDist > 0 && CircleExits != null && CircleExits.Length > 0)
{
Vector3 pixelDir = localPixelPos.WithZ(0);
if (pixelDir.LengthSquared > 0.0001f)
pixelDir = pixelDir.Normal;
foreach (var exit in CircleExits)
{
// Use dot product to stay independent of angle conventions
Vector3 exitDir = Rotation.FromYaw(exit.AngleDegrees).Forward;
float cosHalfAngle = MathF.Cos(MathF.Atan(exit.RoadWidth / Radius));
if (Vector3.Dot(pixelDir, exitDir) >= cosHalfAngle)
return 0;
}
}
return radDist;
}
}
using System;
using System.Collections.Generic;
using Sandbox;
namespace RedSnail.RoadTool;
public partial class RoadIntersectionComponent
{
/// <summary>
/// A single drivable exit of an intersection, expressed in world space.
/// <see cref="Transform"/>.Forward points outward (away from the intersection), matching the snap targets.
/// </summary>
public readonly struct TrafficExit
{
public Transform Transform { get; init; }
public float RoadWidth { get; init; }
}
/// <summary>
/// When enabled, this intersection is ignored by the traffic system: vehicles will not route through it.
/// </summary>
[Property, Feature("General"), Category("Traffic"), Order(2)] public bool ExcludeTraffic { get; set; } = false;
/// <summary>Speed limit for traffic crossing this intersection, in km/h.</summary>
[Property, Feature("General"), Category("Traffic"), Order(2), Range(5.0f, 130.0f)] public float SpeedLimit { get; set; } = 30.0f;
/// <summary>
/// Enumerates every active exit of this intersection (rectangle or circle) as a world transform plus road width.
/// These are the same outer-edge positions that <see cref="SnapNearbyRoads"/> snaps roads to, so the traffic
/// graph can match road endpoints against them by proximity.
/// </summary>
public List<TrafficExit> GetTrafficExits()
{
var exits = new List<TrafficExit>();
if (Shape == IntersectionShape.Rectangle)
{
EnsureRectangleExits();
foreach (var exit in Exits)
{
if (exit is null)
continue;
exits.Add(new TrafficExit
{
Transform = GetRectangleExitTransform(exit.Side, true, exit.Offset),
RoadWidth = exit.Width
});
}
}
else
{
var circleExits = CircleExits ?? Array.Empty<CircleExit>();
for (int i = 0; i < circleExits.Length; i++)
{
exits.Add(new TrafficExit
{
Transform = GetCircleExitTransform(i, true),
RoadWidth = circleExits[i].RoadWidth
});
}
}
return exits;
}
}
using System;
namespace RedSnail.RoadTool;
public partial class RoadIntersectionComponent
{
// Computes a quadratic Bezier control point at the intersection of the two tangent lines.
// Returns true if the lines intersect, false if parallel (in which case the midpoint is used as a fallback).
// The control distance along _StartTan is clamped to the chord length so asymmetric tangents (e.g. an
// off-grid exit angle whose disc tangent points well past the outer corner) don't drive the bezier past
// the outer endpoint — overshoot produces samples beyond the endpoint and flips downstream triangle winding.
private static bool TryBezierControl(Vector3 _Start, Vector3 _StartTan, Vector3 _End, Vector3 _EndTan, out Vector3 _Control)
{
float det = _StartTan.x * _EndTan.y - _EndTan.x * _StartTan.y;
if (MathF.Abs(det) < 0.0001f)
{
_Control = (_Start + _End) * 0.5f;
return false;
}
Vector3 d = _End - _Start;
float r = (d.x * _EndTan.y - _EndTan.x * d.y) / det;
float rMax = d.Length;
float rClamped = Math.Clamp(r, 0.0f, rMax);
_Control = _Start + rClamped * _StartTan;
return true;
}
private static Vector3 SampleQuadBezier(Vector3 _B0, Vector3 _B1, Vector3 _B2, float _T)
{
float u = 1.0f - _T;
return u * u * _B0 + 2.0f * u * _T * _B1 + _T * _T * _B2;
}
}
using System;
using Sandbox;
namespace RedSnail.RoadTool;
/// <summary>
/// A primitive control surface the traffic AI (<see cref="TrafficVehicle"/>) uses to drive ONE vehicle. It's a plain
/// bag of delegates — there is no interface for a vehicle controller to implement, and your vehicle code never needs
/// to reference this library.
