FpsUI/FpsDemo.cs

Editor/demo support for an FPS HUD package. Implements timed synthetic behavior for various HUD widgets (health, stamina, ammo, crosshair, hitmarker, killfeed, XP, scoreboard) so the UI self-animates in the editor or demo mode.

using System;
using Sandbox;

namespace Goo.FpsUI;

// ============================================================================
//  ALL demo / self-preview behaviour for the FPS UI pack lives in this ONE file.
//
//  DELETE THIS FILE to remove demo functionality.
//  deleting this file makes every Demo inspector toggle disappear
// ============================================================================
static class FpsDemo
{
    static readonly string[] Names = { "Vex", "Korr", "Juno", "Rhys", "Mara", "Dane", "Iko", "Sol" };
    static readonly (int Amount, string Action)[] Grants =
    {
        (100, "Kill"), (125, "Headshot"), (50, "Assist"), (200, "Double Kill"), (25, "Hitmarker"),
    };

    public static void Health( HealthModel m, ref float t, float dt )  // bleed in chunks, big heal when low
    {
        t += dt;
        if ( t < 2.4f ) return;
        t = 0f;
        if ( m.Health <= m.MaxHealth * 0.3f ) m.Heal( m.MaxHealth * 0.65f );
        else m.Damage( m.MaxHealth * 0.22f );
    }

    public static void Stamina( StaminaModel m, ref float t, float dt )  // sprint on/off cycle
    {
        t += dt;
        if ( t >= 3.1f ) { t = 0f; m.SetSprinting( !m.Sprinting ); }
        if ( m.Stamina <= 0f ) m.SetSprinting( false );
    }

    public static void Ammo( AmmoModel m, ref float t, float dt )  // steady fire, auto-reload on empty
    {
        t += dt;
        if ( m.Reloading ) return;
        if ( m.Mag <= 0 ) { m.Reload(); return; }
        if ( t >= 0.18f ) { t = 0f; m.Fire(); }
    }

    public static void Crosshair( CrosshairModel m, ref float t, float dt )  // steady fire cadence
    {
        t += dt;
        if ( t >= 0.18f ) { t = 0f; m.Fire(); }
    }

    public static void Hitmarker( HitmarkerModel m, ref float t, float dt )  // periodic pop
    {
        t += dt;
        if ( t >= 0.5f ) { t = 0f; m.Pop( false ); }
    }

    public static void Killfeed( KillfeedModel m, ref float t, ref int pick, float dt )  // periodic fake kills
    {
        t += dt;
        if ( t < 2.2f ) return;
        t = 0f;
        string a = Names[pick % Names.Length];
        string v = Names[(pick + 3) % Names.Length];
        // Alternate teams, occasionally make the local player the killer so the preview shows both.
        bool youKill = pick % 3 == 0;
        KillTeam at = youKill || pick % 2 == 0 ? KillTeam.Friendly : KillTeam.Enemy;
        KillTeam vt = at == KillTeam.Friendly ? KillTeam.Enemy : KillTeam.Friendly;
        pick++;
        m.Add( a, at, v, vt, attackerLocal: youKill );
    }

    public static void Xp( XpModel m, ref float t, ref int pick, float dt )  // periodic grants
    {
        t += dt;
        if ( t < 1.6f ) return;
        t = 0f;
        var g = Grants[pick % Grants.Length];
        pick++;
        m.Add( g.Amount, g.Action );
    }

    public static void Scoreboard( ScoreboardModel m, ref float t, float dt )  // loop the clock, nudge scores, cycle variant
    {
        if ( m.TimeRemaining <= 0f ) m.TimeRemaining = 600f;
        t += dt;
        if ( t < 4f ) return;
        t = 0f;
        m.Mode = m.Mode switch
        {
            ScoreboardMode.Tdm        => ScoreboardMode.Domination,
            ScoreboardMode.Domination => ScoreboardMode.Ffa,
            _                         => ScoreboardMode.Tdm,
        };
        m.FriendlyScore = (m.FriendlyScore + 7) % (m.ScoreLimit + 1);
        m.EnemyScore    = (m.EnemyScore + 5) % (m.ScoreLimit + 1);
        m.PlayerScore  += 150;
        m.LeaderScore   = Math.Max( m.LeaderScore, m.PlayerScore ) + 50;
        for ( int i = 0; i < m.Points.Length; i++ )  // rotate cap ownership
            m.Points[i] = (CapOwner)(((int)m.Points[i] + 1) % 3);
    }
}

