add gs
This commit is contained in:
+31
@@ -0,0 +1,31 @@
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--[[
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PlayerModule - This module requires and instantiates the camera and control modules,
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and provides getters for developers to access methods on these singletons without
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having to modify Roblox-supplied scripts.
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2018 PlayerScripts Update - AllYourBlox
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--]]
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local PlayerModule = {}
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PlayerModule.__index = PlayerModule
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function PlayerModule.new()
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local self = setmetatable({},PlayerModule)
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self.cameras = require(script:WaitForChild("CameraModule"))
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self.controls = require(script:WaitForChild("ControlModule"))
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return self
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end
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function PlayerModule:GetCameras()
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return self.cameras
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end
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function PlayerModule:GetControls()
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return self.controls
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end
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function PlayerModule:GetClickToMoveController()
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return self.controls:GetClickToMoveController()
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end
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return PlayerModule.new()
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+567
@@ -0,0 +1,567 @@
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--[[
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CameraModule - This ModuleScript implements a singleton class to manage the
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selection, activation, and deactivation of the current camera controller,
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character occlusion controller, and transparency controller. This script binds to
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RenderStepped at Camera priority and calls the Update() methods on the active
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controller instances.
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The camera controller ModuleScripts implement classes which are instantiated and
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activated as-needed, they are no longer all instantiated up front as they were in
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the previous generation of PlayerScripts.
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2018 PlayerScripts Update - AllYourBlox
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--]]
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local CameraModule = {}
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CameraModule.__index = CameraModule
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local FFlagUserCameraToggle do
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local success, result = pcall(function()
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return UserSettings():IsUserFeatureEnabled("UserCameraToggle")
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end)
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FFlagUserCameraToggle = success and result
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end
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local FFlagUserRemoveTheCameraApi do
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local success, result = pcall(function()
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return UserSettings():IsUserFeatureEnabled("UserRemoveTheCameraApi")
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end)
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FFlagUserRemoveTheCameraApi = success and result
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end
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local FFlagUserCameraInputRefactor do
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local success, result = pcall(function()
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return UserSettings():IsUserFeatureEnabled("UserCameraInputRefactor2")
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end)
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FFlagUserCameraInputRefactor = success and result
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end
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-- NOTICE: Player property names do not all match their StarterPlayer equivalents,
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-- with the differences noted in the comments on the right
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local PLAYER_CAMERA_PROPERTIES =
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{
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"CameraMinZoomDistance",
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"CameraMaxZoomDistance",
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"CameraMode",
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"DevCameraOcclusionMode",
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"DevComputerCameraMode", -- Corresponds to StarterPlayer.DevComputerCameraMovementMode
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"DevTouchCameraMode", -- Corresponds to StarterPlayer.DevTouchCameraMovementMode
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-- Character movement mode
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"DevComputerMovementMode",
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"DevTouchMovementMode",
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"DevEnableMouseLock", -- Corresponds to StarterPlayer.EnableMouseLockOption
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}
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local USER_GAME_SETTINGS_PROPERTIES =
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{
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"ComputerCameraMovementMode",
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"ComputerMovementMode",
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"ControlMode",
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"GamepadCameraSensitivity",
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"MouseSensitivity",
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"RotationType",
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"TouchCameraMovementMode",
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"TouchMovementMode",
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}
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--[[ Roblox Services ]]--
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local Players = game:GetService("Players")
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local RunService = game:GetService("RunService")
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local UserInputService = game:GetService("UserInputService")
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local UserGameSettings = UserSettings():GetService("UserGameSettings")
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-- Static camera utils
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local CameraUtils = require(script:WaitForChild("CameraUtils"))
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local CameraInput = require(script:WaitForChild("CameraInput"))
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-- Load Roblox Camera Controller Modules
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local ClassicCamera = require(script:WaitForChild("ClassicCamera"))
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local OrbitalCamera = require(script:WaitForChild("OrbitalCamera"))
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local LegacyCamera = require(script:WaitForChild("LegacyCamera"))
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-- Load Roblox Occlusion Modules
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local Invisicam = require(script:WaitForChild("Invisicam"))
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local Poppercam = require(script:WaitForChild("Poppercam"))
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-- Load the near-field character transparency controller and the mouse lock "shift lock" controller
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local TransparencyController = require(script:WaitForChild("TransparencyController"))
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local MouseLockController = require(script:WaitForChild("MouseLockController"))
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-- Table of camera controllers that have been instantiated. They are instantiated as they are used.
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local instantiatedCameraControllers = {}
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local instantiatedOcclusionModules = {}
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-- Management of which options appear on the Roblox User Settings screen
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do
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local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts")
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PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default)
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PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow)
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PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic)
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PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default)
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PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow)
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PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic)
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if FFlagUserCameraToggle then
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PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.CameraToggle)
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end
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end
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function CameraModule.new()
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local self = setmetatable({},CameraModule)
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-- Current active controller instances
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self.activeCameraController = nil
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self.activeOcclusionModule = nil
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self.activeTransparencyController = nil
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self.activeMouseLockController = nil
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self.currentComputerCameraMovementMode = nil
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-- Connections to events
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self.cameraSubjectChangedConn = nil
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self.cameraTypeChangedConn = nil
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-- Adds CharacterAdded and CharacterRemoving event handlers for all current players
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for _,player in pairs(Players:GetPlayers()) do
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self:OnPlayerAdded(player)
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end
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-- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future
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Players.PlayerAdded:Connect(function(player)
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self:OnPlayerAdded(player)
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end)
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self.activeTransparencyController = TransparencyController.new()
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self.activeTransparencyController:Enable(true)
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if not UserInputService.TouchEnabled then
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self.activeMouseLockController = MouseLockController.new()
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local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent()
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if toggleEvent then
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toggleEvent:Connect(function()
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self:OnMouseLockToggled()
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end)
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end
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end
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self:ActivateCameraController(self:GetCameraControlChoice())
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self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode)
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self:OnCurrentCameraChanged() -- Does initializations and makes first camera controller
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RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, function(dt) self:Update(dt) end)
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-- Connect listeners to camera-related properties
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for _, propertyName in pairs(PLAYER_CAMERA_PROPERTIES) do
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Players.LocalPlayer:GetPropertyChangedSignal(propertyName):Connect(function()
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self:OnLocalPlayerCameraPropertyChanged(propertyName)
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end)
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end
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for _, propertyName in pairs(USER_GAME_SETTINGS_PROPERTIES) do
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UserGameSettings:GetPropertyChangedSignal(propertyName):Connect(function()
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self:OnUserGameSettingsPropertyChanged(propertyName)
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end)
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end
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game.Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
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self:OnCurrentCameraChanged()
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end)
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self.lastInputType = UserInputService:GetLastInputType()
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UserInputService.LastInputTypeChanged:Connect(function(newLastInputType)
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self.lastInputType = newLastInputType
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end)
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return self
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end
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function CameraModule:GetCameraMovementModeFromSettings()
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local cameraMode = Players.LocalPlayer.CameraMode
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-- Lock First Person trumps all other settings and forces ClassicCamera
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if cameraMode == Enum.CameraMode.LockFirstPerson then