///
/// The seam is filled in by whoever uses both this tool AND a vehicle controller — i.e. your GAME — via
/// <see cref="RoadManager.ResolveVehicleDriver"/>. The game maps whatever its controller looks like onto these few
/// delegates. Any field left null is simply skipped. The demo wires <see cref="DemoCarController"/> automatically.
/// </summary>
public sealed class RoadVehicleDriver
{
/// <summary>True while a player is at the wheel — the AI then hands this car over for good and never reclaims it.</summary>
public Func<bool> IsPlayerDriving;
/// <summary>The vehicle body's world velocity. The brain reads it to chase a target speed and to detect being jammed.</summary>
public Func<Vector3> Velocity;
/// <summary>Tell the controller whether the AI is currently driving this vehicle (vs parked / player-driven). Pushed every frame.</summary>
public Action<bool> SetAiControlled;
/// <summary>Push the AI's per-frame inputs: throttle and steer in [-1, 1] (steer + = left), plus handbrake.</summary>
public Action<float, float, bool> Drive;
/// <summary>Optional: max steering angle in degrees, used to widen the entity look-ahead toward where the car is turning.</summary>
public Func<float> MaxSteering;
}
#if DEBUG
using Sandbox.Reactivity.Internals;
using Sandbox.UI;
namespace Sandbox.Reactivity.Editor.Debugger;
// ReSharper disable once ClassNeverInstantiated.Global
[Dock("Editor", "Reactivity Debugger", "local_fire_department")]
internal sealed partial class DebuggerWidget : Widget
{
private readonly TreeView _tree;
public DebuggerWidget(Widget? parent)
: base(parent)
{
Layout = new Column
{
Spacing = 2,
Children =
[
new Widget
{
Layout = new Row
{
Spacing = 2,
Children =
[
// TODO: search bar
new Widget
{
HorizontalSizeMode = SizeMode.Flexible,
},
new Widget
{
BackgroundColor = Theme.ControlBackground,
BorderRadius = Theme.ControlRadius,
Layout = new Row
{
Children =
[
new ToolButton("Settings", "more_vert", this)
{
MouseLeftPress = () => Settings<DebuggerWidget>.OpenContextMenu(this),
},
],
},
},
],
},
},
new Widget
{
BackgroundColor = Theme.ControlBackground,
BorderRadius = Theme.ControlRadius,
Layout = new Column
{
Children =
[
_tree = new TreeView
{
Margin = new Margin(8, 0),
SelectionOverride = () => EditorUtility.InspectorObject,
},
],
},
},
],
};
Effect.OnEffectRootCreated += OnEffectRootCreated;
}
public override void OnDestroyed()
{
foreach (var item in _tree.Items) // .Items makes a copy
{
if (item is EffectTreeNode node)
{
node.Dispose();
}
}
_tree.Clear();
Effect.OnEffectRootCreated -= OnEffectRootCreated;
}
private void OnEffectRootCreated(Effect root)
{
if (root.IsDisposed)
{
// just in case - effects from other scenes (e.g. prefab editors) might cause this to happen
return;
}
if (!ShowUiEffects && root.Parent is IReactivePanel)
{
return;
}
if (!ShowGameplayEffects && root.Parent is (Component or GameObject) and not IReactivePanel)
{
return;
}
var node = new EffectTreeNode(root);
_tree.AddItem(node);
if (AutoExpand)
{
_tree.Open(node, true);
}
}
}
#endif
#if DEBUG
using Sandbox.Reactivity.Internals;
namespace Sandbox.Reactivity.Editor.Inspector;
internal class SerializedReactiveObjectProperty(IReactiveObject reactive) : SerializedProperty
{
protected readonly IReactiveObject ReactiveObject = reactive;
public override string Name { get; } = reactive.Name ?? "Reactive Object";
public override string DisplayName => Name;
public override Type PropertyType => ReactiveObject.GetType();
public override bool IsEditable => false;
public override bool IsValid => ReactiveObject is not Effect { IsDisposed: true } && base.IsValid;
public override void SetValue<T>(T value)
{
}
public override T GetValue<T>(T defaultValue = default!)
