Changes related to ray-collision, and luprex global variable stuff
This commit is contained in:
@@ -24,3 +24,60 @@ ManualIPAddress=
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[/Script/Engine.UserInterfaceSettings]
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UIScaleCurve=(EditorCurveData=(Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=0.666000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000,PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant),ExternalCurve=None)
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[/Script/Engine.CollisionProfile]
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-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
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-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
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-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
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-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
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-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
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-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
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-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
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-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
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-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
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+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
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+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
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+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
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+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
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+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
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+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
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+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
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+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
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+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
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+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
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+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
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+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
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+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
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+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="Clickable")
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
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-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
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+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
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+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
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-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
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-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
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-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
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+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
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+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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Content/__ExternalActors__/LpxLevel/E/9Q/NGAUKYIQ0ILXBND0RRPBAT.uasset
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@@ -87,8 +87,8 @@ void AIntegrationGameModeBase::ResetToInitialState()
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PlayerId = 0;
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// Clear the look-at state;
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PreviousLookAt = nullptr;
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CurrentLookAt = nullptr;
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PreviousLookAt.Init();
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CurrentLookAt.Init();
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// Reset the clocks.
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EngineSeconds = 0.0;
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@@ -349,8 +349,8 @@ AIntegrationGameModeBase *AIntegrationGameModeBase::GetFromContext(UObject *cont
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void AIntegrationGameModeBase::UpdateLookAt() {
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// Rotate the variables.
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PreviousLookAt = CurrentLookAt;
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CurrentLookAt = nullptr;
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CurrentLookAt.Init();
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// Make sure the world is fully configured before we attempt to cast rays.
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UlxTangible *possessed = TangibleManager->GetPossessedTangible();
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if (possessed == nullptr) return;
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@@ -47,13 +47,13 @@ public:
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int64 GetPlayerId();
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UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
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void SetLookAt(AActor *actor) { CurrentLookAt = actor; }
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void SetLookAt(const FHitResult &hit) { CurrentLookAt = hit; }
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UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
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AActor *GetLookAt() const { return CurrentLookAt; }
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const FHitResult &GetLookAt() const { return CurrentLookAt; }
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UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
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bool LookAtChanged() const { return CurrentLookAt != PreviousLookAt; }
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bool LookAtChanged() const { return CurrentLookAt.HitObjectHandle != PreviousLookAt.HitObjectHandle; }
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
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void CalculateLookAt(AActor *Player, APlayerController *PlayerController, APlayerCameraManager *Camera);
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@@ -111,13 +111,13 @@ public:
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UPROPERTY()
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UlxTangibleManager *TangibleManager;
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// The actor that the player is looking at, previous frame.
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// The actor that the player was looking at, previous frame.
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UPROPERTY()
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AActor *PreviousLookAt;
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FHitResult PreviousLookAt;
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// The actor that the player is looking at, current frame.
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UPROPERTY()
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AActor *CurrentLookAt;
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FHitResult CurrentLookAt;
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// The sensitivity level at which a log message triggers a debugger breakpoint.