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return CameraUtils.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic)
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end
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local devMode, userMode
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if UserInputService.TouchEnabled then
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devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevTouchCameraMode)
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userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.TouchCameraMovementMode)
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else
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devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevComputerCameraMode)
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userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode)
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end
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if devMode == Enum.DevComputerCameraMovementMode.UserChoice then
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-- Developer is allowing user choice, so user setting is respected
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return userMode
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end
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return devMode
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end
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function CameraModule:ActivateOcclusionModule( occlusionMode )
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local newModuleCreator
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if occlusionMode == Enum.DevCameraOcclusionMode.Zoom then
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newModuleCreator = Poppercam
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elseif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then
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newModuleCreator = Invisicam
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else
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warn("CameraScript ActivateOcclusionModule called with unsupported mode")
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return
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end
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-- First check to see if there is actually a change. If the module being requested is already
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-- the currently-active solution then just make sure it's enabled and exit early
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if self.activeOcclusionModule and self.activeOcclusionModule:GetOcclusionMode() == occlusionMode then
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if not self.activeOcclusionModule:GetEnabled() then
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self.activeOcclusionModule:Enable(true)
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end
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return
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end
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-- Save a reference to the current active module (may be nil) so that we can disable it if
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-- we are successful in activating its replacement
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local prevOcclusionModule = self.activeOcclusionModule
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-- If there is no active module, see if the one we need has already been instantiated
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self.activeOcclusionModule = instantiatedOcclusionModules[newModuleCreator]
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-- If the module was not already instantiated and selected above, instantiate it
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if not self.activeOcclusionModule then
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self.activeOcclusionModule = newModuleCreator.new()
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if self.activeOcclusionModule then
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instantiatedOcclusionModules[newModuleCreator] = self.activeOcclusionModule
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end
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end
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-- If we were successful in either selecting or instantiating the module,
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-- enable it if it's not already the currently-active enabled module
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if self.activeOcclusionModule then
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local newModuleOcclusionMode = self.activeOcclusionModule:GetOcclusionMode()
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-- Sanity check that the module we selected or instantiated actually supports the desired occlusionMode
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if newModuleOcclusionMode ~= occlusionMode then
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warn("CameraScript ActivateOcclusionModule mismatch: ",self.activeOcclusionModule:GetOcclusionMode(),"~=",occlusionMode)
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end
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-- Deactivate current module if there is one
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if prevOcclusionModule then
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-- Sanity check that current module is not being replaced by itself (that should have been handled above)
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if prevOcclusionModule ~= self.activeOcclusionModule then
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prevOcclusionModule:Enable(false)
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else
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warn("CameraScript ActivateOcclusionModule failure to detect already running correct module")
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end
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end
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-- Occlusion modules need to be initialized with information about characters and cameraSubject
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-- Invisicam needs the LocalPlayer's character
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-- Poppercam needs all player characters and the camera subject
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if occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then
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-- Optimization to only send Invisicam what we know it needs
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if Players.LocalPlayer.Character then
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self.activeOcclusionModule:CharacterAdded(Players.LocalPlayer.Character, Players.LocalPlayer )
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end
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else
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-- When Poppercam is enabled, we send it all existing player characters for its raycast ignore list
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for _, player in pairs(Players:GetPlayers()) do
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if player and player.Character then
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self.activeOcclusionModule:CharacterAdded(player.Character, player)
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end
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end
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self.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject)
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end
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-- Activate new choice
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self.activeOcclusionModule:Enable(true)
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end
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end
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-- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways)
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-- Next, if userCameraCreator is passed in, that is used as the cameraCreator
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function CameraModule:ActivateCameraController(cameraMovementMode, legacyCameraType)
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local newCameraCreator = nil
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if legacyCameraType~=nil then
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--[[
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This function has been passed a CameraType enum value. Some of these map to the use of
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the LegacyCamera module, the value "Custom" will be translated to a movementMode enum
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value based on Dev and User settings, and "Scriptable" will disable the camera controller.
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--]]
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if legacyCameraType == Enum.CameraType.Scriptable then
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if self.activeCameraController then
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self.activeCameraController:Enable(false)
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self.activeCameraController = nil
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return
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end
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elseif legacyCameraType == Enum.CameraType.Custom then
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cameraMovementMode = self:GetCameraMovementModeFromSettings()
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elseif legacyCameraType == Enum.CameraType.Track then
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-- Note: The TrackCamera module was basically an older, less fully-featured
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-- version of ClassicCamera, no longer actively maintained, but it is re-implemented in
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-- case a game was dependent on its lack of ClassicCamera's extra functionality.
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cameraMovementMode = Enum.ComputerCameraMovementMode.Classic
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elseif legacyCameraType == Enum.CameraType.Follow then
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cameraMovementMode = Enum.ComputerCameraMovementMode.Follow
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elseif legacyCameraType == Enum.CameraType.Orbital then
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cameraMovementMode = Enum.ComputerCameraMovementMode.Orbital
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elseif legacyCameraType == Enum.CameraType.Attach or
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legacyCameraType == Enum.CameraType.Watch or
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legacyCameraType == Enum.CameraType.Fixed then
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newCameraCreator = LegacyCamera
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else
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warn("CameraScript encountered an unhandled Camera.CameraType value: ",legacyCameraType)
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end
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end
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if not newCameraCreator then
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if cameraMovementMode == Enum.ComputerCameraMovementMode.Classic or
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cameraMovementMode == Enum.ComputerCameraMovementMode.Follow or
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cameraMovementMode == Enum.ComputerCameraMovementMode.Default or
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(FFlagUserCameraToggle and cameraMovementMode == Enum.ComputerCameraMovementMode.CameraToggle) then
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newCameraCreator = ClassicCamera
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elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Orbital then
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newCameraCreator = OrbitalCamera
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else
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warn("ActivateCameraController did not select a module.")
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return
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end
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end
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-- Create the camera control module we need if it does not already exist in instantiatedCameraControllers
|
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local newCameraController
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if not instantiatedCameraControllers[newCameraCreator] then
|
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newCameraController = newCameraCreator.new()
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instantiatedCameraControllers[newCameraCreator] = newCameraController
|
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else
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newCameraController = instantiatedCameraControllers[newCameraCreator]
|
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end
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|
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-- If there is a controller active and it's not the one we need, disable it,
|
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-- if it is the one we need, make sure it's enabled
|
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if self.activeCameraController then
|
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if self.activeCameraController ~= newCameraController then
|
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self.activeCameraController:Enable(false)
|
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self.activeCameraController = newCameraController
|
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self.activeCameraController:Enable(true)
|
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elseif not self.activeCameraController:GetEnabled() then
|
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self.activeCameraController:Enable(true)
|
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end
|
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elseif newCameraController ~= nil then
|
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self.activeCameraController = newCameraController
|
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self.activeCameraController:Enable(true)
|
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end
|
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|
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if self.activeCameraController then
|
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if cameraMovementMode~=nil then
|
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self.activeCameraController:SetCameraMovementMode(cameraMovementMode)
|
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elseif legacyCameraType~=nil then
|
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-- Note that this is only called when legacyCameraType is not a type that
|
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-- was convertible to a ComputerCameraMovementMode value, i.e. really only applies to LegacyCamera
|
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self.activeCameraController:SetCameraType(legacyCameraType)
|
||||
end
|
||||
end
|
||||
end
|
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|
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-- Note: The active transparency controller could be made to listen for this event itself.