{
return ValueToType(ReactiveObject, defaultValue);
}
}
#endif
global using static Sandbox.Internal.GlobalGameNamespace;
global using Microsoft.AspNetCore.Components;
global using Microsoft.AspNetCore.Components.Rendering;
[assembly: global::System.Reflection.AssemblyMetadata( "AddonTitle", "Reactivity" )]
[assembly: global::System.Reflection.AssemblyMetadata( "AddonIdent", "reactivity" )]
[assembly: global::System.Reflection.AssemblyMetadata( "OrgIdent", "igor" )]
[assembly: global::System.Reflection.AssemblyMetadata( "Ident", "igor.reactivity" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineVersion", "26" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineMinorVersion", "1" )]
[assembly: System.Runtime.Versioning.TargetFramework( ".NETCoreApp,Version=v9.0", FrameworkDisplayName = ".NET 9.0" )]
[assembly: global::System.Reflection.AssemblyMetadata( "CompileTime", "2026-06-27T21:09:21.7423840Z" )]
[assembly: global::System.Reflection.AssemblyVersion("0.0.111.0")]
[assembly: global::System.Reflection.AssemblyFileVersion("0.0.111.0")]using System.Runtime.CompilerServices;
namespace Sandbox.Reactivity.Internals.Runtimes;
internal sealed class Runtime : IDisposable
{
/// <summary>
/// Effects that are waiting to run due to reactivity changes.
/// </summary>
private readonly Queue<Effect> _pendingEffects = new(16);
/// <summary>
/// How many effects have run during a flush operation.
/// </summary>
private uint _flushDepth;
/// <summary>
/// Whether pending effects are currently being run.
/// </summary>
private bool _isFlushing;
/// <summary>
/// The currently executing effect.
/// </summary>
public Effect? CurrentEffect { get; set; }
/// <summary>
/// The currently executing reaction.
/// </summary>
public IReaction? CurrentReaction { get; set; }
/// <summary>
/// A monotonically increasing counter that's incremented when an <see cref="IProducer" /> updates its current
/// value.
/// </summary>
public uint Version { get; set; } = 1;
/// <summary>
/// Whether dependency tracking is currently disabled.
/// </summary>
public bool IsUntracking { get; set; }
/// <summary>
/// Whether a flush was scheduled to run at the end of the frame.
/// </summary>
public bool IsFlushScheduled { get; private set; }
/// <summary>
/// Whether an effect is currently executing its teardown function. This is used by producers to skip any
/// recomputation when accessed to ensure the previous value is returned.
/// </summary>
public bool IsRunningTeardown { get; set; }
public void Dispose()
{
_pendingEffects.Clear();
CurrentEffect = null;
CurrentReaction = null;
Version = uint.MaxValue;
IsUntracking = true;
IsFlushScheduled = false;
_isFlushing = false;
}
/// <summary>
/// Returns the currently executing effect.
/// </summary>
/// <exception cref="InvalidOperationException">
/// Thrown if there is no effect that is currently executing.
