A component for a flying character example. It creates a camera GameObject, reads input for movement and look, computes wish velocity (including ascend/descend) and applies it to a ShrimpleCharacterController, and updates camera transform and pitch clamping.
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;
}
}