|
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function CameraModule:OnCameraSubjectChanged()
|
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if self.activeTransparencyController then
|
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self.activeTransparencyController:SetSubject(game.Workspace.CurrentCamera.CameraSubject)
|
||||
end
|
||||
|
||||
if self.activeOcclusionModule then
|
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self.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject)
|
||||
end
|
||||
end
|
||||
|
||||
function CameraModule:OnCameraTypeChanged(newCameraType)
|
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if newCameraType == Enum.CameraType.Scriptable then
|
||||
if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then
|
||||
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
|
||||
end
|
||||
end
|
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|
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-- Forward the change to ActivateCameraController to handle
|
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self:ActivateCameraController(nil, newCameraType)
|
||||
end
|
||||
|
||||
-- Note: Called whenever workspace.CurrentCamera changes, but also on initialization of this script
|
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function CameraModule:OnCurrentCameraChanged()
|
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local currentCamera = game.Workspace.CurrentCamera
|
||||
if not currentCamera then return end
|
||||
|
||||
if self.cameraSubjectChangedConn then
|
||||
self.cameraSubjectChangedConn:Disconnect()
|
||||
end
|
||||
|
||||
if self.cameraTypeChangedConn then
|
||||
self.cameraTypeChangedConn:Disconnect()
|
||||
end
|
||||
|
||||
self.cameraSubjectChangedConn = currentCamera:GetPropertyChangedSignal("CameraSubject"):Connect(function()
|
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self:OnCameraSubjectChanged(currentCamera.CameraSubject)
|
||||
end)
|
||||
|
||||
self.cameraTypeChangedConn = currentCamera:GetPropertyChangedSignal("CameraType"):Connect(function()
|
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self:OnCameraTypeChanged(currentCamera.CameraType)
|
||||
end)
|
||||
|
||||
self:OnCameraSubjectChanged(currentCamera.CameraSubject)
|
||||
self:OnCameraTypeChanged(currentCamera.CameraType)
|
||||
end
|
||||
|
||||
function CameraModule:OnLocalPlayerCameraPropertyChanged(propertyName)
|
||||
if propertyName == "CameraMode" then
|
||||
-- CameraMode is only used to turn on/off forcing the player into first person view. The
|
||||
-- Note: The case "Classic" is used for all other views and does not correspond only to the ClassicCamera module
|
||||
if Players.LocalPlayer.CameraMode == Enum.CameraMode.LockFirstPerson then
|
||||
-- Locked in first person, use ClassicCamera which supports this
|
||||
if not self.activeCameraController or self.activeCameraController:GetModuleName() ~= "ClassicCamera" then
|
||||
self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(Enum.DevComputerCameraMovementMode.Classic))
|
||||
end
|
||||
|
||||
if self.activeCameraController then
|
||||
self.activeCameraController:UpdateForDistancePropertyChange()
|
||||
end
|
||||
elseif Players.LocalPlayer.CameraMode == Enum.CameraMode.Classic then
|
||||
-- Not locked in first person view
|
||||
local cameraMovementMode =self: GetCameraMovementModeFromSettings()
|
||||
self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode))
|
||||
else
|
||||
warn("Unhandled value for property player.CameraMode: ",Players.LocalPlayer.CameraMode)
|
||||
end
|
||||
|
||||
elseif propertyName == "DevComputerCameraMode" or
|
||||
propertyName == "DevTouchCameraMode" then
|
||||
local cameraMovementMode = self:GetCameraMovementModeFromSettings()
|
||||
self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode))
|
||||
|
||||
elseif propertyName == "DevCameraOcclusionMode" then
|
||||
self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode)
|
||||
|
||||
elseif propertyName == "CameraMinZoomDistance" or propertyName == "CameraMaxZoomDistance" then
|
||||
if self.activeCameraController then
|
||||
self.activeCameraController:UpdateForDistancePropertyChange()
|
||||
end
|
||||
elseif propertyName == "DevTouchMovementMode" then
|
||||
elseif propertyName == "DevComputerMovementMode" then
|
||||
elseif propertyName == "DevEnableMouseLock" then
|
||||
-- This is the enabling/disabling of "Shift Lock" mode, not LockFirstPerson (which is a CameraMode)
|
||||
-- Note: Enabling and disabling of MouseLock mode is normally only a publish-time choice made via
|
||||
-- the corresponding EnableMouseLockOption checkbox of StarterPlayer, and this script does not have
|
||||
-- support for changing the availability of MouseLock at runtime (this would require listening to
|
||||
-- Player.DevEnableMouseLock changes)
|
||||
end
|
||||
end
|
||||
|
||||
function CameraModule:OnUserGameSettingsPropertyChanged(propertyName)
|
||||
if propertyName == "ComputerCameraMovementMode" then
|
||||
local cameraMovementMode = self:GetCameraMovementModeFromSettings()
|
||||
self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode))
|
||||
end
|
||||
end
|
||||
|
||||
--[[
|
||||
Main RenderStep Update. The camera controller and occlusion module both have opportunities
|
||||
to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera.
|
||||
The camera and occlusion modules should only return CFrames, not set the CFrame property of
|
||||
CurrentCamera directly.
|
||||
--]]
|
||||
function CameraModule:Update(dt)
|
||||
if self.activeCameraController then
|
||||
if FFlagUserCameraToggle then
|
||||
self.activeCameraController:UpdateMouseBehavior()
|
||||
end
|
||||
|
||||
local newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt)
|
||||
self.activeCameraController:ApplyVRTransform()
|
||||
if self.activeOcclusionModule then
|
||||
newCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus)
|
||||
end
|
||||
|
||||
-- Here is where the new CFrame and Focus are set for this render frame
|
||||
game.Workspace.CurrentCamera.CFrame = newCameraCFrame
|
||||
game.Workspace.CurrentCamera.Focus = newCameraFocus
|
||||
|
||||
-- Update to character local transparency as needed based on camera-to-subject distance
|
||||
if self.activeTransparencyController then
|
||||
self.activeTransparencyController:Update()
|
||||
end
|
||||
|
||||
if FFlagUserCameraInputRefactor and CameraInput.getInputEnabled() then
|
||||
CameraInput.resetInputForFrameEnd()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Formerly getCurrentCameraMode, this function resolves developer and user camera control settings to
|
||||
-- decide which camera control module should be instantiated. The old method of converting redundant enum types
|
||||
function CameraModule:GetCameraControlChoice()
|
||||
local player = Players.LocalPlayer
|
||||
|
||||
if player then
|
||||
if self.lastInputType == Enum.UserInputType.Touch or UserInputService.TouchEnabled then
|
||||
-- Touch
|
||||
if player.DevTouchCameraMode == Enum.DevTouchCameraMovementMode.UserChoice then
|
||||
return CameraUtils.ConvertCameraModeEnumToStandard( UserGameSettings.TouchCameraMovementMode )
|
||||
else
|
||||
return CameraUtils.ConvertCameraModeEnumToStandard( player.DevTouchCameraMode )
|
||||
end
|
||||
else
|
||||
-- Computer
|
||||
if player.DevComputerCameraMode == Enum.DevComputerCameraMovementMode.UserChoice then
|
||||
local computerMovementMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode)
|
||||
return CameraUtils.ConvertCameraModeEnumToStandard(computerMovementMode)
|
||||
else
|
||||
return CameraUtils.ConvertCameraModeEnumToStandard(player.DevComputerCameraMode)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function CameraModule:OnCharacterAdded(char, player)
|
||||
if self.activeOcclusionModule then
|
||||
self.activeOcclusionModule:CharacterAdded(char, player)
|
||||
end
|
||||
end
|
||||
|
||||
function CameraModule:OnCharacterRemoving(char, player)
|
||||
if self.activeOcclusionModule then
|
||||
self.activeOcclusionModule:CharacterRemoving(char, player)
|
||||
end
|
||||
end
|
||||
|
||||
function CameraModule:OnPlayerAdded(player)
|
||||
player.CharacterAdded:Connect(function(char)
|
||||
self:OnCharacterAdded(char, player)
|
||||
end)
|
||||
player.CharacterRemoving:Connect(function(char)
|
||||
self:OnCharacterRemoving(char, player)
|
||||
end)
|
||||
end
|
||||
|
||||
function CameraModule:OnMouseLockToggled()
|
||||
if self.activeMouseLockController then
|
||||
local mouseLocked = self.activeMouseLockController:GetIsMouseLocked()
|
||||
local mouseLockOffset = self.activeMouseLockController:GetMouseLockOffset()
|
||||
if self.activeCameraController then
|
||||
self.activeCameraController:SetIsMouseLocked(mouseLocked)
|
||||
self.activeCameraController:SetMouseLockOffset(mouseLockOffset)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local cameraModuleObject = CameraModule.new()
|
||||
local cameraApi = {}
|
||||
|
||||
if FFlagUserRemoveTheCameraApi then
|
||||
return cameraApi
|
||||
else
|
||||
return cameraModuleObject
|
||||
end
|
||||
+5
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"lint": {
|
||||
"ImplicitReturn": "fatal"
|
||||
}
|
||||
}
|
||||
+1677
File diff suppressed because it is too large
Load Diff
+47
@@ -0,0 +1,47 @@
|
||||
--[[
|
||||
BaseOcclusion - Abstract base class for character occlusion control modules
|
||||
2018 Camera Update - AllYourBlox
|
||||
--]]
|
||||
|
||||
--[[ The Module ]]--
|
||||
local BaseOcclusion = {}
|
||||
BaseOcclusion.__index = BaseOcclusion
|
||||
setmetatable(BaseOcclusion, {
|
||||
__call = function(_, ...)
|
||||
return BaseOcclusion.new(...)