/// </exception>
public Effect EnsureCurrentEffect([CallerMemberName] string name = "Effect")
{
return CurrentEffect ?? throw new InvalidOperationException(name + " must be created in an effect root");
}
public void ScheduleEffect(Effect effect)
{
_pendingEffects.Enqueue(effect);
if (!IsFlushScheduled && !_isFlushing)
{
IsFlushScheduled = true;
}
}
/// <summary>
/// Empties the queue of effects that are scheduled to run due to one of their dependencies changing. This should
/// only be run when you want an effect to re-run immediately after changing a reactive value.
/// </summary>
public void Flush()
{
if (_isFlushing)
{
return;
}
_isFlushing = true;
IsFlushScheduled = false;
try
{
while (_pendingEffects.TryDequeue(out var effect))
{
if (_flushDepth++ > 1000)
{
_pendingEffects.Clear();
_pendingEffects.TrimExcess(16);
#if DEBUG
var exception = new InfiniteLoopException(_effectExecutions);
OnFlushInfiniteLoop?.Invoke(exception);
throw exception;
#else
throw new InfiniteLoopException();
#endif
}
if (effect.ShouldRun)
{
effect.Run();
#if DEBUG
_effectExecutions[effect] = _effectExecutions.GetValueOrDefault(effect) + 1;
#endif
}
}
}
finally
{
_flushDepth = 0;
_isFlushing = false;
#if DEBUG
_effectExecutions.Clear();
#endif
}
}
#if DEBUG
/// <summary>
/// Which effects have executing during the current flush, and how many times they've executed.
/// </summary>
private readonly Dictionary<Effect, int> _effectExecutions = [];
/// <summary>
/// Called when an infinite loop occurred during a flush.
/// </summary>
public static event Action<InfiniteLoopException>? OnFlushInfiniteLoop;
#endif
}
#if SANDBOX
using System.Diagnostics;
using Sandbox.Reactivity.Internals;
using Sandbox.UI;
using static Sandbox.Reactivity.Reactive;
#if JETBRAINS_ANNOTATIONS
using JetBrains.Annotations;
#endif
namespace Sandbox.Reactivity;
/// <summary>
/// The reactive counterpart to <see cref="Panel" /> that allows usage of reactive properties.
/// </summary>
/// <remarks>
/// Make sure you set up an effect root using <see cref="PanelRoot" /> at the top of your razor markup:
/// <code>
/// @{ using var _ = PanelRoot(); }
/// </code>
/// Engine limitations prevent this from being done automatically.
/// </remarks>
#if JETBRAINS_ANNOTATIONS
[PublicAPI]
#endif
public class ReactivePanel : Panel, IReactivePropertyContainer, IReactivePanel
{
private Effect? _effectRoot;
private Effect? _renderEffectRoot;
private int _version;
public ReactivePanel()
{
var parent = Runtime.CurrentEffect;
_effectRoot = new Effect([StackTraceHidden] [DebuggerStepThrough]() =>
{
OnActivate();
return null;
},
parent,
false);
_effectRoot.SetDebugInfo(DisplayInfo.For(this).Name,
DisplayInfo.For(this).Icon,
new CallLocation(GetType(), nameof(OnActivate)),
parent ?? (object?)this);
_effectRoot.Run();
}
Effect? IReactivePanel.RenderEffectRoot
{
get => _renderEffectRoot;
set => _renderEffectRoot = value;
}
int IReactivePanel.Version
{
get => _version;
set => _version = value;
}
Dictionary<int, IProducer> IReactivePropertyContainer.Producers { get; } = [];
protected ReactivePanelScope PanelRoot()
{
return new ReactivePanelScope(this);
}
public sealed override void Delete(bool immediate = false)
{
_renderEffectRoot?.Dispose();
_renderEffectRoot = null;
_effectRoot?.Dispose();
_effectRoot = null;
base.Delete(immediate);
}
protected sealed override int BuildHash()
{
return _version;
}
/// <summary>
/// Called inside an effect root when this panel is instantiated, allowing for effects to be created. When this
/// panel is deleted, the effect root (and all of its descendants) are disposed.