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UPROPERTY(EditAnywhere, Category="Debugging Tools")
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@@ -77,45 +77,16 @@ UEnhancedInputLocalPlayerSubsystem *UlxUtilityLibrary::GetEnhancedInputLocalPlay
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return nullptr;
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}
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// bool UlxUtilityLibrary::LineTraceMultipleLines(const AActor* ReferenceActor, const FVector &Offset,
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// const TArray<FlxTraceStartTraceEnd> &TraceStartAndTraceEnd, ETraceTypeQuery TraceChannel,
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// bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreReferenceActor,
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// FLinearColor TraceColor, FLinearColor TraceHitColor, float DrawTime)
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// {
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// OutHit.Init();
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// OutHit.Distance = FLT_MAX;
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// FTransform ReferenceTransform = ReferenceActor->GetActorTransform();
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// for (const FlxTraceStartTraceEnd &Points : TraceStartAndTraceEnd) {
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// FHitResult OneResult;
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// FVector TraceStart = ReferenceTransform.TransformPosition(Points.TraceStart + Offset);
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// FVector TraceEnd = ReferenceTransform.TransformPosition(Points.TraceEnd + Offset);
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// bool Found = UKismetSystemLibrary::LineTraceSingle(ReferenceActor, TraceStart, TraceEnd, TraceChannel, bTraceComplex,
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// ActorsToIgnore, DrawDebugType, OneResult, bIgnoreReferenceActor, TraceColor, TraceHitColor, DrawTime);
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// if (Found && (OneResult.Distance < OutHit.Distance))
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// {
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// OutHit = OneResult;
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// }
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// }
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// if (OutHit.Distance == FLT_MAX) {
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// OutHit.Distance = 0.0;
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// return false;
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// } else {
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// return true;
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// }
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// }
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bool UlxUtilityLibrary::LineTraceThroughMousePointer(const APlayerController* PlayerController,
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EMouseSpecificationType MouseSpecification, FVector2D ManualMouseXY, double MaxDistanceFromCamera,
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bool UlxUtilityLibrary::LineTraceThroughPixel(const APlayerController* PlayerController,
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FVector2D PixelXY, double MaxDistanceFromCamera,
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ETraceTypeQuery TraceChannel, bool bTraceComplex, EDrawDebugTrace::Type DrawDebugType, bool bIgnorePlayerPawn,
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const TArray<AActor*>& ActorsToIgnore, AActor *& Actor, FHitResult& HitResult)
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const TArray<AActor*>& ActorsToIgnore, FHitResult& HitResult)
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{
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const FLinearColor TraceColor = FLinearColor::Red;
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const FLinearColor TraceHitColor = FLinearColor::Green;
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const double DrawTime = 1.0;
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// Zero out the return values.
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Actor = nullptr;
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HitResult.Init();
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// Sanity check the distance.
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@@ -128,35 +99,9 @@ bool UlxUtilityLibrary::LineTraceThroughMousePointer(const APlayerController* Pl
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AActor *PlayerPawn = PlayerController->GetPawn();
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if (!PlayerPawn) return false;
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// Get the Mouse XY.
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FVector2D MouseXY;
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switch (MouseSpecification)
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{
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case EMouseSpecificationType::GetMouseAutomatically:
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{
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double X, Y;
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if (!PlayerController->GetMousePosition(X, Y)) return false;
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MouseXY = FVector2D(X, Y);
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break;
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}
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case EMouseSpecificationType::SpecifyMouseInPixels:
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{
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MouseXY = ManualMouseXY;
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break;
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}
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case EMouseSpecificationType::SpecifyMouseAsZeroToOne:
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{
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int32 VX, VY;
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PlayerController->GetViewportSize(VX, VY);
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if ((VX == 0) || (VY == 0)) return false;
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MouseXY = ManualMouseXY * FVector2D(VX, VY);
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break;
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}
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}
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// Calculate the trace start and trace end positions in world space.
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FVector WorldStart, WorldDirection, WorldEnd;
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if (!UGameplayStatics::DeprojectScreenToWorld(PlayerController, MouseXY, WorldStart, WorldDirection))
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if (!UGameplayStatics::DeprojectScreenToWorld(PlayerController, PixelXY, WorldStart, WorldDirection))
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{
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return false;
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}
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@@ -166,12 +111,10 @@ bool UlxUtilityLibrary::LineTraceThroughMousePointer(const APlayerController* Pl
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if (UKismetSystemLibrary::LineTraceSingle(PlayerPawn, WorldStart, WorldEnd, TraceChannel, bTraceComplex,
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ActorsToIgnore, DrawDebugType, HitResult, bIgnorePlayerPawn, TraceColor, TraceHitColor, DrawTime))
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{
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Actor = HitResult.GetActor();
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return true;
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}
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// Fail.
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Actor = nullptr;
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HitResult.Init();
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return false;
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}
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@@ -9,31 +9,6 @@
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class UEnhancedInputLocalPlayerSubsystem;
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USTRUCT(BlueprintType)
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struct INTEGRATION_API FlxTraceStartTraceEnd
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere)
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FVector TraceStart;
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UPROPERTY(EditAnywhere)
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FVector TraceEnd;
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};
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UENUM(BlueprintType)
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enum class EMouseSpecificationType : uint8
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{
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// Automatically get the mouse position from the player controller. ManualMouseXY should be left blank.
