Merge branch 'main' into PlayerController
This commit is contained in:
commit
9daaade56a
|
@ -1,4 +1,4 @@
|
|||
Start in Fullscreen: false
|
||||
Starting Scene ID: 97158628
|
||||
Starting Scene ID: 86098106
|
||||
Window Size: {x: 1920, y: 1080}
|
||||
Window Title: SHADE Engine
|
|
@ -8578,6 +8578,7 @@
|
|||
Arm Length: 1
|
||||
Look At Camera Origin: true
|
||||
Target Offset: {x: 0, y: 0, z: 0}
|
||||
Camera Collision: true
|
||||
IsActive: true
|
||||
Scripts:
|
||||
- Type: SHADE_Scripting.ThirdPersonCamera
|
||||
|
|
|
@ -41,6 +41,12 @@ public partial class LeafAttack : BehaviourTreeNode
|
|||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||
|
||||
//Succeed when stand in hurt box for long enough
|
||||
object timeObj = GetNodeData("captureTimeLeft");
|
||||
if (timeObj == null)
|
||||
{
|
||||
return BehaviourTreeNodeStatus.FAILURE;
|
||||
}
|
||||
|
||||
float captureTime = (float)GetNodeData("captureTimeLeft");
|
||||
captureTime -= Time.DeltaTimeF;
|
||||
SetNodeData("captureTimeLeft", captureTime);
|
||||
|
|
|
@ -83,7 +83,13 @@ public partial class LeafPatrol : BehaviourTreeNode
|
|||
return;
|
||||
}
|
||||
|
||||
waypoints = (List<GameObject>)GetNodeData("waypoints");
|
||||
object waypoint = GetNodeData("waypoints");
|
||||
if (waypoint == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
waypoints = (List<GameObject>)waypoint;
|
||||
Vector3 targetPosition = waypoints[currentWaypointIndex].GetComponent<Transform>().GlobalPosition;
|
||||
|
||||
//Reach waypoint by X and Z being near enough
|
||||
|
|
|
@ -12,7 +12,7 @@ public class MainMenu : Script
|
|||
if (Input.GetKeyDown(Input.KeyCode.Space))
|
||||
{
|
||||
Audio.PlaySFXOnce2D("event:/UI/mouse_down_element");
|
||||
SceneManager.ChangeScene(86098106);
|
||||
SceneManager.ChangeScene(89830755);
|
||||
Audio.StopAllSounds();
|
||||
}
|
||||
|
||||
|
|
|
@ -7,8 +7,8 @@ namespace SHADE
|
|||
{
|
||||
|
||||
SHCameraArmComponent::SHCameraArmComponent()
|
||||
:pitch(0.0f), yaw(0.0f), armLength(1.0f),offset(), dirty(true), lookAtCameraOrigin(true)
|
||||
, targetOffset(0.0f)
|
||||
:pitch(0.0f), yaw(0.0f), armLength(1.0f), offset(), enableCameraCollision(false), lookAtCameraOrigin(true)
|
||||
, targetOffset(0.0f),ray()
|
||||
{
|
||||
|
||||
}
|
||||
|
@ -39,22 +39,23 @@ namespace SHADE
|
|||
return targetOffset;
|
||||
}
|
||||
|
||||
|
||||
void SHCameraArmComponent::SetPitch(float pitch) noexcept
|
||||
{
|
||||
this->pitch = pitch;
|
||||
dirty = true;
|
||||
|
||||
}
|
||||
|
||||
void SHCameraArmComponent::SetYaw(float yaw) noexcept
|
||||
{
|
||||
this->yaw = yaw;
|
||||
dirty = true;
|
||||
//dirty = true;
|
||||
}
|
||||
|
||||
void SHCameraArmComponent::SetArmLength(float length) noexcept
|
||||
{
|
||||
this->armLength = length;
|
||||
dirty = true;
|
||||
//dirty = true;
|
||||
}
|
||||
|
||||
void SHCameraArmComponent::SetTargetOffset(SHVec3 offset) noexcept
|
||||
|
@ -62,6 +63,8 @@ namespace SHADE
|
|||
this->targetOffset = offset;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}//namespace SHADE
|
||||
|
||||
|
||||
|
@ -76,6 +79,7 @@ RTTR_REGISTRATION
|
|||
.property("Arm Length", &SHCameraArmComponent::GetArmLength, &SHCameraArmComponent::SetArmLength)
|
||||
.property("Look At Camera Origin", &SHCameraArmComponent::lookAtCameraOrigin)
|
||||
.property("Target Offset", &SHCameraArmComponent::GetTargetOffset, &SHCameraArmComponent::SetTargetOffset)
|
||||
.property("Camera Collision", &SHCameraArmComponent::enableCameraCollision)
|
||||
;
|
||||
|
||||
