Files
sbox-public/engine/Sandbox.Engine/Scene/Components/Effects/ITargetedEffect.cs
Garry Newman ca96c2a945 Make Inventory, BaseWeapon, AmmoResource, Screenshake first party (#5245)
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PlayerController camera runs through the modifier chain - IEvents.PostCameraSetup is obsolete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)
2026-07-04 12:46:59 +01:00

26 lines
867 B
C#

namespace Sandbox;
/// <summary>
/// An effect that gets aimed after it spawns - a tracer, beam or laser. Whoever spawns the effect
/// feeds in whatever context it has. Only <see cref="SetTarget"/> is required - the rest default to
/// doing nothing, so an effect implements just what it uses.
/// </summary>
public interface ITargetedEffect
{
/// <summary>
/// The point the effect travels to or points at. Anchor it to a GameObject to follow it.
/// </summary>
void SetTarget( SceneAnchor target );
/// <summary>
/// The point the effect starts from, when that isn't where the effect spawned.
/// </summary>
void SetStartPoint( SceneAnchor start ) { }
/// <summary>
/// The surface normal at the target, when the target is a hit - for effects that orient to the
/// surface (sparks, splashes).
/// </summary>
void SetNormal( Vector3 normal ) { }
}