/// </summary>
protected virtual void OnActivate()
{
}
}
#endif
#if SANDBOX
using Sandbox.Reactivity.Internals;
#if JETBRAINS_ANNOTATIONS
using JetBrains.Annotations;
#endif
// we can't wrap the BuildRenderTree method for razor components, so we need something that can set up the proper
// scope inside the markup itself
namespace Sandbox.Reactivity;
/// <summary>
/// A disposable that's used to enable reactivity for a <see cref="ReactivePanelComponent" /> or
/// <see cref="ReactivePanel" /> during rendering.
/// </summary>
#if JETBRAINS_ANNOTATIONS
[PublicAPI]
#endif
public readonly ref struct ReactivePanelScope : IDisposable
{
private readonly Effect.ExecutionScope _executionScope;
internal ReactivePanelScope(IReactivePanel panel)
{
if (panel.RenderEffectRoot is { } previousRoot)
{
// don't teardown previous root since we're already building the render tree by this point
previousRoot.Dispose(false);
}
// nested panels don't render immediately when a containing panel's tree is rendering, so the parent is
// always null anyway
var effectRoot = new Effect(null, null, true, () => panel.Version++);
effectRoot.SetDebugInfo(panel.GetType().ToSimpleString(false) + " (Render)",
panel is ReactivePanel ? "view_quilt" : "monitor",
new CallLocation(2),
panel is ReactivePanel reactive ? reactive.GameObject?.GetComponent<IReactivePanel>() : panel);
panel.RenderEffectRoot = effectRoot;
_executionScope = new Effect.ExecutionScope(effectRoot);
}
public void Dispose()
{
_executionScope.Dispose();
}
}
#endif
#if SANDBOX
namespace Sandbox.Reactivity.Internals;
/// <summary>
/// Maintains a list of types that are assignable to the given type.
/// </summary>
internal static class TypeHierarchy<T>
{
/// <summary>
/// All types that are assignable to <typeparamref name="T"/>.
/// </summary>
[SkipHotload]
// ReSharper disable once StaticMemberInGenericType
public static readonly IEnumerable<Type> Types;
static TypeHierarchy()
{
// since this is most likely going to be used for simple event types, we're going to assume that the hierarchy
// won't be very large and that checking a list would be faster than hashing for a set
var next = typeof(T);
var hierarchy = new List<Type>();
while (next != null)
{
hierarchy.Add(next);
foreach (var type in next.GetInterfaces())
{
if (!hierarchy.Contains(type))
{
hierarchy.Add(type);
}
}
next = next.BaseType;
if (next == typeof(object))
{
break;
}
}
Types = hierarchy;
}
}
#endif
#if JETBRAINS_ANNOTATIONS
#endif
namespace Sandbox.Reactivity;
/// <summary>
/// An object that contains a reactive value. Reading the value inside an effect will cause it to re-run when it
/// changes.
/// </summary>
/// <typeparam name="T">The type of value this object contains.</typeparam>
/// <remarks>
/// This can be used to abstract over a <see cref="State{T}" /> or <see cref="Derived{T}" /> as needed.
/// </remarks>
#if JETBRAINS_ANNOTATIONS
#endif
public interface IState<T>
{
/// <summary>
/// The current value.
/// </summary>
T Value { get; set; }
}
/// <inheritdoc cref="IState{T}" />
#if JETBRAINS_ANNOTATIONS
#endif
public interface IReadOnlyState<out T>
{
/// <inheritdoc cref="IState{T}.Value" />
T Value { get; }
}
using Sandbox;
using Sandbox.Volumes;
namespace RedSnail.WaterTool;
/// <summary>
/// Calms the water inside a volume: wave displacement (and the surface normals that
/// come from it) smoothly fade to flat. Affects every water surface — WaterQuad,
/// WaterBodyRenderer and WaterFlow — so it's the clean way to blend two of them
/// together. The classic use is a river mouth meeting an ocean: drop a calm volume
/// over the junction, set both surfaces to the same height there, and the wave
/// mismatch (ocean chop poking above the river, seams) disappears.