}
|
|
@ -5,9 +5,14 @@
|
|||
#include "ECS_Base/Components/SHComponent.h"
|
||||
#include "Math/SHMatrix.h"
|
||||
#include "SH_API.h"
|
||||
#include "Math/SHRay.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
||||
class SHBox;
|
||||
class SHRay;
|
||||
|
||||
class SH_API SHCameraArmComponent final: public SHComponent
|
||||
{
|
||||
private:
|
||||
|
@ -15,15 +20,18 @@ namespace SHADE
|
|||
float yaw;
|
||||
float armLength;
|
||||
|
||||
bool dirty;
|
||||
|
||||
SHVec3 offset;
|
||||
SHVec3 targetOffset;
|
||||
SHRay ray;
|
||||
|
||||
public:
|
||||
friend class SHCameraSystem;
|
||||
SHCameraArmComponent();
|
||||
virtual ~SHCameraArmComponent() = default;
|
||||
|
||||
bool lookAtCameraOrigin;
|
||||
bool enableCameraCollision;
|
||||
//Getters
|
||||
//SHMatrix const& GetMatrix() const noexcept;
|
||||
SHVec3 const& GetOffset() const noexcept;
|
||||
|
@ -32,11 +40,13 @@ namespace SHADE
|
|||
float GetArmLength() const noexcept;
|
||||
SHVec3 GetTargetOffset() const noexcept;
|
||||
|
||||
|
||||
//Setters
|
||||
void SetPitch(float pitch) noexcept;
|
||||
void SetYaw(float yaw) noexcept;
|
||||
void SetArmLength(float length) noexcept;
|
||||
void SetTargetOffset(SHVec3 offset)noexcept;
|
||||
void SetTargetOffset(SHVec3 offset) noexcept;
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
|
|
|
@ -10,6 +10,10 @@
|
|||
#include "Scene/SHSceneManager.h"
|
||||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "Editor/SHEditor.h"
|
||||
#include "Math/Geometry/SHBox.h"
|
||||
#include "Math/SHRay.h"
|
||||
#include "Physics/System/SHPhysicsSystem.h"
|
||||
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -96,7 +100,7 @@ namespace SHADE
|
|||
if (editorCameraArm.armLength < 1.0f)
|
||||
editorCameraArm.armLength = 1.0f;
|
||||
|
||||
UpdatePivotArmComponent(editorCameraArm);
|
||||
UpdateCameraArmComponent(editorCameraArm);
|
||||
|
||||
editorCamera.offset = editorCameraArm.GetOffset();
|
||||
|
||||
|
@ -132,11 +136,13 @@ namespace SHADE
|
|||
return &editorCamera;
|
||||
}
|
||||
|
||||
void SHCameraSystem::UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept
|
||||
{
|
||||
if (pivot.dirty)
|
||||
void SHCameraSystem::UpdateCameraArmComponent(SHCameraArmComponent& pivot) noexcept
|
||||
{
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
SHVec3 offset{ 0.0f,0.0f, pivot.GetArmLength() };
|
||||
offset = SHVec3::RotateX(offset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
|
||||
offset = SHVec3::RotateY(offset, (SHMath::DegreesToRadians(pivot.GetYaw())));
|
||||
|
@ -145,10 +151,61 @@ namespace SHADE
|
|||
//pivot.rtMatrix = SHMatrix::RotateX(SHMath::DegreesToRadians(pivot.GetPitch()))
|
||||
// * SHMatrix::RotateY(SHMath::DegreesToRadians(pivot.GetYaw()))
|
||||
// * SHMatrix::Translate(SHVec3(0.0f , 0.0f, pivot.GetArmLength()));
|
||||
|
||||
pivot.offset = offset;
|
||||
// pivot.rtMatrix = SHMatrix::Inverse(pivot.rtMatrix);
|
||||
if (!pivot.enableCameraCollision)
|
||||
{
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
SHCameraComponent* camera = SHComponentManager::GetComponent_s<SHCameraComponent>(pivot.GetEID());
|
||||
SHTransformComponent* transform = SHComponentManager::GetComponent_s<SHTransformComponent>(pivot.GetEID());
|
||||
auto physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
|
||||
|
||||
|
||||
|
||||
|
||||
if (camera == nullptr || transform == nullptr)
|
||||
return;
|
||||
|
||||
|
||||
/*if (SHComponentManager::HasComponent<SHTransformComponent>(camera->GetEID()) == true && camera != &editorCamera)