|
||||
end
|
||||
})
|
||||
|
||||
function BaseOcclusion.new()
|
||||
local self = setmetatable({}, BaseOcclusion)
|
||||
return self
|
||||
end
|
||||
|
||||
-- Called when character is added
|
||||
function BaseOcclusion:CharacterAdded(char, player)
|
||||
end
|
||||
|
||||
-- Called when character is about to be removed
|
||||
function BaseOcclusion:CharacterRemoving(char, player)
|
||||
end
|
||||
|
||||
function BaseOcclusion:OnCameraSubjectChanged(newSubject)
|
||||
end
|
||||
|
||||
--[[ Derived classes are required to override and implement all of the following functions ]]--
|
||||
function BaseOcclusion:GetOcclusionMode()
|
||||
-- Must be overridden in derived classes to return an Enum.DevCameraOcclusionMode value
|
||||
warn("BaseOcclusion GetOcclusionMode must be overridden by derived classes")
|
||||
return nil
|
||||
end
|
||||
|
||||
function BaseOcclusion:Enable(enabled)
|
||||
warn("BaseOcclusion Enable must be overridden by derived classes")
|
||||
end
|
||||
|
||||
function BaseOcclusion:Update(dt, desiredCameraCFrame, desiredCameraFocus)
|
||||
warn("BaseOcclusion Update must be overridden by derived classes")
|
||||
return desiredCameraCFrame, desiredCameraFocus
|
||||
end
|
||||
|
||||
return BaseOcclusion
|
||||
+494
@@ -0,0 +1,494 @@
|
||||
local FFlagUserCameraInputRefactor do
|
||||
local success, result = pcall(function()
|
||||
return UserSettings():IsUserFeatureEnabled("UserCameraInputRefactor2")
|
||||
end)
|
||||
FFlagUserCameraInputRefactor = success and result
|
||||
end
|
||||
|
||||
local ContextActionService = game:GetService("ContextActionService")
|
||||
local UserInputService = game:GetService("UserInputService")
|
||||
local Players = game:GetService("Players")
|
||||
local UserGameSettings = UserSettings():GetService("UserGameSettings")
|
||||
|
||||
local player = Players.LocalPlayer
|
||||
|
||||
local CAMERA_INPUT_PRIORITY = Enum.ContextActionPriority.Default.Value
|
||||
local MB_TAP_LENGTH = 0.3 -- (s) length of time for a short mouse button tap to be registered
|
||||
|
||||
local ROTATION_SPEED_KEYS = math.rad(2) -- (rad/s)
|
||||
local ROTATION_SPEED_MOUSE = Vector2.new(1, 0.77)*math.rad(0.5) -- (rad/s)
|
||||
local ROTATION_SPEED_TOUCH = Vector2.new(1, 0.66)*math.rad(1) -- (rad/s)
|
||||
local ROTATION_SPEED_GAMEPAD = Vector2.new(1, 0.77)*math.rad(4) -- (rad/s)
|
||||
|
||||
local ZOOM_SPEED_MOUSE = 1 -- (scaled studs/wheel click)
|
||||
local ZOOM_SPEED_KEYS = 0.1 -- (studs/s)
|
||||
local ZOOM_SPEED_TOUCH = 0.04 -- (scaled studs/DIP %)
|
||||
|
||||
local MIN_TOUCH_SENSITIVITY_FRACTION = 0.25 -- 25% sensitivity at 90°
|
||||
|
||||
-- right mouse button up & down events
|
||||
local rmbDown, rmbUp do
|
||||
local rmbDownBindable = Instance.new("BindableEvent")
|
||||
local rmbUpBindable = Instance.new("BindableEvent")
|
||||
|
||||
rmbDown = rmbDownBindable.Event
|
||||
rmbUp = rmbUpBindable.Event
|
||||
|
||||
UserInputService.InputBegan:Connect(function(input, gpe)
|
||||
if not gpe and input.UserInputType == Enum.UserInputType.MouseButton2 then
|
||||
rmbDownBindable:Fire()
|
||||
end
|
||||
end)
|
||||
|
||||
UserInputService.InputEnded:Connect(function(input, gpe)
|
||||
if input.UserInputType == Enum.UserInputType.MouseButton2 then
|
||||
rmbUpBindable:Fire()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
local thumbstickCurve do
|
||||
local K_CURVATURE = 2 -- amount of upwards curvature (0 is flat)
|
||||
local K_DEADZONE = 0.1 -- deadzone
|
||||
|
||||
function thumbstickCurve(x)
|
||||
-- remove sign, apply linear deadzone
|
||||
local fDeadzone = (math.abs(x) - K_DEADZONE)/(1 - K_DEADZONE)
|
||||
|
||||
-- apply exponential curve and scale to fit in [0, 1]
|
||||
local fCurve = (math.exp(K_CURVATURE*fDeadzone) - 1)/(math.exp(K_CURVATURE) - 1)
|
||||
|
||||
-- reapply sign and clamp
|
||||
return math.sign(x)*math.clamp(fCurve, 0, 1)
|
||||
end
|
||||
end
|
||||
|
||||
-- Adjust the touch sensitivity so that sensitivity is reduced when swiping up
|
||||
-- or down, but stays the same when swiping towards the middle of the screen
|
||||
local function adjustTouchPitchSensitivity(delta)
|
||||
local camera = workspace.CurrentCamera
|
||||
|
||||
if not camera then
|
||||
return delta
|
||||
end
|
||||
|
||||
-- get the camera pitch in world space
|
||||
local pitch = camera.CFrame:ToEulerAnglesYXZ()
|
||||
|
||||
if delta.Y*pitch >= 0 then
|
||||
-- do not reduce sensitivity when pitching towards the horizon
|
||||
return delta
|
||||
end
|
||||
|
||||
-- set up a line to fit:
|
||||
-- 1 = f(0)
|
||||
-- 0 = f(±pi/2)
|
||||
local curveY = 1 - (2*math.abs(pitch)/math.pi)^0.75
|
||||
|
||||
-- remap curveY from [0, 1] -> [MIN_TOUCH_SENSITIVITY_FRACTION, 1]
|
||||
local sensitivity = curveY*(1 - MIN_TOUCH_SENSITIVITY_FRACTION) + MIN_TOUCH_SENSITIVITY_FRACTION
|
||||
|
||||
return Vector2.new(1, sensitivity)*delta
|
||||
end
|
||||
|
||||
local function isInDynamicThumbstickArea(pos)
|
||||
local playerGui = player:FindFirstChildOfClass("PlayerGui")
|
||||
local touchGui = playerGui and playerGui:FindFirstChild("TouchGui")
|
||||
local touchFrame = touchGui and touchGui:FindFirstChild("TouchControlFrame")
|
||||
local thumbstickFrame = touchFrame and touchFrame:FindFirstChild("DynamicThumbstickFrame")
|
||||
|
||||
if not thumbstickFrame then
|
||||
return false
|
||||
end
|
||||
|
||||
if not touchGui.Enabled then
|
||||
return false
|
||||
end
|
||||
|
||||
local posTopLeft = thumbstickFrame.AbsolutePosition
|
||||
local posBottomRight = posTopLeft + thumbstickFrame.AbsoluteSize
|
||||
|
||||
return
|
||||
pos.X >= posTopLeft.X and
|
||||
pos.Y >= posTopLeft.Y and
|
||||
pos.X <= posBottomRight.X and
|
||||
pos.Y <= posBottomRight.Y
|
||||
end
|
||||
|
||||
local CameraInput = {}
|
||||
|
||||
do
|
||||
local connectionList = {}
|
||||
|
||||
local touchPitchSensitivity = 1
|
||||
local gamepadState = {
|
||||
Thumbstick2 = Vector2.new(),
|
||||
}
|
||||
local keyboardState = {
|
||||
Left = 0,
|
||||
Right = 0,
|
||||
I = 0,
|
||||
O = 0
|
||||
}
|
||||
local mouseState = {
|
||||
Movement = Vector2.new(),
|
||||
Wheel = 0, -- PointerAction
|
||||
Pan = Vector2.new(), -- PointerAction
