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https://sbox.game/dev/doc/gameplay/inventory-weapons/ Added InventoryComponent - a slot based inventory, hotbar or shared bucket slots, with a starting loadout BaseInventoryItem - base class for inventory items, with hooks to veto switching, holstering and dropping BaseWeapon - a GMod style base weapon - fire modes, magazines and reserve ammo, reloading, dry fire, ballistics, spread, crosshair and HUD BaseWeaponModel - view/world model base with muzzle flash, brass ejection, tracers and animation hooks Ammo types are resources (.ammo) - weapons share reserve pools by type, clamped to a max reserve BaseWeapon.ShootBullets / ShootBullet - bullet tracing with damage, impulse and hitbox tags Weapon hold types editor Animgraph enum parameters can be set by option name - Renderer.Set( "holdtype", "pistol" ) NpcUsage on BaseWeapon - engagement range and burst behaviour so NPCs can use any weapon ICameraModifier - cameras compose their view through an ordered modifier chain, read the result from CameraComponent.View CameraEffectSystem - screen shake, directional punches and tilts, with world epicenter falloff - camera.AddShake / AddPunch / AddTilt EnvShake component - shakes the view, rumbles controllers, kicks physics TracerEffect - an animated tracer line, ITargetedEffect for effects that fly at a target SceneAnchor - a world position that can follow an object or bone SkinnedModelRenderer.GetClosestBone( worldPosition ) Vector3.WithAimCone can take a custom Random for reproducible spread Improve/Fix PlayerController searches parents for IPressable when pressing PlayerController camera runs through the modifier chain - IEvents.PostCameraSetup is obsolete SoundPlayer preview uses shortcuts - Space toggles playback, Ctrl+Space restarts Fixed Radius( 0 ) traces missing everything Fixed NRE in AssetPreviewWidget Removed Removed CameraComponent.ISceneCameraSetup (obsolete since October, nothing uses)
26 lines
867 B
C#
26 lines
867 B
C#
namespace Sandbox;
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/// <summary>
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/// An effect that gets aimed after it spawns - a tracer, beam or laser. Whoever spawns the effect
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/// feeds in whatever context it has. Only <see cref="SetTarget"/> is required - the rest default to
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/// doing nothing, so an effect implements just what it uses.
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/// </summary>
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public interface ITargetedEffect
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{
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/// <summary>
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/// The point the effect travels to or points at. Anchor it to a GameObject to follow it.
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/// </summary>
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void SetTarget( SceneAnchor target );
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/// <summary>
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/// The point the effect starts from, when that isn't where the effect spawned.
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/// </summary>
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void SetStartPoint( SceneAnchor start ) { }
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/// <summary>
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/// The surface normal at the target, when the target is a hit - for effects that orient to the
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/// surface (sparks, splashes).
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/// </summary>
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void SetNormal( Vector3 normal ) { }
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}
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