|
||||
{
|
||||
auto transform = SHComponentManager::GetComponent<SHTransformComponent>(camera->GetEID());
|
||||
SHVec3 rotation = transform->GetWorldRotation();
|
||||
camera->pitch = SHMath::RadiansToDegrees(rotation.x);
|
||||
camera->yaw = SHMath::RadiansToDegrees(rotation.y);
|
||||
camera->roll = SHMath::RadiansToDegrees(rotation.z);
|
||||
camera->position = transform->GetWorldPosition();
|
||||
camera->dirtyView = true;
|
||||
}*/
|
||||
|
||||
|
||||
pivot.ray.position = camera->GetPosition() + pivot.targetOffset;
|
||||
pivot.ray.direction = SHVec3::Normalise((camera->position + offset)- pivot.ray.position);
|
||||
|
||||
//SHLOG_INFO("Ray position: {},{},{} direction:{},{},{}",pivot.ray.position.x, pivot.ray.position.y, pivot.ray.position.z,pivot.ray.direction.x, pivot.ray.direction.y, pivot.ray.direction.z)
|
||||
|
||||
auto result = physicsSystem->Raycast(pivot.ray );
|
||||
if (result && result.distance < pivot.GetArmLength())
|
||||
{
|
||||
|
||||
SHVec3 newOffset = SHVec3{ 0.0f,0.0f, result.distance * 0.8f };
|
||||
newOffset = SHVec3::RotateX(newOffset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
|
||||
newOffset = SHVec3::RotateY(newOffset, (SHMath::DegreesToRadians(pivot.GetYaw())));
|
||||
pivot.offset = newOffset;
|
||||
//SHLOG_INFO("CAMERA COLLISION HIT, {}", result.distance);
|
||||
}
|
||||
else
|
||||
{
|
||||
//SHLOG_INFO("CAMERA COLLISION CANT HIT CAMERA");
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
// pivot.rtMatrix = SHMatrix::Inverse(pivot.rtMatrix);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -291,7 +348,7 @@ namespace SHADE
|
|||
for (auto& pivot : pivotDense)
|
||||
{
|
||||
if(SHSceneManager::CheckNodeAndComponentsActive<SHCameraArmComponent>(pivot.GetEID()))
|
||||
system->UpdatePivotArmComponent(pivot);
|
||||
system->UpdateCameraArmComponent(pivot);
|
||||
}
|
||||
|
||||
for (auto& cam : dense)
|
||||
|
@ -390,7 +447,9 @@ namespace SHADE
|
|||
}
|
||||
void SHCameraSystem::SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept
|
||||
{
|
||||
SHVec3 pos;
|
||||
DecomposeViewMatrix(viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position);
|
||||
|
||||
camera.dirtyView = true;
|
||||
}
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ namespace SHADE
|
|||
|
||||
|
||||
void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
|
||||
void UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept;
|
||||
void UpdateCameraArmComponent(SHCameraArmComponent& pivot) noexcept;
|
||||
|
||||
|
||||
|
||||
|
@ -41,7 +41,7 @@ namespace SHADE
|
|||
class SH_API CameraSystemUpdate final: public SHSystemRoutine
|
||||
{
|
||||
public:
|
||||
CameraSystemUpdate() : SHSystemRoutine("Camera System Update", true) {};
|
||||
CameraSystemUpdate() : SHSystemRoutine("Camera System Update", false) {};
|
||||
virtual void Execute(double dt)noexcept override final;
|
||||
};
|
||||
friend class CameraSystemUpdate;
|
||||
|
|
|
@ -197,12 +197,18 @@ namespace SHADE
|
|||
if (BUILD_SUCCESS)
|
||||
{
|
||||
// Copy to built dll to the working directory and replace
|
||||
std::filesystem::copy_file("./tmp/SHADE_Scripting.dll", "SHADE_Scripting.dll", std::filesystem::copy_options::overwrite_existing);
|
||||
if (!copyFile("./tmp/SHADE_Scripting.dll", "SHADE_Scripting.dll", std::filesystem::copy_options::overwrite_existing))
|
||||
{
|
||||
SHLOG_ERROR("[ScriptEngine] Failed to replace scripts assembly. Scripts will remain outdated.");
|
||||
}
|
||||
|
||||