// ---- per-widget demo hooks (the [Property] Demo toggle + timers + StepDemo body) ----

public sealed partial class HealthWidget
{
    [Property] public bool Demo { get; set; } = true;  // self-animate in editor
    float _demoT;
    partial void StepDemo( float dt, ref bool active )
    {
        if ( !Demo ) return;
        active = true;
        FpsDemo.Health( _m, ref _demoT, dt );
    }
}

public sealed partial class StaminaWidget
{
    [Property] public bool Demo { get; set; } = true;  // self-animate in editor
    float _demoT;
    partial void StepDemo( float dt, ref bool active )
    {
        if ( !Demo ) return;
        active = true;
        FpsDemo.Stamina( _m, ref _demoT, dt );
    }
}

public sealed partial class AmmoWidget
{
    [Property] public bool Demo { get; set; } = true;  // self-fire in editor
    float _demoT;
    partial void StepDemo( float dt, ref bool active )
    {
        if ( !Demo ) return;
        active = true;
        FpsDemo.Ammo( _m, ref _demoT, dt );
    }
}

public sealed partial class CrosshairWidget
{
    [Property] public bool Demo { get; set; } = true;  // self-fire in editor
    float _demoT;
    partial void StepDemo( float dt, ref bool active )
    {
        if ( !Demo ) return;
        active = true;
        FpsDemo.Crosshair( _m, ref _demoT, dt );
    }
}

public sealed partial class HitmarkerWidget
{
    [Property] public bool Demo { get; set; } = true;  // periodic pop in editor
    float _demoT;
    partial void StepDemo( float dt, ref bool active )
    {
        if ( !Demo ) return;
        active = true;
        FpsDemo.Hitmarker( _m, ref _demoT, dt );
    }
}

public sealed partial class KillfeedWidget
{
    [Property] public bool Demo { get; set; } = true;  // fake kills in editor
    float _demoT;
    int _demoPick;
    partial void StepDemo( float dt, ref bool active )
    {
        if ( !Demo ) return;
        active = true;
        FpsDemo.Killfeed( _m, ref _demoT, ref _demoPick, dt );
    }
}

public sealed partial class XpWidget
{
    [Property] public bool Demo { get; set; } = true;  // fake grants in editor
    float _demoT;
    int _demoPick;
    partial void StepDemo( float dt, ref bool active )
    {
        if ( !Demo ) return;
        active = true;
        FpsDemo.Xp( _m, ref _demoT, ref _demoPick, dt );
    }
}

public sealed partial class ScoreboardWidget
{
    [Property] public bool Demo { get; set; } = true;  // self-animate in editor
    float _demoT;
    partial void StepDemo( float dt, ref bool active )
    {
        if ( !Demo ) return;
        active = true;
        FpsDemo.Scoreboard( _m, ref _demoT, dt );
    }
}

// ---- the assembled HUD: one coordinated synthetic firefight ----

public sealed partial class FpsHud
{
    [Property, Group( "General" )] public bool Demo { get; set; } = true;  // self-run a synthetic firefight in editor

    readonly Random _demoRng = new();
    float _hpT, _stT, _kfT, _xpT, _sbT;  // per-subsystem demo timers
    int _kfPick, _xpPick;                // demo name / grant cursors
    float _triggerT, _modeT;             // synthetic trigger square-wave + fire-mode cycle

    partial void StepDemo( float dt, ref bool active )
    {
        if ( !Demo ) return;
        active = true;

        // Cycle the fire mode every few seconds, then drive a synthetic trigger square-wave (held ~1s,
        // released ~0.4s) through the real fire control so each mode visibly fires differently.
        _modeT -= dt;
        if ( _modeT <= 0f ) { _modeT = 3.0f; CycleFireMode(); }
        _fire.Mode = FireMode; _fire.BurstCount = BurstCount; _fire.Rpm = RoundsPerMinute;
        _triggerT += dt;
        bool trigger = _triggerT % 1.4f < 1.0f;
        if ( !_ammo.Reloading )
        {
            if ( _ammo.Mag <= 0 ) _ammo.Reload();
            else if ( _fire.Tick( trigger, dt ) )
            {
                _ammo.Fire(); _crosshair.Fire();
                if ( _demoRng.NextSingle() < 0.5f ) _hitmarker.Pop( _demoRng.NextSingle() < 0.15f );
            }
        }

        FpsDemo.Health( _health, ref _hpT, dt );
        FpsDemo.Stamina( _stamina, ref _stT, dt );
        FpsDemo.Killfeed( _killfeed, ref _kfT, ref _kfPick, dt );
        FpsDemo.Xp( _xp, ref _xpT, ref _xpPick, dt );
        if ( ShowScoreboard ) FpsDemo.Scoreboard( _scoreboard, ref _sbT, dt );
    }
}