///
/// Purely visual — it doesn't touch buoyancy, swimming or the flow current.
/// </summary>
[Title("Water Calm Volume")]
[Category("Volumes")]
[Icon("water")]
public sealed class WaterCalmVolume : VolumeComponent, Component.ExecuteInEditor
{
// 0 = no effect, 1 = perfectly flat at the core. Lets a volume only partially
// settle the water if you want some residual motion.
[Property, Range(0.0f, 1.0f)] public float Strength { get; set; } = 1.0f;
// Fraction of the volume (from each face inward) over which the calming ramps in.
// 0 = hard edge (a visible crease), 1 = ramps all the way from the center.
[Property, Range(0.05f, 1.0f)] public float Falloff { get; set; } = 0.4f;
protected override void OnEnabled()
{
WaterManager.Current?.RefreshWaterCalmVolumesList();
}
protected override void OnDisabled()
{
WaterManager.Current?.RefreshWaterCalmVolumesList();
}
protected override void DrawGizmos()
{
base.DrawGizmos();
if (!Gizmo.IsSelected)
return;
// Faint fill so calm volumes read differently from exclusion volumes
BBox box = SceneVolume.GetBounds();
Gizmo.Draw.Color = Color.Cyan.WithAlpha(0.06f);
Gizmo.Draw.SolidBox(box);
}
public (Vector3 Center, Vector3 Forward, Vector3 Up, Vector3 HalfExtents) GetWorldOBB()
{
BBox local = SceneVolume.GetBounds();
Vector3 center = WorldTransform.PointToWorld(local.Center);
Vector3 halfExtents = local.Size * 0.5f;
return (center, WorldRotation.Forward, WorldTransform.Up, halfExtents);
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using Sandbox;
using Sandbox.Rendering;
using RenderStage = Sandbox.Rendering.Stage;
namespace RedSnail.WaterTool;
[Title("Water Manager")]
public partial class WaterManager : Component, Component.ExecuteInEditor, Component.DontExecuteOnServer, IHotloadManaged
{
private SceneCustomObject m_SceneObject;
[SkipHotload] public static WaterManager Current { get; private set; } = null;
[Property(Title = "Ocean"), Group("Profile"), Order(0)] public WaterDefinition OceanWaveProfile { get; set; }
[Property(Title = "Lake"), Group("Profile")] public WaterDefinition LakeWaveProfile { get; set; }
[Property(Title = "River"), Group("Profile")] public WaterDefinition RiverWaveProfile { get; set; }
[Property(Title = "Pool"), Group("Profile")] public WaterDefinition PoolWaveProfile { get; set; }
[Property(Title = "Custom"), Group("Profile")] public WaterDefinition CustomWaveProfile { get; set; }
[Property(Title = "Underwater Volume"), Group("Post Processing")] public PostProcessVolume UnderwaterPostProcessVolume { get; set; }
private ComputeShader m_ComputeShader;
// Double-buffered command lists. We BUILD into the disabled "back" list on the main
// thread (FinishUpdate); the camera EXECUTES the enabled "front" list on a render
// worker thread. Because the recorded list and the executing list are never the same
// instance in a frame, the engine never iterates a list while we're resetting it -
// which is the multithreaded "CommandList was null" crash. Both stay attached to the
// camera for its lifetime; each frame we just flip which one is Enabled.