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GetMouseAutomatically,
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// Specify the mouse position in pixels.
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SpecifyMouseInPixels,
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// Specify the mouse position as float from zero to one.
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SpecifyMouseAsZeroToOne,
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};
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/**
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*
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* UlxUtilityLibrary is for functions that are aren't particularly luprex-specific,
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@@ -75,22 +50,18 @@ public:
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Player Controller|Local Player Subsystems")
|
||||
static UEnhancedInputLocalPlayerSubsystem *GetEnhancedInputLocalPlayerSubsystem(AController *Controller);
|
||||
|
||||
// // Do a Line Trace by Channel for each start-and-end pair, then return the closest hit result of all.
|
||||
// UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreReferenceActor="true", AutoCreateRefTerm="ActorsToIgnore,Offset", DisplayName="Line Trace Multiple Lines by Channel", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="raycast"))
|
||||
// static bool LineTraceMultipleLines(const AActor* ReferenceActor, const FVector &Offset,
|
||||
// const TArray<FlxTraceStartTraceEnd> &TraceStartAndTraceEnd, ETraceTypeQuery TraceChannel,
|
||||
// bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreReferenceActor,
|
||||
// FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);
|
||||
|
||||
// Do a Line Trace to find the actor that the mouse is pointing at.
|
||||
// Do a Line Trace from the camera through a specified pixel.
|
||||
//
|
||||
// If you have some crosshairs in the viewport, then you can find the
|
||||
// object under the crosshairs by specifying the crosshairs XY as the
|
||||
// ManualMouseXY.
|
||||
// This can be used when you have a crosshair on the screen and you want to
|
||||
// determine the object that the crosshairs are pointing at. It can also
|
||||
// be used to do a line trace through the mouse.
|
||||
//
|
||||
// Fractional pixels are allowed. Therefore, (0.0, 0.0) is the upper-left corner
|
||||
// of the upper-left pixel, whereas (0.5, 0.5) is the center of the upper-left pixel.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable, Category="Collision", meta=(AutoCreateRefTerm="ActorsToIgnore", Keywords="raycast"))
|
||||
static bool LineTraceThroughMousePointer(const APlayerController* PlayerController,
|
||||
EMouseSpecificationType MouseSpecification, FVector2D ManualMouseXY, double MaxDistanceFromCamera,
|
||||
static bool LineTraceThroughPixel(const APlayerController* PlayerController,
|
||||
FVector2D PixelXY, double MaxDistanceFromCamera,
|
||||
ETraceTypeQuery TraceChannel, bool bTraceComplex, EDrawDebugTrace::Type DrawDebugType, bool bIgnorePlayerPawn,
|
||||
const TArray<AActor*>& ActorsToIgnore, AActor *& Actor, FHitResult& HitResult);
|
||||
const TArray<AActor*>& ActorsToIgnore, FHitResult& HitResult);
|
||||
};
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
|
||||
#include "world.hpp"
|
||||
#include "pprint.hpp"
|
||||
#include "serializelua.hpp"
|
||||
#include <cmath>
|
||||
|
||||
static void tangible_getall(LuaCoreStack &LS0, LuaSlot list, const util::IdVector &idv) {
|
||||
@@ -949,14 +950,7 @@ LuaDefine(global_set, "varname, value",
|
||||
"|lua identifier."
|
||||
"|"
|
||||
"|You can store global data using global.set, then you can"
|
||||
"|retrieve it using global.get. You can also retrieve data using"
|
||||
"|gv.varname, which is just shorthand for global.get. You may not"
|
||||
"|store data using gv.varname=value, this yields the error 'Use "
|
||||
"|global.set to store data in the global data table.'"
|
||||
"|"
|
||||
"|Values stored using global.set are transmitted to all"
|
||||
"|connected clients immediately. When a new client connects,"
|
||||
"|he will receive all the global data."
|
||||
"|retrieve it using global.get."
|
||||
"|"
|
||||
"|The global data table is not the same thing as the lua "
|
||||
"|environment table. Trying to store data in the lua environment"
|
||||
@@ -966,18 +960,16 @@ LuaDefine(global_set, "varname, value",
|
||||
"|global data table (using global.set) instead of in the lua"
|
||||
"|environment table."