// If debug, we want to copy the PDB so that we can do script debugging
|
||||
if (debug)
|
||||
{
|
||||
std::filesystem::copy_file("./tmp/SHADE_Scripting.pdb", "SHADE_Scripting.pdb", std::filesystem::copy_options::overwrite_existing);
|
||||
if (!copyFile("./tmp/SHADE_Scripting.pdb", "SHADE_Scripting.pdb", std::filesystem::copy_options::overwrite_existing))
|
||||
{
|
||||
SHLOG_WARNING("[ScriptEngine] Breakpoint debugging will not work as PDB cannot be updated. If you are currently debugging, stop the debugger first.");
|
||||
}
|
||||
}
|
||||
|
||||
oss << "[ScriptEngine] Successfully built Managed Script Assembly (" << MANAGED_SCRIPT_LIB_NAME << ")!";
|
||||
|
@ -591,6 +597,19 @@ namespace SHADE
|
|||
return false;
|
||||
}
|
||||
|
||||
bool SHScriptEngine::copyFile(const std::filesystem::path& from, const std::filesystem::path& to, const std::filesystem::copy_options options) noexcept
|
||||
{
|
||||
try
|
||||
{
|
||||
return std::filesystem::copy_file(from, to, options);
|
||||
}
|
||||
catch (std::exception& e)
|
||||
{
|
||||
SHLOG_ERROR("[ScriptEngine] Failed to copy file {} ({})", to.string(), std::string(e.what()));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
DWORD SHScriptEngine::execProcess(const std::wstring& path, const std::wstring& args)
|
||||
{
|
||||
STARTUPINFOW startInfo;
|
||||
|
|
|
@ -319,6 +319,7 @@ namespace SHADE
|
|||
/// <param name="filePath">File path to the file to check.</param>
|
||||
/// <returns> True if the file exists </returns>
|
||||
static bool fileExists(const std::filesystem::path& filePath);
|
||||
static bool copyFile(const std::filesystem::path& from, const std::filesystem::path& to, const std::filesystem::copy_options options) noexcept;
|
||||
static DWORD execProcess(const std::wstring& path, const std::wstring& args);
|
||||
static std::wstring generateBuildCommand(bool debug);
|
||||
};
|
||||
|
|
|
@ -49,6 +49,16 @@ namespace SHADE
|
|||
GetNativeComponent()->lookAtCameraOrigin = val;
|
||||
}
|
||||
|
||||
bool CameraArm::EnableCameraCollision::get()
|
||||
{
|
||||
return GetNativeComponent()->enableCameraCollision;
|
||||
}
|
||||
|
||||
void CameraArm::EnableCameraCollision::set(bool val)
|
||||
{
|
||||
GetNativeComponent()->enableCameraCollision = val;
|
||||
}
|
||||
|
||||
Vector3 CameraArm::TargetOffset::get()
|
||||
{
|
||||
return Convert::ToCLI(GetNativeComponent()->GetTargetOffset());
|
||||
|
|
|
@ -36,6 +36,12 @@ namespace SHADE
|
|||
void set(bool val);
|
||||
}
|
||||
|
||||
property bool EnableCameraCollision
|
||||
{
|
||||
bool get();
|
||||
void set(bool val);
|
||||
}
|
||||
|
||||
property Vector3 TargetOffset
|
||||
{
|
||||
Vector3 get();
|
||||
|
|
|
@ -22,6 +22,14 @@ of DigiPen Institute of Technology is prohibited.
|
|||
|
||||
namespace SHADE
|
||||
{
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
GameObject BaseComponent::Owner::get()
|
||||
{
|
||||
return owner;
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Component Access Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -36,7 +36,7 @@ namespace SHADE
|
|||
/// </summary>
|
||||
property GameObject Owner
|
||||
{
|
||||
GameObject get() { return owner; }
|
||||
GameObject get();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
@ -166,6 +166,19 @@ namespace SHADE
|
|||
template<typename NativeType>
|
||||
public ref class Component : public BaseComponent
|
||||
{
|
||||
public:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Whether or not the Component is active and being updated by the engine.