private CommandList m_CommandList = new("Water Quads");
private Vector3 m_CameraPosition;
private WaterDefinition m_DefaultProfile;
private List<WaterQuad> Quads { get; } = [];
private List<WaterBodyRenderer> QuadRenderers { get; } = [];
public List<WaterBody> Bodies { get; } = [];
public List<WaterFlow> Flows { get; } = [];
public List<WaterExclusionVolume> ExclusionVolumes { get; } = [];
public List<HullWaterExclusionVolume> HullExclusionVolumes { get; } = [];
protected override void OnAwake()
{
Current = Scene.Get<WaterManager>();
m_ComputeShader = new ComputeShader("water_clipmap_cs");
m_DefaultProfile = new WaterDefinition();
}
protected override void OnEnabled()
{
m_SceneObject = new SceneCustomObject(Scene.SceneWorld)
{
RenderOverride = RenderAll,
Transform = new Transform(Vector3.Zero, Rotation.Identity),
Flags =
{
IsOpaque = false,
IsTranslucent = true,
WantsFrameBufferCopy = false,
WantsPrePass = false
}
};
Scene.Camera?.AddCommandList(m_CommandList, RenderStage.AfterTransparent);
RefreshWaterQuadsList();
RefreshWaterBodyRenderersList();
RefreshWaterBodiesList();
RefreshWaterExclusionVolumesList();
RefreshWaterHullExclusionVolumesList();
}
protected override void OnDisabled()
{
m_SceneObject?.Delete();
m_SceneObject = null;
m_RippleBuffer?.Dispose();
m_RippleBuffer = null;
ClearCalmVolumes();
Scene.Camera?.RemoveCommandList(m_CommandList);
}
void IHotloadManaged.Destroyed(Dictionary<string, object> _State)
{
_State["IsActive"] = Current == this;
}
void IHotloadManaged.Created(IReadOnlyDictionary<string, object> _State)
{
if (_State.GetValueOrDefault("IsActive") is true)
Current = this;
}
private void RenderAll(SceneObject _)
{
if (Graphics.LayerType != SceneLayerType.Translucent)
return;
m_CommandList.Reset();
bool hasAnythingToRender = false;
foreach (var renderer in QuadRenderers)
{
if (!renderer.IsValid() || !renderer.ParticipatesInRendering)
continue;
hasAnythingToRender = true;
renderer.RecordCompute(m_CommandList, m_ComputeShader, m_CameraPosition);
}
foreach (var quad in Quads)
{
if (!quad.IsValid() || !quad.ParticipatesInRendering)
continue;
hasAnythingToRender = true;
quad.RecordCompute(m_CommandList, m_ComputeShader, m_CameraPosition);
}
// Flows build their mesh on the CPU (no compute pass or barrier needed)
foreach (var flow in Flows)
{
if (!flow.IsValid() || !flow.ParticipatesInRendering)
continue;
hasAnythingToRender = true;
}
if (hasAnythingToRender)
{
foreach (var renderer in QuadRenderers)
{
if (!renderer.IsValid() || !renderer.ParticipatesInRendering)
continue;
renderer.BarrierTransition(m_CommandList);
}
foreach (var quad in Quads)
{
if (!quad.IsValid() || !quad.ParticipatesInRendering)
continue;
quad.BarrierTransition(m_CommandList);
}
m_CommandList.Attributes.GrabFrameTexture("FrameBufferCopyTexture");
foreach (var renderer in QuadRenderers)
{
if (!renderer.IsValid() || !renderer.ParticipatesInRendering)
continue;
renderer.Draw(m_CommandList);
}
foreach (var quad in Quads)
{
if (!quad.IsValid() || !quad.ParticipatesInRendering)
continue;
quad.Draw(m_CommandList);
}
foreach (var flow in Flows)
{
if (!flow.IsValid() || !flow.ParticipatesInRendering)
continue;
flow.Draw(m_CommandList);
}
}
}
protected override void OnUpdate()
{
// We've to make sure it's always correct while in the editor
// (S&box is a complete mess when it comes to managing a singleton properly on a component that execute in the editor, bcs its reference get constantly swapped between
// gameplay and editor, we've to do this non sense !)
