Add cube moving commands
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d636ebaaf2
commit
8ac64d76b6
3 changed files with 135 additions and 18 deletions
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@ -7,9 +7,12 @@ namespace ExtraCommands
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{
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public string Name { get; protected set; }
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public CustomCommandAttribute(string name = "")
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public string Description { get; protected set; }
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public CustomCommandAttribute(string name = "", string description = "")
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{
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this.Name = name;
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this.Description = description;
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}
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}
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}
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@ -31,6 +31,9 @@
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<Reference Include="RobocraftX.Character">
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<HintPath>..\ref\RobocraftX.Input.dll</HintPath>
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</Reference>
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<Reference Include="RobocraftX.MainGame">
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<HintPath>..\ref\RobocraftX.MainGame.dll</HintPath>
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</Reference>
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<Reference Include="RobocraftX.Multiplayer">
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<HintPath>..\ref\RobocraftX.Multiplayer.dll</HintPath>
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</Reference>
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@ -49,6 +52,9 @@
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<Reference Include="Svelto.ECS">
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<HintPath>..\ref\Svelto.ECS.dll</HintPath>
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</Reference>
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<Reference Include="Svelto.Tasks">
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<HintPath>..\ref\Svelto.Tasks.dll</HintPath>
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</Reference>
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<Reference Include="Unity.Entities">
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<HintPath>..\ref\Unity.Entities.dll</HintPath>
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</Reference>
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@ -70,6 +76,9 @@
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<Reference Include="Unity.Mathematics.Extensions.Hybrid">
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<HintPath>..\ref\Unity.Mathematics.Extensions.Hybrid.dll</HintPath>
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</Reference>
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<Reference Include="Unity.Transforms">
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<HintPath>..\ref\Unity.Transforms.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine">
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<HintPath>..\ref\UnityEngine.dll</HintPath>
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</Reference>
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@ -1,20 +1,21 @@
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using System;
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using RobocraftX.GUI.CommandLine;
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using System.Collections.Generic;
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using RobocraftX.Multiplayer;
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using RobocraftX.StateSync;
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using RobocraftX.Character;
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using RobocraftX.Common;
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using Svelto.ECS;
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using Svelto.ECS.EntityStructs;
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using Unity.Entities;
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using UnityEngine;
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using uREPL;
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using Svelto.Context;
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using Svelto.Tasks;
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using RobocraftX;
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using RobocraftX.SimulationModeState;
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using RobocraftX.UECS;
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using Unity.Transforms;
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namespace ExtraCommands.Building
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{
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//[CustomCommand("MoveBlocks", "Move blocks from their original position")]
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[CustomCommand("MoveBlocks", "Move all blocks (including ground) from their original position")]
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[CustomCommand("MoveLastBlock", "Move last block from original position")]
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class MoveBlocksCommandEngine : CustomCommandEngine
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{
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public MoveBlocksCommandEngine(UnityContext<FullGameCompositionRoot> ctxHolder, EnginesRoot enginesRoot, World physW, Action reloadGame, MultiplayerInitParameters mpParams) : base(ctxHolder, enginesRoot, physW, reloadGame, mpParams)
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@ -23,30 +24,134 @@ namespace ExtraCommands.Building
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public override void Ready()
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{
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CustomCommandUtility.Register<float, float, float>("MoveBlocks", MoveBlocksCommand, "Move blocks from their original position");
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CustomCommandUtility.Register<float, float, float>("MoveBlocks", MoveBlocksCommand, "Move all blocks (including ground) from their original position");
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CustomCommandUtility.Register<float, float, float>("MoveLastBlock", MoveLastBlockCommand, "Move last block from original position");
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}
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// Move every block by vector (x,y,z)
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private void MoveBlocksCommand(float x, float y, float z)
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{
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uint blockCount;
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PositionEntityStruct[] posStructs = this.entitiesDB.QueryEntities<PositionEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out blockCount);
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for (uint i = 0; i < blockCount; i++)
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ref SimulationModeStateEntityStruct simMode = ref this.entitiesDB.QueryUniqueEntity<SimulationModeStateEntityStruct>(SimulationModeStateExclusiveGroups.GAME_STATE_GROUP);
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if (simMode.simulationMode != SimulationMode.Build)
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{
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ref PositionEntityStruct posStruct = ref posStructs[i];
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if (!posStruct.Equals(null) && !posStruct.position.Equals(null))
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uREPL.Log.Error("Blocks can only be moved in Build Mode");
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return;
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}
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uint posCount, transCount, phyCount;
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PositionEntityStruct[] posStructs = this.entitiesDB.QueryEntities<PositionEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out posCount);
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LocalTransformEntityStruct[] transStructs = this.entitiesDB.QueryEntities<LocalTransformEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out transCount);
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UECSPhysicsEntityStruct[] phyStructs = this.entitiesDB.QueryEntities<UECSPhysicsEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out phyCount);
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if (posCount != transCount || transCount != phyCount)
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{
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uREPL.Log.Error("Block lists returned are not the same length!"); // they're arrays, not lists
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return;