|
||||
/// </summary>
|
||||
property bool Enabled
|
||||
{
|
||||
bool get() { return GetNativeComponent()->isActive; }
|
||||
void set(bool value) { GetNativeComponent()->isActive = value; }
|
||||
}
|
||||
|
||||
internal:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
|
|
|
@ -200,7 +200,16 @@ namespace SHADE
|
|||
{
|
||||
if (SHEditorUI::Button("Add Item"))
|
||||
{
|
||||
System::Object^ obj = System::Activator::CreateInstance(listType);
|
||||
System::Object^ obj;
|
||||
if (listType == System::String::typeid)
|
||||
{
|
||||
// Special case for string
|
||||
obj = gcnew System::String("");
|
||||
}
|
||||
else
|
||||
{
|
||||
obj = System::Activator::CreateInstance(listType);
|
||||
}
|
||||
iList->Add(obj);
|
||||
registerUndoListAddAction(listType, iList, iList->Count - 1, obj);
|
||||
}
|
||||
|
|
|
@ -74,7 +74,7 @@ namespace SHADE
|
|||
// Add the script in
|
||||
script->Initialize(GameObject(entity));
|
||||
entityScriptList->Insert(System::Math::Clamp(index, 0, entityScriptList->Count), script);
|
||||
if (Application::IsPlaying && !SHSceneManager::HasSceneChanged())
|
||||
if (Application::IsPlaying && !isDeserialising)
|
||||
{
|
||||
// Only call immediately if we are in game and is not loading another scene
|
||||
script->Awake();
|
||||
|
@ -423,6 +423,8 @@ namespace SHADE
|
|||
/*---------------------------------------------------------------------------------*/
|
||||
void ScriptStore::Init()
|
||||
{
|
||||
isDeserialising = false;
|
||||
|
||||
// Create an enumerable list of script types
|
||||
refreshScriptTypeList();
|
||||
// Get stored methods for interop variants of functions
|
||||
|
@ -724,6 +726,10 @@ namespace SHADE
|
|||
bool ScriptStore::DeserialiseScripts(Entity entity, System::IntPtr yamlNodePtr)
|
||||
{
|
||||
SAFE_NATIVE_CALL_BEGIN
|
||||
|
||||
// Flag that deserialization processs is ongoing
|
||||
isDeserialising = true;
|
||||
|
||||
// Convert to pointer
|
||||
YAML::Node* yamlNode = reinterpret_cast<YAML::Node*>(yamlNodePtr.ToPointer());
|
||||
|
||||
|
@ -765,9 +771,16 @@ namespace SHADE
|
|||
Debug::LogWarning("[ScriptStore] Script with unloaded type detected, skipping.");
|
||||
}
|
||||
}
|
||||
|
||||
// Unset flag for deserialization process
|
||||
isDeserialising = false;
|
||||
|
||||
return true;
|
||||
|
||||
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
|
||||
|
||||
// Unset flag for deserialization process
|
||||
isDeserialising = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -337,6 +337,7 @@ namespace SHADE
|
|||
static ScriptSet disposalQueue;
|
||||
static System::Collections::Generic::IEnumerable<System::Type^>^ scriptTypeList;
|
||||
static System::Reflection::MethodInfo^ addScriptMethod;
|
||||
static bool isDeserialising;
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Helper Functions */
|
||||
|
|
|
@ -279,7 +279,15 @@ namespace SHADE
|
|||
for (int i = 0; i < LIST_SIZE; ++i)
|
||||
{
|
||||
// Create the object
|
||||
System::Object^ obj = System::Activator::CreateInstance(elemType);
|
||||
System::Object^ obj;
|
||||
if (elemType == System::String::typeid)
|
||||
{
|
||||
obj = gcnew System::String("");
|
||||
}
|
||||
else
|
||||
{
|
||||
obj = System::Activator::CreateInstance(elemType);
|
||||
}
|
||||
|
||||
// Set it's value
|
||||
if (varAssignYaml(obj, node[i]))
|
||||
|
|
|
@ -167,6 +167,10 @@ namespace SHADE
|
|||
{
|
||||
valueObj = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -181,6 +185,10 @@ namespace SHADE
|
|||
valueObj = FieldType();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue