Add untested rotate commands

This commit is contained in:
NGnius (Graham) 2019-11-07 08:44:46 -05:00
parent 915e6b6434
commit d775d4e3bb
2 changed files with 50 additions and 2 deletions

View file

@ -38,13 +38,11 @@ namespace ExtraCommands
} }
} }
} }
// enginesRoot.AddEngine(new UnregisterCommandEngine(contextHolder, enginesRoot, physicsWorld, reloadGame, multiplayerParameters));
Debug.Log($"Added {engineCount} custom command engines"); Debug.Log($"Added {engineCount} custom command engines");
} }
static MethodBase TargetMethod(HarmonyInstance instance) static MethodBase TargetMethod(HarmonyInstance instance)
{ {
Type targetType = Harmony.AccessTools.TypeByName("");
return _ComposeMethodInfo(CommandLineCompositionRoot.Compose<UnityContext<FullGameCompositionRoot>>); return _ComposeMethodInfo(CommandLineCompositionRoot.Compose<UnityContext<FullGameCompositionRoot>>);
} }

View file

@ -0,0 +1,50 @@
using System;
using RobocraftX.GUI.CommandLine;
using RobocraftX.Multiplayer;
using RobocraftX.StateSync;
using RobocraftX.Character;
using Svelto.ECS;
using Unity.Entities;
using UnityEngine;
using uREPL;
using Svelto.Context;
using RobocraftX;
using Svelto.ECS.EntityStructs;
namespace ExtraCommands.Basics
{
[CustomCommand("RotateTo")]
class RotatePlayerCommandEngine : CustomCommandEngine
{
public RotatePlayerCommandEngine(UnityContext<FullGameCompositionRoot> ctxHolder, EnginesRoot enginesRoot, World physW, Action reloadGame, MultiplayerInitParameters mpParams) : base(ctxHolder, enginesRoot, physW, reloadGame, mpParams)
{
}
public override void Ready()
{
CustomCommandUtility.Register<float, float, float("RotateTo", RotateToCommand, "Rotate the player to the specified direction");
CustomCommandUtility.Register<int>("RotateClockwise", RotateClockwiseCommand, "Rotate the player clockwise from their original direction");
}
private void RotateToCommand(float x, float y, float z)
{
ref RotationEntityStruct res = entitiesDB.QueryEntity<RotationEntityStruct>(0u, CharacterExclusiveGroups.CharacterGroup)
// TODO: test rotate to
res.quaternion.LookRotation(new Vector3(x,y,z));
}
private void RotateClockwiseCommand(int degrees)
{
ref RotationEntityStruct res = entitiesDB.QueryEntity<RotationEntityStruct>(0u, CharacterExclusiveGroups.CharacterGroup)
// TODO: test rotate clockwise
res.quaternion = Quaternion.AngleAxis(degrees, Vector3.up);
}
public override void Dispose()
{
CustomCommandUtility.Unregister("RotateTo");
CustomCommandUtility.Unregister("RotateClockwise");
}
}
}