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}
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for (uint i = 0; i < posCount; i++)
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{
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ref PositionEntityStruct posStruct = ref posStructs[i]; // main (persistent) position
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posStruct.position.x += x;
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posStruct.position.y += y;
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posStruct.position.z += z;
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} else {
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uREPL.Log.Warn("Null position found for position "+i);
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ref LocalTransformEntityStruct transStruct = ref transStructs[i]; // rendered position
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transStruct.position.x += x;
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transStruct.position.y += y;
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transStruct.position.z += z;
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ref UECSPhysicsEntityStruct phyStruct = ref phyStructs[i]; // collision position
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this.physWorld.EntityManager.SetComponentData(phyStruct.uecsEntity, new Translation
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{
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Value = posStruct.position
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});
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}
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uREPL.Log.Output($"Moved {posCount} blocks");
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}
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// Move block with highest index by vector (x,y,z)
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private void MoveLastBlockCommand(float x, float y, float z)
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{
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ref SimulationModeStateEntityStruct simMode = ref this.entitiesDB.QueryUniqueEntity<SimulationModeStateEntityStruct>(SimulationModeStateExclusiveGroups.GAME_STATE_GROUP);
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if (simMode.simulationMode != SimulationMode.Build)
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{
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uREPL.Log.Error("Blocks can only be moved in Build Mode");
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return;
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}
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uint posCount, transCount, phyCount;
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PositionEntityStruct[] posStructs = this.entitiesDB.QueryEntities<PositionEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out posCount);
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LocalTransformEntityStruct[] transStructs = this.entitiesDB.QueryEntities<LocalTransformEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out transCount);
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UECSPhysicsEntityStruct[] phyStructs = this.entitiesDB.QueryEntities<UECSPhysicsEntityStruct>(CommonExclusiveGroups.OWNED_BLOCKS_GROUP, out phyCount);
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if (posCount == 0 || transCount == 0 || phyCount == 0)
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{
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uREPL.Log.Error("No block found");
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return;
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}
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ref PositionEntityStruct posStruct = ref posStructs[posCount-1]; // main (persistent) position
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posStruct.position.x += x;
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posStruct.position.y += y;
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posStruct.position.z += z;
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ref LocalTransformEntityStruct transStruct = ref transStructs[transCount-1]; // rendered position
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transStruct.position.x += x;
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transStruct.position.y += y;
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transStruct.position.z += z;
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ref UECSPhysicsEntityStruct phyStruct = ref phyStructs[phyCount-1]; // collision position
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this.physWorld.EntityManager.SetComponentData(phyStruct.uecsEntity, new Translation
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{
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Value = posStruct.position
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});
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uREPL.Log.Output($"Moved block to ({posStruct.position.x},{posStruct.position.y},{posStruct.position.z})");
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}
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// unused; for future reference
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private void ToggleMode()
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{
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ref SimulationModeStateEntityStruct ptr = ref this.entitiesDB.QueryUniqueEntity<SimulationModeStateEntityStruct>(SimulationModeStateExclusiveGroups.GAME_STATE_GROUP);
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ref SimulationFrameEntityStruct ptr2 = ref this.entitiesDB.QueryUniqueEntity<SimulationFrameEntityStruct>(SimulationFrame.SimulationFrameGroup);
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switch (ptr.simulationMode)
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{
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case SimulationMode.Build:
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ptr.simulationMode = SimulationMode.SwitchToSim;
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ptr.simulationModeChangeFrame = ptr2.simFrame;
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return;
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case SimulationMode.SwitchToSim:
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case SimulationMode.SwitchToBuild:
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return;
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case SimulationMode.Simulation:
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ptr.simulationMode = SimulationMode.SwitchToBuild;
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ptr.simulationModeChangeFrame = ptr2.simFrame;
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ptr.rigidBodiesCreated = false;
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return;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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// unused; for future reference
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private IEnumerator<TaskContract> TriggerSwitchToSimTask()
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{
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this.ToggleMode();
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yield break;
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}
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// unused; for future reference
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private IEnumerator<TaskContract> WaitThenTriggerSwitchToBuildTask()
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{
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while (true)
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{
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SimulationModeStateEntityStruct modeStruct = this.entitiesDB.QueryUniqueEntity<SimulationModeStateEntityStruct>(SimulationModeStateExclusiveGroups.GAME_STATE_GROUP);
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if (modeStruct.simulationMode == SimulationMode.Simulation)
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{
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this.ToggleMode();
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break;
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} else
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{
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yield return Yield.It;
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}
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}
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yield break;
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}
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public override void Dispose()
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{
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CustomCommandUtility.Unregister("MoveBlocks");
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CustomCommandUtility.Unregister("MoveLastBlock");
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}
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}
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}
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