Fix Rotation commands (required updating .NET to 4.8)
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commit
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2 changed files with 52 additions and 13 deletions
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@ -1,7 +1,8 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard2</TargetFramework>
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<TargetFramework>net48</TargetFramework>
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<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
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</PropertyGroup>
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<ItemGroup>
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@ -10,6 +10,9 @@ using uREPL;
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using Svelto.Context;
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using RobocraftX;
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using Svelto.ECS.EntityStructs;
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using Unity.Mathematics;
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using RobocraftX.Character.Camera;
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using RobocraftX.Character.Factories;
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namespace ExtraCommands.Basics
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{
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@ -23,28 +26,63 @@ namespace ExtraCommands.Basics
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public override void Ready()
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{
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CustomCommandUtility.Register<float, float, float("RotateTo", RotateToCommand, "Rotate the player to the specified direction");
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CustomCommandUtility.Register<int>("RotateClockwise", RotateClockwiseCommand, "Rotate the player clockwise from their original direction");
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CustomCommandUtility.Register<float, float>("RotateAbsolute", RotateAbsoluteCommand, "Rotate the player camera to the entered rotation");
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CustomCommandUtility.Register<float, float>("RotateRelative", RotateRelativeCommand, "Rotate the player camera by the entered rotation");
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}
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private void RotateToCommand(float x, float y, float z)
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private void RotateAbsoluteCommand(float vertical, float horizontal)
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{
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ref RotationEntityStruct res = entitiesDB.QueryEntity<RotationEntityStruct>(0u, CharacterExclusiveGroups.CharacterGroup)
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// TODO: test rotate to
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res.quaternion.LookRotation(new Vector3(x,y,z));
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uint count;
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CharacterCameraEntityStruct[] cameras = entitiesDB.QueryEntities<CharacterCameraEntityStruct>(CameraExclusiveGroups.VisualCameraGroup, out count);
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int num2 = 0;
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while ((long)num2 < (long)((ulong)count))
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{
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cameras[num2].eulerRotation.x = vertical;
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cameras[num2].eulerRotation.y = horizontal;
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// TODO: Multiplayer compatibility
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/*
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uint num3;
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InputEntityStruct[] array;
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if (this.entitiesDB.TryQueryEntitiesAndIndex<InputEntityStruct>(item2[num2].ID.entityID, PlayersExclusiveGroups.LocalPlayers, out num3, out array))
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{
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desiredDistance = math.clamp(desiredDistance, 0f, item[num2].maxDistance);
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array[(int)num3].cameraZoomFactor = math.unlerp(item[num2].minDistance, item[num2].maxDistance, desiredDistance);
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}
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*/
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num2++;
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}
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}
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private void RotateClockwiseCommand(int degrees)
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private void RotateRelativeCommand(float vertical, float horizontal)
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{
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ref RotationEntityStruct res = entitiesDB.QueryEntity<RotationEntityStruct>(0u, CharacterExclusiveGroups.CharacterGroup)
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// TODO: test rotate clockwise
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res.quaternion = Quaternion.AngleAxis(degrees, Vector3.up);
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float2 angleDelta = new float2(vertical, horizontal);
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uint count;
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ValueTuple<CharacterCameraSettingsEntityStruct[], CharacterCameraEntityStruct[]> tuple = this.entitiesDB.QueryEntities<CharacterCameraSettingsEntityStruct, CharacterCameraEntityStruct>(CameraExclusiveGroups.VisualCameraGroup, out count);
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CharacterCameraSettingsEntityStruct[] settings = tuple.Item1;
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CharacterCameraEntityStruct[] cameras = tuple.Item2;
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int num2 = 0;
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while ((long)num2 < (long)((ulong)count))
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{
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CharacterCameraMovementUtility.UpdateCameraRotationFromDelta(ref cameras[num2], in settings[num2], angleDelta);
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// TODO: Multiplayer compatibility
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/*
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uint num3;
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InputEntityStruct[] array;
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if (this.entitiesDB.TryQueryEntitiesAndIndex<InputEntityStruct>(item2[num2].ID.entityID, PlayersExclusiveGroups.LocalPlayers, out num3, out array))
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{
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desiredDistance = math.clamp(desiredDistance, 0f, item[num2].maxDistance);
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array[(int)num3].cameraZoomFactor = math.unlerp(item[num2].minDistance, item[num2].maxDistance, desiredDistance);
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}
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*/
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num2++;
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}
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}
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public override void Dispose()
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{
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CustomCommandUtility.Unregister("RotateTo");
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CustomCommandUtility.Unregister("RotateClockwise");
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CustomCommandUtility.Unregister("RotateAbsolute");
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CustomCommandUtility.Unregister("RotateRelative");
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}
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}
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}
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