|
||||
"|"
|
||||
"|There are certain restrictions on the values that you store."
|
||||
"|Only data that can be serialized according to doc(table.serialize)"
|
||||
"|can be stored."
|
||||
"|Data is stored in a serialized form. The data is serialized"
|
||||
"|at the moment you call global.set. It is deserialized when you"
|
||||
"|call global.get. Therefore, each time you call global.get, you"
|
||||
"|construct another copy of the value."
|
||||
"|"
|
||||
"|When you store the value, it is immediately serialized and then"
|
||||
"|deserialized again, and the deserialized copy is stored in the"
|
||||
"|variable."
|
||||
"|"
|
||||
// "|When you call global.get, you obtain the copy. Any attempt to"
|
||||
// "|mutate the copy will fail with this lua error message: 'Tables"
|
||||
// "|returned by global.get are immutable.' This rule prevents'"
|
||||
// "|aliasing between global data and other data structures."
|
||||
"|The serialization routine can only serialize certain kinds of"
|
||||
"|values. For example, closures cannot be serialized at all."
|
||||
"|Serializing a tangible serializes the tangible's ID, but"
|
||||
"|none of the contents of the tangible. See doc(table.serialize)"
|
||||
"|for more information about what can and can't be serialized."
|
||||
"|") {
|
||||
LuaArg varname;
|
||||
LuaArg value;
|
||||
@@ -990,8 +982,16 @@ LuaDefine(global_set, "varname, value",
|
||||
return LS.result();
|
||||
}
|
||||
|
||||
// Serialize the data.
|
||||
StreamBuffer sb;
|
||||
eng::string error = serialize_lua(LS, value, &sb);
|
||||
if (!error.empty()) {
|
||||
luaL_error(L, "%s", error.c_str());
|
||||
return LS.result();
|
||||
}
|
||||
|
||||
World *w = World::fetch_global_pointer(L);
|
||||
w->set_global(LS, gvar, value);
|
||||
w->set_global(gvar, sb.view());
|
||||
return LS.result();
|
||||
}
|
||||
|
||||
@@ -1000,16 +1000,33 @@ LuaDefine(global_get, "varname",
|
||||
"|"
|
||||
"|See doc(global.set) for information on how to store global data."
|
||||
"|"
|
||||
"|Do not mutate data returned by global.get: doing so will produce"
|
||||
"|unpredictable results. Instead, using global.set to mutate global"
|
||||
"|variables."
|
||||
"|Performance note: each time you call global.get, you deserialize the"
|
||||
"|stored serialized version, constructing another copy of the data."
|
||||
"|") {
|
||||
LuaArg varname;
|
||||
LuaRet value;
|
||||
LuaVar globaldb;
|
||||
LuaDefStack LS(L, varname, value, globaldb);
|
||||
LS.rawget(globaldb, LuaRegistry, "globaldb");
|
||||
LS.rawget(value, globaldb, varname);
|
||||
LuaDefStack LS(L, varname, value);
|
||||
LS.set(value, LuaNil);
|
||||
|
||||
// Check the varname argument.
|
||||
eng::string gvar = LS.ckstring(varname);
|
||||
if (!sv::is_lua_id(gvar)) {
|
||||
luaL_error(L, "variable name must be a valid lua identifier: %s", gvar.c_str());
|
||||
return LS.result();
|
||||
}
|
||||
|
||||
// Fetch the serialized blob.
|
||||
World *w = World::fetch_global_pointer(L);
|
||||
std::string_view data = w->get_global(gvar);
|
||||
if (data.empty()) return LS.result();
|
||||
|
||||
// Deserialize the blob.
|
||||
StreamBuffer sb(data);
|
||||
eng::string error = deserialize_lua(LS, value, &sb);
|
||||
if (!error.empty()) {
|
||||
luaL_error(L, "%s", error.c_str());
|
||||
return LS.result();
|
||||
}
|
||||
return LS.result();
|
||||
}
|
||||
|
||||
@@ -1022,8 +1039,8 @@ LuaDefine(global_once, "varname",
|
||||
"|") {
|
||||
LuaArg varname;
|
||||
LuaRet result;
|
||||
LuaVar globaldb, flag;
|
||||
LuaDefStack LS(L, varname, flag, result, globaldb);
|
||||
LuaDefStack LS(L, varname, result);
|
||||
LS.set(result, false);
|
||||
|
||||
// Check the varname argument.