|
||||
Pinch = 0, -- PointerAction
|
||||
MouseButton2 = 0,
|
||||
}
|
||||
local touchState = {
|
||||
Move = Vector2.new(),
|
||||
Pinch = 0,
|
||||
}
|
||||
|
||||
local gamepadZoomPressBindable = Instance.new("BindableEvent")
|
||||
CameraInput.gamepadZoomPress = gamepadZoomPressBindable.Event
|
||||
|
||||
function CameraInput.getPanning()
|
||||
for _, input in pairs(UserInputService:GetMouseButtonsPressed()) do
|
||||
if input.UserInputType == Enum.UserInputType.MouseButton2 then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function CameraInput.getRotation()
|
||||
local kKeyboard = Vector2.new(keyboardState.Right - keyboardState.Left, 0)
|
||||
local kGamepad = gamepadState.Thumbstick2
|
||||
local kMouse = mouseState.Movement + mouseState.Pan
|
||||
local kTouch = adjustTouchPitchSensitivity(touchState.Move)
|
||||
|
||||
local result =
|
||||
kKeyboard*ROTATION_SPEED_KEYS +
|
||||
kGamepad*ROTATION_SPEED_GAMEPAD +
|
||||
kMouse*ROTATION_SPEED_MOUSE +
|
||||
kTouch*ROTATION_SPEED_TOUCH
|
||||
|
||||
return result
|
||||
end
|
||||
|
||||
function CameraInput.getZoomDelta()
|
||||
local kKeyboard = keyboardState.O - keyboardState.I
|
||||
local kMouse = -mouseState.Wheel + mouseState.Pinch
|
||||
local kTouch = -touchState.Pinch
|
||||
return kKeyboard*ZOOM_SPEED_KEYS + kMouse*ZOOM_SPEED_MOUSE + kTouch*ZOOM_SPEED_TOUCH
|
||||
end
|
||||
|
||||
do
|
||||
local function thumbstick(action, state, input)
|
||||
local position = input.Position
|
||||
gamepadState[input.KeyCode.Name] = Vector2.new(thumbstickCurve(position.X), -thumbstickCurve(position.Y))
|
||||
end
|
||||
|
||||
local function mouseMove(action, state, input)
|
||||
local delta = input.Delta
|
||||
mouseState.Movement = Vector2.new(delta.X, delta.Y)
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
local function mouseWheel(action, state, input)
|
||||
mouseState.Wheel = input.Position.Z
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
local function keypress(action, state, input)
|
||||
keyboardState[input.KeyCode.Name] = state == Enum.UserInputState.Begin and 1 or 0
|
||||
end
|
||||
|
||||
local function gamepadZoomPress(action, state, input)
|
||||
if state == Enum.UserInputState.Begin then
|
||||
gamepadZoomPressBindable:Fire()
|
||||
end
|
||||
end
|
||||
|
||||
local function resetInputDevices()
|
||||
for _, device in pairs({
|
||||
gamepadState,
|
||||
keyboardState,
|
||||
mouseState,
|
||||
touchState,
|
||||
}) do
|
||||
for k, v in pairs(device) do
|
||||
if type(v) == "boolean" then
|
||||
device[k] = false
|
||||
else
|
||||
device[k] *= 0 -- Mul by zero to preserve vector types
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local touchBegan, touchChanged, touchEnded do
|
||||
-- Use TouchPan & TouchPinch when they work in the Studio emulator
|
||||
|
||||
local touches = {} -- {[InputObject] = sunk}
|
||||
local dynamicThumbstickInput -- Special-cased
|
||||
local lastPinchDiameter
|
||||
|
||||
function touchBegan(input, sunk)
|
||||
assert(input.UserInputType == Enum.UserInputType.Touch)
|
||||
assert(input.UserInputState == Enum.UserInputState.Begin)
|
||||
|
||||
if dynamicThumbstickInput == nil and isInDynamicThumbstickArea(input.Position) and not sunk then
|
||||
-- any finger down starting in the dynamic thumbstick area should always be
|
||||
-- ignored for camera purposes. these must be handled specially from all other
|
||||
-- inputs, as the DT does not sink inputs by itself
|
||||
dynamicThumbstickInput = input
|
||||
return
|
||||
end
|
||||
|
||||
-- register the finger
|
||||
touches[input] = sunk
|
||||
end
|
||||
|
||||
function touchEnded(input, sunk)
|
||||
assert(input.UserInputType == Enum.UserInputType.Touch)
|
||||
assert(input.UserInputState == Enum.UserInputState.End)
|
||||
|
||||
-- reset the DT input
|
||||
if input == dynamicThumbstickInput then
|
||||
dynamicThumbstickInput = nil
|
||||
end
|
||||
|
||||
-- reset pinch state if one unsunk finger lifts
|
||||
if touches[input] == false then
|
||||
lastPinchDiameter = nil
|
||||
end
|
||||
|
||||
-- unregister input
|
||||
touches[input] = nil
|
||||
end
|
||||
|
||||
function touchChanged(input, sunk)
|
||||
assert(input.UserInputType == Enum.UserInputType.Touch)
|
||||
assert(input.UserInputState == Enum.UserInputState.Change)
|
||||
|
||||
-- ignore movement from the DT finger
|
||||
if input == dynamicThumbstickInput then
|
||||
return
|
||||
end
|
||||
|
||||
-- fixup unknown touches
|
||||
if touches[input] == nil then
|
||||
touches[input] = sunk
|
||||
end
|
||||
|
||||
-- collect unsunk touches
|
||||
local unsunkTouches = {}
|
||||
for touch, sunk in pairs(touches) do
|
||||
if not sunk then
|
||||
table.insert(unsunkTouches, touch)
|
||||
end
|
||||
end
|
||||
|
||||
-- 1 finger: pan
|
||||
if #unsunkTouches == 1 then
|
||||
if touches[input] == false then
|
||||
local delta = input.Delta
|
||||
touchState.Move = Vector2.new(delta.X, delta.Y)
|
||||
end
|
||||
end
|
||||
|
||||
-- 2 fingers: pinch
|
||||
if #unsunkTouches == 2 then
|
||||
local pinchDiameter = (unsunkTouches[1].Position - unsunkTouches[2].Position).Magnitude
|
||||
|
||||
if lastPinchDiameter then
|
||||
touchState.Pinch = pinchDiameter - lastPinchDiameter
|
||||
end
|
||||
|
||||
lastPinchDiameter = pinchDiameter
|
||||
else
|
||||
lastPinchDiameter = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function pointerAction(wheel, pan, pinch, gpe)
|
||||
if not gpe then
|
||||
local inversionVector = Vector2.new(1, UserGameSettings:GetCameraYInvertValue())
|
||||
|
||||
mouseState.Wheel = wheel
|
||||
mouseState.Pan = pan*inversionVector
|
||||
mouseState.Pinch = -pinch
|
||||
end
|
||||
end
|
||||
|
||||
local function inputBegan(input, sunk)
|
||||
if input.UserInputType == Enum.UserInputType.Touch then
|
||||
touchBegan(input, sunk)
|
||||
end
|
||||
end
|
||||
|
||||
local function inputChanged(input, sunk)
|
||||
if input.UserInputType == Enum.UserInputType.Touch then
|
||||
touchChanged(input, sunk)
|
||||
end
|
||||
end
|
||||
|
||||
local function inputEnded(input, sunk)
|
||||
if input.UserInputType == Enum.UserInputType.Touch then
|
||||