if (Scene.IsEditor)
Current = Scene.Get<WaterManager>();
if (Game.IsPlaying)
{
m_CameraPosition = Scene.Camera?.WorldPosition ?? Vector3.Zero;
}
else
{
m_CameraPosition = Application.Editor.Camera.WorldPosition;
}
if (UnderwaterPostProcessVolume.IsValid())
UnderwaterPostProcessVolume.Enabled = IsPositionInsideAny(m_CameraPosition);
UpdateRipples();
UpdateCalmVolumes();
}
/// <summary>
/// We have to do all this non sense bcs using a Register/Unregister logic with OnEnabled/OnDisabled is a complete
/// mess to manage when we enter play mode/stop play mode in the editor, the references get duplicated etc... Otherwise we've to check by gameobject id...
/// It's just way too annoying, refreshing the whole list is safer and we're always sure to have the proper count of components
/// </summary>
public void RefreshWaterQuadsList()
{
if (!Scene.IsValid()) // S&box make this null while stopping play mode and entering back the editor mode (We need to guard this)
return;
Quads.Clear();
Quads.AddRange(Scene.GetAll<WaterQuad>());
}
public void RefreshWaterBodyRenderersList()
{
if (!Scene.IsValid()) // S&box make this null while stopping play mode and entering back the editor mode (We need to guard this)
return;
QuadRenderers.Clear();
QuadRenderers.AddRange(Scene.GetAll<WaterBodyRenderer>());
}
public void RefreshWaterBodiesList()
{
if (!Scene.IsValid()) // S&box make this null while stopping play mode and entering back the editor mode (We need to guard this)
return;
Bodies.Clear();
Bodies.AddRange(Scene.GetAll<WaterBody>());
}
public void RefreshWaterFlowsList()
{
if (!Scene.IsValid()) // S&box make this null while stopping play mode and entering back the editor mode (We need to guard this)
return;
Flows.Clear();
Flows.AddRange(Scene.GetAll<WaterFlow>());
}
public void RefreshWaterExclusionVolumesList()
{
if (!Scene.IsValid()) // S&box make this null while stopping play mode and entering back the editor mode (We need to guard this)
return;
ExclusionVolumes.Clear();
ExclusionVolumes.AddRange(Scene.GetAll<WaterExclusionVolume>());
}
public void RefreshWaterHullExclusionVolumesList()
{
if (!Scene.IsValid()) // S&box make this null while stopping play mode and entering back the editor mode (We need to guard this)
return;
HullExclusionVolumes.Clear();
HullExclusionVolumes.AddRange(Scene.GetAll<HullWaterExclusionVolume>());
}
private WaterDefinition GetWaveProfileForType(WaterBodyType waterType) => waterType switch
{
WaterBodyType.Ocean => OceanWaveProfile,
WaterBodyType.Lake => LakeWaveProfile,
WaterBodyType.River => RiverWaveProfile,
WaterBodyType.Pool => PoolWaveProfile,
_ => CustomWaveProfile
};
public static WaterDefinition GetWaveProfile(WaterBodyType _WaterType)
{
if (Current == null)
return null;
WaterDefinition profile = Current.GetWaveProfileForType(_WaterType);
if (profile.IsValid())
return profile;
Log.Warning("[WaterTool] No water profile found in the 'Water Manager', please add a water profile for the specified water type ! (Project Settings > Water Manager > 'Assign the profiles')");
return Current.m_DefaultProfile;
}
}
using System.Text.Json.Serialization;
namespace Grains.RazorDesigner.Document;
public sealed record CheckboxPayload : Payload
{
[JsonIgnore]
public override ControlType Kind => ControlType.Checkbox;
// Checkbox label text. Overrides Payload.Content (neutral default "").
public override string Content { get; init; } = "";
public override Length CheckboxSize { get; init; } = Length.Px( 16 );
}