|
||||
eng::string gvar = LS.ckstring(varname);
|
||||
@@ -1033,17 +1050,12 @@ LuaDefine(global_once, "varname",
|
||||
}
|
||||
gvar += ":once";
|
||||
|
||||
LS.rawget(globaldb, LuaRegistry, "globaldb");
|
||||
LS.rawget(flag, globaldb, gvar);
|
||||
|
||||
if (!LS.isnil(flag)) {
|
||||
LS.set(result, false);
|
||||
return LS.result();
|
||||
}
|
||||
|
||||
LS.set(result, true);
|
||||
World *w = World::fetch_global_pointer(L);
|
||||
w->set_global(LS, gvar, result);
|
||||
LS.set(result, false);
|
||||
if (w->get_global(gvar).empty()) {
|
||||
LS.set(result, true);
|
||||
w->set_global(gvar, "x");
|
||||
}
|
||||
return LS.result();
|
||||
}
|
||||
|
||||
@@ -1055,8 +1067,7 @@ LuaDefine(global_clearonce, "varname",
|
||||
"|uses global.set under the covers."
|
||||
"|") {
|
||||
LuaArg varname;
|
||||
LuaVar null;
|
||||
LuaDefStack LS(L, varname, null);
|
||||
LuaDefStack LS(L, varname);
|
||||
|
||||
// Check the varname argument.
|
||||
eng::string gvar = LS.ckstring(varname);
|
||||
@@ -1066,8 +1077,7 @@ LuaDefine(global_clearonce, "varname",
|
||||
}
|
||||
gvar += ":once";
|
||||
|
||||
LS.set(null, LuaNil);
|
||||
World *w = World::fetch_global_pointer(L);
|
||||
w->set_global(LS, gvar, null);
|
||||
w->set_global(gvar, "");
|
||||
return LS.result();
|
||||
}
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
#include "traceback.hpp"
|
||||
#include "pprint.hpp"
|
||||
#include "util.hpp"
|
||||
#include "serializelua.hpp"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
@@ -1101,31 +1100,10 @@ std::ostream *World::lthread_print_stream() const {
|
||||
}
|
||||
}
|
||||
|
||||
void World::set_global(LuaCoreStack &LS0, const eng::string &gvar, LuaSlot value) {
|
||||
lua_State *L = LS0.state();
|
||||
LuaVar globaldb, copy;
|
||||
LuaExtStack LS(L, globaldb, copy);
|
||||
|
||||
// Serialize then deserialize the data, to produce a copy.
|
||||
StreamBuffer sb;
|
||||
eng::string error = serialize_lua(LS, value, &sb);
|
||||
if (!error.empty()) {
|
||||
luaL_error(L, "%s", error.c_str());
|
||||
return;
|
||||
}
|
||||
eng::string serialized(sb.view());
|
||||
error = deserialize_lua(LS, copy, &sb);
|
||||
if (!error.empty()) {
|
||||
luaL_error(L, "%s", error.c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
// Store the copy in the globalDB.
|
||||
LS.rawget(globaldb, LuaRegistry, "globaldb");
|
||||
LS.rawset(globaldb, gvar, copy);
|
||||
|
||||
void World::set_global(const eng::string &gvar, std::string_view value) {
|
||||
// Store the serialized blob.
|
||||
gvname_to_serial_[gvar] = serialized;
|
||||
//
|
||||
gvname_to_serial_[gvar] = value;
|
||||
|
||||
// Implement the tracking so that we can rapidly determine which global
|
||||
// variables need to be difference transmitted.
|
||||
@@ -1147,6 +1125,15 @@ void World::set_global(LuaCoreStack &LS0, const eng::string &gvar, LuaSlot value
|
||||
}
|
||||
}
|
||||
|
||||
const eng::string &World::get_global(const eng::string &gvar) {
|
||||
static eng::string empty;
|
||||
auto iter = gvname_to_serial_.find(gvar);
|
||||
if (iter == gvname_to_serial_.end()) {
|
||||
return empty;
|
||||
} else {
|
||||
return iter->second;
|
||||
}
|
||||
}
|
||||
|
||||
void World::serialize(StreamBuffer *sb) {
|
||||
assert(stack_is_clear());
|
||||
|
||||
@@ -305,36 +305,15 @@ void World::diff_source(World *master, StreamBuffer *sb) {
|
||||
assert(tsb.empty());
|
||||
}
|
||||
|
||||
const eng::string &World::get_gvname_serial(const eng::string &gvar) {
|
||||
static eng::string empty;
|
||||
auto iter = gvname_to_serial_.find(gvar);
|
||||
if (iter == gvname_to_serial_.end()) {
|
||||
return empty;
|
||||
} else {
|
||||
return iter->second;
|
||||
}
|
||||
}
|
||||
|
||||
void World::patch_globals(StreamBuffer *sb, DebugCollector *dbc) {
|
||||
DebugBlock dbb(dbc, "patch_globals");
|
||||
int64_t seqno = sb->read_int64();
|
||||
int32_t total = sb->read_int32();
|
||||
if (total > 0) {
|
||||
lua_State *L = state();
|
||||
LuaVar globaldb, copy;
|
||||
LuaExtStack LS(L, globaldb, copy);
|
||||
LS.rawget(globaldb, LuaRegistry, "globaldb");
|
||||
for (int i = 0; i < total; i++) {
|
||||
eng::string gvar = sb->read_string();
|
||||
eng::string serial = sb->read_string();
|
||||
gvname_to_serial_[gvar] = serial;
|
||||
StreamBuffer sb(serial);
|
||||
eng::string error = deserialize_lua(LS, copy, &sb);
|
||||
if (error.empty()) {
|
||||
LS.rawset(globaldb, gvar, copy);
|
||||
} else {
|
||||
DebugLine(dbc) << "Invalid global serialized data: " << gvar << ":" << error;
|
||||
}
|
||||
}
|
||||
}
|
||||
assign_seqno_ = seqno;
|
||||
@@ -350,8 +329,8 @@ void World::diff_globals(World *master, StreamBuffer *sb) {
|
||||
int64_t count_pos = tsb.total_writes();
|
||||
int32_t total_mods = 0;
|
||||
for (const eng::string &gvar : gvname_modified_) {
|
||||
const eng::string &mval = master->get_gvname_serial(gvar);
|
||||
const eng::string &sval = get_gvname_serial(gvar);
|
||||
const eng::string &mval = master->get_global(gvar);
|
||||
const eng::string &sval = get_global(gvar);
|
||||
if (mval != sval) {
|
||||
total_mods += 1;
|
||||
tsb.write_string(gvar);
|
||||
@@ -362,8 +341,8 @@ void World::diff_globals(World *master, StreamBuffer *sb) {
|
||||
while (iter != master->seqno_to_gvname_.end()) {
|
||||
const auto &gvar = iter->second;
|
||||
if (gvname_modified_.find(gvar) == gvname_modified_.end()) {
|
||||
const eng::string &mval = master->get_gvname_serial(gvar);
|
||||
const eng::string &sval = get_gvname_serial(gvar);
|
||||
const eng::string &mval = master->get_global(gvar);
|
||||
const eng::string &sval = get_global(gvar);
|
||||
if (mval != sval) {
|
||||
total_mods += 1;
|
||||
tsb.write_string(gvar);
|
||||
|
||||
@@ -241,32 +241,6 @@ void World::tangible_set_class(int64_t id, const eng::string &c) const {
|
||||
LS.rawset(meta, "__index", sclass);
|
||||
}
|
||||
|
||||
void World::set_global_json(const eng::string &gvar, const eng::string &json) {
|
||||
LuaVar decoded;
|
||||
LuaExtStack LS(state(), decoded);
|
||||
bool ok = json::decode(LS, decoded, json);
|
||||
if (!ok) {
|
||||
luaL_error(state(), "invalid json");
|
||||
return;