touchEnded(input, sunk)
|
||||
end
|
||||
end
|
||||
|
||||
local inputEnabled = false
|
||||
|
||||
function CameraInput.setInputEnabled(_inputEnabled)
|
||||
assert(FFlagUserCameraInputRefactor)
|
||||
|
||||
if inputEnabled == _inputEnabled then
|
||||
return
|
||||
end
|
||||
inputEnabled = _inputEnabled
|
||||
|
||||
if inputEnabled then -- enable
|
||||
resetInputDevices()
|
||||
|
||||
ContextActionService:BindActionAtPriority(
|
||||
"RbxCameraThumbstick",
|
||||
thumbstick,
|
||||
false,
|
||||
CAMERA_INPUT_PRIORITY,
|
||||
Enum.KeyCode.Thumbstick2
|
||||
)
|
||||
|
||||
ContextActionService:BindActionAtPriority(
|
||||
"RbxCameraMouseMove",
|
||||
mouseMove,
|
||||
false,
|
||||
CAMERA_INPUT_PRIORITY,
|
||||
Enum.UserInputType.MouseMovement
|
||||
)
|
||||
|
||||
ContextActionService:BindActionAtPriority(
|
||||
"RbxCameraKeypress",
|
||||
keypress,
|
||||
false,
|
||||
CAMERA_INPUT_PRIORITY,
|
||||
Enum.KeyCode.Left,
|
||||
Enum.KeyCode.Right,
|
||||
Enum.KeyCode.I,
|
||||
Enum.KeyCode.O
|
||||
)
|
||||
|
||||
ContextActionService:BindAction(
|
||||
"RbxCameraGamepadZoom",
|
||||
gamepadZoomPress,
|
||||
false,
|
||||
Enum.KeyCode.ButtonR3
|
||||
)
|
||||
|
||||
table.insert(connectionList, UserInputService.InputBegan:Connect(inputBegan))
|
||||
table.insert(connectionList, UserInputService.InputChanged:Connect(inputChanged))
|
||||
table.insert(connectionList, UserInputService.InputEnded:Connect(inputEnded))
|
||||
table.insert(connectionList, UserInputService.PointerAction:Connect(pointerAction))
|
||||
|
||||
else -- disable
|
||||
ContextActionService:UnbindAction("RbxCameraThumbstick")
|
||||
ContextActionService:UnbindAction("RbxCameraMouseMove")
|
||||
ContextActionService:UnbindAction("RbxCameraMouseWheel")
|
||||
ContextActionService:UnbindAction("RbxCameraKeypress")
|
||||
|
||||
resetInputDevices()
|
||||
|
||||
for _, conn in pairs(connectionList) do
|
||||
conn:Disconnect()
|
||||
end
|
||||
connectionList = {}
|
||||
end
|
||||
end
|
||||
|
||||
function CameraInput.getInputEnabled()
|
||||
return inputEnabled
|
||||
end
|
||||
|
||||
function CameraInput.resetInputForFrameEnd()
|
||||
mouseState.Movement = Vector2.new()
|
||||
touchState.Move = Vector2.new()
|
||||
mouseState.Wheel = 0
|
||||
touchState.Pinch = 0
|
||||
end
|
||||
|
||||
UserInputService.WindowFocused:Connect(resetInputDevices)
|
||||
UserInputService.WindowFocusReleased:Connect(resetInputDevices)
|
||||
end
|
||||
end
|
||||
|
||||
-- Toggle pan
|
||||
do
|
||||
local holdPan = false
|
||||
local togglePan = false
|
||||
local lastRmbDown = 0 -- tick() timestamp of the last right mouse button down event
|
||||
|
||||
function CameraInput.getHoldPan()
|
||||
return holdPan
|
||||
end
|
||||
|
||||
function CameraInput.getTogglePan()
|
||||
return togglePan
|
||||
end
|
||||
|
||||
function CameraInput.getPanning()
|
||||
return togglePan or holdPan
|
||||
end
|
||||
|
||||
function CameraInput.setTogglePan(value)
|
||||
togglePan = value
|
||||
end
|
||||
|
||||
local cameraToggleInputEnabled = false
|
||||
local rmbDownConnection
|
||||
local rmbUpConnection
|
||||
|
||||
function CameraInput.enableCameraToggleInput()
|
||||
if cameraToggleInputEnabled then
|
||||
return
|
||||
end
|
||||
cameraToggleInputEnabled = true
|
||||
|
||||
holdPan = false
|
||||
togglePan = false
|
||||
|
||||
if rmbDownConnection then
|
||||
rmbDownConnection:Disconnect()
|
||||
end
|
||||
|
||||
if rmbUpConnection then
|
||||
rmbUpConnection:Disconnect()
|
||||
end
|
||||
|
||||
rmbDownConnection = rmbDown:Connect(function()
|
||||
holdPan = true
|
||||
lastRmbDown = tick()
|
||||
end)
|
||||
|
||||
rmbUpConnection = rmbUp:Connect(function()
|
||||
holdPan = false
|
||||
if tick() - lastRmbDown < MB_TAP_LENGTH and (togglePan or UserInputService:GetMouseDelta().Magnitude < 2) then
|
||||
togglePan = not togglePan
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
function CameraInput.disableCameraToggleInput()
|
||||
if not cameraToggleInputEnabled then
|
||||
return
|
||||
end
|
||||
cameraToggleInputEnabled = false
|
||||
|
||||
if rmbDownConnection then
|
||||
rmbDownConnection:Disconnect()
|
||||
rmbDownConnection = nil
|
||||
end
|
||||
|
||||
if rmbUpConnection then
|
||||
rmbUpConnection:Disconnect()
|
||||
rmbUpConnection = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return CameraInput
|
||||
+84
@@ -0,0 +1,84 @@
|
||||
local Players = game:GetService("Players")
|
||||
local UserInputService = game:GetService("UserInputService")
|
||||
local GameSettings = UserSettings():GetService("UserGameSettings")
|
||||
|
||||
local LocalPlayer = Players.LocalPlayer
|
||||
if not LocalPlayer then
|
||||
Players:GetPropertyChangedSignal("LocalPlayer"):Wait()
|
||||
LocalPlayer = Players.LocalPlayer
|
||||
end
|
||||
|
||||
local Mouse = LocalPlayer:GetMouse()
|
||||
|
||||
local Input = require(script.Parent:WaitForChild("CameraInput"))
|
||||
local CameraUI = require(script.Parent:WaitForChild("CameraUI"))
|
||||
|
||||
local lastTogglePan = false
|
||||
local lastTogglePanChange = tick()
|
||||
|
||||
local CROSS_MOUSE_ICON = "rbxasset://textures/Cursors/CrossMouseIcon.png"
|
||||
|
||||
local lockStateDirty = false
|
||||
local wasTogglePanOnTheLastTimeYouWentIntoFirstPerson = false
|
||||
local lastFirstPerson = false
|
||||
|
||||
CameraUI.setCameraModeToastEnabled(false)
|
||||
|
||||
return function(isFirstPerson)
|
||||
local togglePan = Input.getTogglePan()
|
||||
local toastTimeout = 3
|
||||
|
||||
if isFirstPerson and togglePan ~= lastTogglePan then
|
||||
lockStateDirty = true
|
||||
end
|
||||
|
||||
if lastTogglePan ~= togglePan or tick() - lastTogglePanChange > toastTimeout then
|
||||
local doShow = togglePan and tick() - lastTogglePanChange < toastTimeout
|
||||
|
||||
CameraUI.setCameraModeToastOpen(doShow)
|
||||
|
||||
if togglePan then
|
||||
lockStateDirty = false
|
||||
end
|
||||
lastTogglePanChange = tick()
|
||||
lastTogglePan = togglePan
|
||||
end
|
||||
|
||||
if isFirstPerson ~= lastFirstPerson then
|
||||
if isFirstPerson then
|
||||
wasTogglePanOnTheLastTimeYouWentIntoFirstPerson = Input.getTogglePan()
|
||||
Input.setTogglePan(true)
|
||||
elseif not lockStateDirty then
|
||||
Input.setTogglePan(wasTogglePanOnTheLastTimeYouWentIntoFirstPerson)
|
||||
end
|
||||
end
|
||||
|
||||
if isFirstPerson then
|
||||
if Input.getTogglePan() then
|
||||
Mouse.Icon = CROSS_MOUSE_ICON
|
||||
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
|
||||
GameSettings.RotationType = Enum.RotationType.CameraRelative
|
||||
else
|
||||
Mouse.Icon = ""
|
||||
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
|
||||
GameSettings.RotationType = Enum.RotationType.CameraRelative
|
||||
end
|
||||
|
||||
elseif Input.getTogglePan() then
|
||||
Mouse.Icon = CROSS_MOUSE_ICON
|
||||
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
|
||||
GameSettings.RotationType = Enum.RotationType.MovementRelative
|
||||
|
||||
elseif Input.getHoldPan() then
|
||||
Mouse.Icon = ""
|
||||
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
|
||||
GameSettings.RotationType = Enum.RotationType.MovementRelative
|
||||
|
||||
else
|
||||
Mouse.Icon = ""
|
||||
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
|
||||
GameSettings.RotationType = Enum.RotationType.MovementRelative
|
||||
end
|
||||
|
||||
lastFirstPerson = isFirstPerson
|
||||
end
|
||||
+197
@@ -0,0 +1,197 @@
|
||||
local Players = game:GetService("Players")
|
||||
local TweenService = game:GetService("TweenService")
|
||||
|
||||
local LocalPlayer = Players.LocalPlayer
|
||||
if not LocalPlayer then
|
||||
Players:GetPropertyChangedSignal("LocalPlayer"):Wait()
|
||||
LocalPlayer = Players.LocalPlayer
|
||||
end
|
||||
|
||||
local function waitForChildOfClass(parent, class)
|
||||
local child = parent:FindFirstChildOfClass(class)
|
||||
while not child or child.ClassName ~= class do
|
||||
child = parent.ChildAdded:Wait()
|
||||
end
|
||||
return child
|
||||
end
|
||||
|
||||
local PlayerGui = waitForChildOfClass(LocalPlayer, "PlayerGui")
|
||||
|
||||
local TOAST_OPEN_SIZE = UDim2.new(0, 326, 0, 58)
|
||||
local TOAST_CLOSED_SIZE = UDim2.new(0, 80, 0, 58)
|
||||
local TOAST_BACKGROUND_COLOR = Color3.fromRGB(32, 32, 32)
|
||||
local TOAST_BACKGROUND_TRANS = 0.4
|
||||
local TOAST_FOREGROUND_COLOR = Color3.fromRGB(200, 200, 200)
|
||||
local TOAST_FOREGROUND_TRANS = 0
|
||||
|
||||
-- Convenient syntax for creating a tree of instanes
|
||||
local function create(className)
|
||||
return function(props)
|
||||
local inst = Instance.new(className)
|
||||
local parent = props.Parent
|
||||
props.Parent = nil
|
||||
for name, val in pairs(props) do
|
||||
if type(name) == "string" then
|
||||
inst[name] = val
|
||||
else
|
||||
val.Parent = inst
|
||||
end
|
||||
end
|
||||
-- Only set parent after all other properties are initialized
|
||||
inst.Parent = parent
|
||||
return inst
|
||||
end
|
||||
end
|
||||
|
||||
local initialized = false
|
||||
|
||||
local uiRoot
|
||||
local toast
|
||||
local toastIcon
|
||||
local toastUpperText
|
||||
local toastLowerText
|
||||
|
||||
local function initializeUI()
|
||||
assert(not initialized)
|
||||
|
||||
uiRoot = create("ScreenGui"){
|
||||
Name = "RbxCameraUI",
|
||||
AutoLocalize = false,
|
||||
Enabled = true,
|
||||
DisplayOrder = -1, -- Appears behind default developer UI
|
||||
IgnoreGuiInset = false,
|
||||
ResetOnSpawn = false,
|
||||
ZIndexBehavior = Enum.ZIndexBehavior.Sibling,
|
||||
|
||||
create("ImageLabel"){
|
||||
Name = "Toast",
|
||||
Visible = false,
|
||||
AnchorPoint = Vector2.new(0.5, 0),
|
||||
BackgroundTransparency = 1,
|
||||
BorderSizePixel = 0,
|
||||
Position = UDim2.new(0.5, 0, 0, 8),
|
||||
Size = TOAST_CLOSED_SIZE,
|
||||
Image = "rbxasset://textures/ui/Camera/CameraToast9Slice.png",
|
||||
ImageColor3 = TOAST_BACKGROUND_COLOR,
|
||||
ImageRectSize = Vector2.new(6, 6),
|
||||
ImageTransparency = 1,
|
||||
ScaleType = Enum.ScaleType.Slice,
|
||||
SliceCenter = Rect.new(3, 3, 3, 3),
|
||||
ClipsDescendants = true,
|
||||
|
||||
create("Frame"){
|
||||
Name = "IconBuffer",
|
||||
BackgroundTransparency = 1,
|
||||
BorderSizePixel = 0,
|
||||
Position = UDim2.new(0, 0, 0, 0),
|
||||
Size = UDim2.new(0, 80, 1, 0),
|
||||
|
||||
create("ImageLabel"){
|
||||
Name = "Icon",
|
||||
AnchorPoint = Vector2.new(0.5, 0.5),
|
||||
BackgroundTransparency = 1,
|
||||
Position = UDim2.new(0.5, 0, 0.5, 0),
|
||||
Size = UDim2.new(0, 48, 0, 48),
|
||||
ZIndex = 2,
|
||||
Image = "rbxasset://textures/ui/Camera/CameraToastIcon.png",
|
||||
ImageColor3 = TOAST_FOREGROUND_COLOR,
|
||||
ImageTransparency = 1,
|
||||
}
|
||||
},
|
||||
|
||||
create("Frame"){
|
||||
Name = "TextBuffer",
|
||||
BackgroundTransparency = 1,
|
||||
BorderSizePixel = 0,
|
||||
Position = UDim2.new(0, 80, 0, 0),
|
||||
Size = UDim2.new(1, -80, 1, 0),
|
||||
ClipsDescendants = true,
|
||||
|
||||
create("TextLabel"){
|
||||
Name = "Upper",
|
||||
AnchorPoint = Vector2.new(0, 1),
|
||||
BackgroundTransparency = 1,
|
||||
Position = UDim2.new(0, 0, 0.5, 0),
|
||||
Size = UDim2.new(1, 0, 0, 19),
|
||||
Font = Enum.Font.GothamSemibold,
|
||||
Text = "Camera control enabled",
|
||||
TextColor3 = TOAST_FOREGROUND_COLOR,
|
||||
TextTransparency = 1,
|
||||
TextSize = 19,
|
||||
TextXAlignment = Enum.TextXAlignment.Left,
|
||||
TextYAlignment = Enum.TextYAlignment.Center,
|
||||
},
|
||||
|
||||
create("TextLabel"){
|
||||
Name = "Lower",
|
||||
AnchorPoint = Vector2.new(0, 0),
|
||||
BackgroundTransparency = 1,
|
||||
Position = UDim2.new(0, 0, 0.5, 3),
|
||||
Size = UDim2.new(1, 0, 0, 15),
|
||||
Font = Enum.Font.Gotham,
|
||||
Text = "Right mouse button to toggle",
|
||||
TextColor3 = TOAST_FOREGROUND_COLOR,
|
||||
TextTransparency = 1,
|
||||
TextSize = 15,
|
||||
TextXAlignment = Enum.TextXAlignment.Left,
|
||||
TextYAlignment = Enum.TextYAlignment.Center,
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
Parent = PlayerGui,
|
||||
}
|
||||
|
||||
toast = uiRoot.Toast
|
||||
toastIcon = toast.IconBuffer.Icon
|
||||
toastUpperText = toast.TextBuffer.Upper
|
||||
toastLowerText = toast.TextBuffer.Lower
|
||||
|
||||
initialized = true
|
||||
end
|
||||
|
||||
local CameraUI = {}
|
||||
|
||||
do
|
||||
-- Instantaneously disable the toast or enable for opening later on. Used when switching camera modes.