|
||||
}
|
||||
set_global(LS, gvar, decoded);
|
||||
}
|
||||
|
||||
eng::string World::get_global_json(const eng::string &gvar) {
|
||||
LuaVar value, globaldb;
|
||||
LuaExtStack LS(state(), globaldb, value);
|
||||
LS.rawget(globaldb, LuaRegistry, "globaldb");
|
||||
LS.rawget(value, globaldb, gvar);
|
||||
eng::string out;
|
||||
eng::string error = json::encode(LS, value, out, false, 10000);
|
||||
if (!error.empty()) {
|
||||
luaL_error(state(), "%s", error.c_str());
|
||||
return "";
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
|
||||
eng::string World::tangible_get_class(int64_t id) const {
|
||||
LuaVar tangibles, tan, meta, sclass;
|
||||
LuaExtStack LS(state(), tangibles, tan, meta, sclass);
|
||||
@@ -495,24 +469,24 @@ LuaDefine(unittests_world5diffglobals, "", "some unit tests") {
|
||||
UniqueWorld cs(new World(WORLD_TYPE_PREDICTIVE));
|
||||
StreamBuffer sb;
|
||||
|
||||
m->set_global_json("x", "3");
|
||||
m->set_global("x", "3");
|
||||
ss->diff_globals(m.get(), &sb);
|
||||
cs->patch_globals(&sb, nullptr);
|
||||
LuaAssertStrEq(L, cs->get_global_json("x"), "3");
|
||||
LuaAssertStrEq(L, cs->get_global("x"), "3");
|
||||
|
||||
m->set_global_json("x", "4");
|
||||
m->set_global_json("x", "5");
|
||||
m->set_global_json("y", "6");
|
||||
m->set_global("x", "4");
|
||||
m->set_global("x", "5");
|
||||
m->set_global("y", "6");
|
||||
ss->diff_globals(m.get(), &sb);
|
||||
cs->patch_globals(&sb, nullptr);
|
||||
LuaAssertStrEq(L, cs->get_global_json("x"), "5");
|
||||
LuaAssertStrEq(L, cs->get_global_json("y"), "6");
|
||||
LuaAssertStrEq(L, cs->get_global("x"), "5");
|
||||
LuaAssertStrEq(L, cs->get_global("y"), "6");
|
||||
|
||||
cs->set_global_json("x", "2");
|
||||
ss->set_global_json("x", "2");
|
||||
cs->set_global("x", "2");
|
||||
ss->set_global("x", "2");
|
||||
ss->diff_globals(m.get(), &sb);
|
||||
cs->patch_globals(&sb, nullptr);
|
||||
LuaAssertStrEq(L, cs->get_global_json("x"), "5");
|
||||
LuaAssertStrEq(L, cs->get_global("x"), "5");
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -357,17 +357,18 @@ public:
|
||||
|
||||
std::ostream *lthread_print_stream() const;
|
||||
|
||||
// Set a global variable.
|
||||
// Set a lua global variable.
|
||||
//
|
||||
// This will throw lua errors if there's a problem.
|
||||
// The table just stores strings, and the difference transmitter
|
||||
// just difference transmits those strings. The strings are meant
|
||||
// to be serialized lua data structures, but there is no enforcement
|
||||
// of that here.
|
||||
//
|
||||
void set_global(LuaCoreStack &LS0, const eng::string &gvar, LuaSlot value);
|
||||
void set_global(const eng::string &var, std::string_view value);
|
||||
|
||||
// Get the serialized value of a global variable.
|
||||
// Get a lua global variable.
|
||||
//
|
||||
// This accessor is used during difference transmission.
|
||||
//
|
||||
const eng::string &get_gvname_serial(const eng::string &gvar);
|
||||
const eng::string &get_global(const eng::string &var);
|
||||
|
||||
// Allocate a single ID.
|
||||
//
|
||||
@@ -491,14 +492,6 @@ public:
|
||||
//
|
||||
eng::string tangible_get_class(int64_t id) const;
|
||||
|
||||
// Store json in a global variable.
|
||||
//
|
||||
void set_global_json(const eng::string &gvar, const eng::string &json);
|
||||
|
||||
// Get a global variable as json.
|
||||
//
|
||||
eng::string get_global_json(const eng::string &gvar);
|
||||
|
||||
public:
|
||||
///////////////////////////////////////////////////////////
|
||||
//
|
||||
@@ -671,7 +664,6 @@ private:
|
||||
std::unique_ptr<eng::ostringstream> lthread_prints_;
|
||||
|
||||
friend class Tangible;
|
||||
friend void global_set(LuaCoreStack &LS0, const eng::string &gvar, LuaSlot value);
|
||||
friend int lfn_tangible_animate(lua_State *L);
|
||||
friend int lfn_tangible_build(lua_State *L);
|
||||
friend int lfn_tangible_redirect(lua_State *L);
|
||||
|
||||
@@ -5,6 +5,4 @@
|
||||
|
||||
ut-table.lua
|
||||
ut-tablecmp.lua
|
||||
basics.lua
|
||||
uglyglobals.lua
|
||||
login.lua
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
makeclass('login')
|
||||
makeclass("engio")
|
||||
|
||||
function login.initialize(actor, place)
|
||||
dprint("login.initialize:", actor)
|
||||
@@ -6,52 +7,7 @@ function login.initialize(actor, place)
|
||||
local y = math.random(1, 100)
|
||||
tangible.animate(actor, nil, {bp="tangiblecharacter", action="warpto", plane="earth", xyz={x, y, 90}})
|
||||
end
|
||||
|
||||
function login.interface(actor, place)
|
||||
gui.menu_item("cb_becomeplayer", "Become a Player")
|
||||
gui.menu_item("cb_p123", "Print 1, 2, 3")
|
||||
gui.menu_item("cb_p123_nopredict", "Print 1, 2, 3 nopredict")
|
||||
gui.menu_item("cb_uglytimedaemon","Start the Time Daemon")
|
||||
gui.menu_item("cb_seedprng","Seed the PRNG")
|
||||
end
|
||||
|
||||
function login.cb_seedprng(actor,place,dialog)
|
||||
local result=http.get{method='GET',host='www.random.org',path='/cgi-bin/randbyte',params={nbytes='32',format='f'},verifycertificate=false}
|
||||
pprint(result)
|
||||
end -- "GET /cgi-bin/randbyte?nbytes=16384&format=f HTTP/1.0\nHost: www.random.org\n\n"
|
||||
|
||||
|
||||
function login.cb_becomeplayer(actor, place, dialog)
|
||||
actor.kind='P'
|
||||
actor.Count={} setmetatable(actor.Count,NilIsZero)
|
||||
actor.food={} setmetatable(actor.food,NilIsZero)
|
||||
actor.spectra={} setmetatable(actor.spectra,NilIsZero)
|
||||
actor.stack={}
|
||||
actor.team='red'
|
||||
tangible.setclass(actor, player)
|
||||
tangible.animate(actor,{action="warp",plane="main",x=0,y=0,z=0})
|
||||
end
|
||||
|
||||
function login.cb_p123(actor, place, dialog)
|
||||
print("CB_P123 actor=", actor, " place=", place, " dialog=", dialog);
|
||||
print(1);
|
||||
print(2);
|
||||
print(3);
|
||||
end
|
||||
|
||||
function bechar()
|
||||
local a = tangible.actor()
|
||||
tangible.animate(a, nil, {bp="TangibleCharacter", xyz={0,0,90}})
|
||||
end
|
||||
|
||||
makeclass("engio")
|
||||
function engio.myfunction(actor, place, a, b, c)
|
||||
print("Myfunction actor=", actor," place=", place)
|
||||
print("A:", a)
|
||||
print("B:", b)
|
||||
print("C:", c)
|
||||
return {13, "chicken", {2,3,4}, false}
|
||||
end
|
||||
|
||||
function engio.move(actor, place, action, xyz, facing)
|
||||
-- todo: sanity check the parameters.
|
||||
|
||||
@@ -1,7 +0,0 @@
|
||||
makeclass('prng')
|
||||
|
||||
function prng.seed(n)
|
||||
ug.set(prngseed,n)
|
||||
end
|
||||
|
||||
function
|
||||
Reference in New Issue
Block a user