|
||||
function CameraUI.setCameraModeToastEnabled(enabled)
|
||||
if not enabled and not initialized then
|
||||
return
|
||||
end
|
||||
|
||||
if not initialized then
|
||||
initializeUI()
|
||||
end
|
||||
|
||||
toast.Visible = enabled
|
||||
if not enabled then
|
||||
CameraUI.setCameraModeToastOpen(false)
|
||||
end
|
||||
end
|
||||
|
||||
local tweenInfo = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
|
||||
|
||||
-- Tween the toast in or out. Toast must be enabled with setCameraModeToastEnabled.
|
||||
function CameraUI.setCameraModeToastOpen(open)
|
||||
assert(initialized)
|
||||
|
||||
TweenService:Create(toast, tweenInfo, {
|
||||
Size = open and TOAST_OPEN_SIZE or TOAST_CLOSED_SIZE,
|
||||
ImageTransparency = open and TOAST_BACKGROUND_TRANS or 1,
|
||||
}):Play()
|
||||
|
||||
TweenService:Create(toastIcon, tweenInfo, {
|
||||
ImageTransparency = open and TOAST_FOREGROUND_TRANS or 1,
|
||||
}):Play()
|
||||
|
||||
TweenService:Create(toastUpperText, tweenInfo, {
|
||||
TextTransparency = open and TOAST_FOREGROUND_TRANS or 1,
|
||||
}):Play()
|
||||
|
||||
TweenService:Create(toastLowerText, tweenInfo, {
|
||||
TextTransparency = open and TOAST_FOREGROUND_TRANS or 1,
|
||||
}):Play()
|
||||
end
|
||||
end
|
||||
|
||||
return CameraUI
|
||||
+172
@@ -0,0 +1,172 @@
|
||||
--[[
|
||||
CameraUtils - Math utility functions shared by multiple camera scripts
|
||||
2018 Camera Update - AllYourBlox
|
||||
--]]
|
||||
|
||||
local CameraUtils = {}
|
||||
|
||||
local FFlagUserCameraToggle do
|
||||
local success, result = pcall(function()
|
||||
return UserSettings():IsUserFeatureEnabled("UserCameraToggle")
|
||||
end)
|
||||
FFlagUserCameraToggle = success and result
|
||||
end
|
||||
|
||||
local function round(num)
|
||||
return math.floor(num + 0.5)
|
||||
end
|
||||
|
||||
-- Critically damped spring class for fluid motion effects
|
||||
local Spring = {} do
|
||||
Spring.__index = Spring
|
||||
|
||||
-- Initialize to a given undamped frequency and default position
|
||||
function Spring.new(freq, pos)
|
||||
return setmetatable({
|
||||
freq = freq,
|
||||
goal = pos,
|
||||
pos = pos,
|
||||
vel = 0,
|
||||
}, Spring)
|
||||
end
|
||||
|
||||
-- Advance the spring simulation by `dt` seconds
|
||||
function Spring:step(dt)
|
||||
local f = self.freq*2*math.pi
|
||||
local g = self.goal
|
||||
local p0 = self.pos
|
||||
local v0 = self.vel
|
||||
|
||||
local offset = p0 - g
|
||||
local decay = math.exp(-f*dt)
|
||||
|
||||
local p1 = (offset*(1 + f*dt) + v0*dt)*decay + g
|
||||
local v1 = (v0*(1 - f*dt) - offset*(f*f*dt))*decay
|
||||
|
||||
self.pos = p1
|
||||
self.vel = v1
|
||||
|
||||
return p1
|
||||
end
|
||||
end
|
||||
|
||||
CameraUtils.Spring = Spring
|
||||
|
||||
-- map a value from one range to another
|
||||
function CameraUtils.map(x, inMin, inMax, outMin, outMax)
|
||||
return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin
|
||||
end
|
||||
|
||||
-- From TransparencyController
|
||||
function CameraUtils.Round(num, places)
|
||||
local decimalPivot = 10^places
|
||||
return math.floor(num * decimalPivot + 0.5) / decimalPivot
|
||||
end
|
||||
|
||||
function CameraUtils.IsFinite(val)
|
||||
return val == val and val ~= math.huge and val ~= -math.huge
|
||||
end
|
||||
|
||||
function CameraUtils.IsFiniteVector3(vec3)
|
||||
return CameraUtils.IsFinite(vec3.X) and CameraUtils.IsFinite(vec3.Y) and CameraUtils.IsFinite(vec3.Z)
|
||||
end
|
||||
|
||||
-- Legacy implementation renamed
|
||||
function CameraUtils.GetAngleBetweenXZVectors(v1, v2)
|
||||
return math.atan2(v2.X*v1.Z-v2.Z*v1.X, v2.X*v1.X+v2.Z*v1.Z)
|
||||
end
|
||||
|
||||
function CameraUtils.RotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount)
|
||||
if camLook.Magnitude > 0 then
|
||||
camLook = camLook.unit
|
||||
local currAngle = math.atan2(camLook.z, camLook.x)
|
||||
local newAngle = round((math.atan2(camLook.z, camLook.x) + rotateAngle) / roundAmount) * roundAmount
|
||||
return newAngle - currAngle
|
||||
end
|
||||
return 0
|
||||
end
|
||||
|
||||
-- K is a tunable parameter that changes the shape of the S-curve
|
||||
-- the larger K is the more straight/linear the curve gets
|
||||
local k = 0.35
|
||||
local lowerK = 0.8
|
||||
local function SCurveTranform(t)
|
||||
t = math.clamp(t, -1, 1)
|
||||
if t >= 0 then
|
||||
return (k*t) / (k - t + 1)
|
||||
end
|
||||
return -((lowerK*-t) / (lowerK + t + 1))
|
||||
end
|
||||
|
||||
local DEADZONE = 0.1
|
||||
local function toSCurveSpace(t)
|
||||
return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE
|
||||
end
|
||||
|
||||
local function fromSCurveSpace(t)
|
||||
return t/2 + 0.5
|
||||
end
|
||||
|
||||
function CameraUtils.GamepadLinearToCurve(thumbstickPosition)
|
||||
local function onAxis(axisValue)
|
||||
local sign = 1
|
||||
if axisValue < 0 then
|
||||
sign = -1
|
||||
end
|
||||
local point = fromSCurveSpace(SCurveTranform(toSCurveSpace(math.abs(axisValue))))
|
||||
point = point * sign
|
||||
return math.clamp(point, -1, 1)
|
||||
end
|
||||
return Vector2.new(onAxis(thumbstickPosition.x), onAxis(thumbstickPosition.y))
|
||||
end
|
||||
|
||||
-- This function converts 4 different, redundant enumeration types to one standard so the values can be compared
|
||||
function CameraUtils.ConvertCameraModeEnumToStandard(enumValue)
|
||||
if enumValue == Enum.TouchCameraMovementMode.Default then
|
||||
return Enum.ComputerCameraMovementMode.Follow
|
||||
end
|
||||
|
||||
if enumValue == Enum.ComputerCameraMovementMode.Default then
|
||||
return Enum.ComputerCameraMovementMode.Classic
|
||||
end
|
||||
|
||||
if enumValue == Enum.TouchCameraMovementMode.Classic or
|
||||
enumValue == Enum.DevTouchCameraMovementMode.Classic or
|
||||
enumValue == Enum.DevComputerCameraMovementMode.Classic or
|
||||
enumValue == Enum.ComputerCameraMovementMode.Classic then
|
||||
return Enum.ComputerCameraMovementMode.Classic
|
||||
end
|
||||
|
||||
if enumValue == Enum.TouchCameraMovementMode.Follow or
|
||||
enumValue == Enum.DevTouchCameraMovementMode.Follow or
|
||||
enumValue == Enum.DevComputerCameraMovementMode.Follow or
|
||||
enumValue == Enum.ComputerCameraMovementMode.Follow then
|
||||
return Enum.ComputerCameraMovementMode.Follow
|
||||
end
|
||||
|
||||
if enumValue == Enum.TouchCameraMovementMode.Orbital or
|
||||
enumValue == Enum.DevTouchCameraMovementMode.Orbital or
|
||||
enumValue == Enum.DevComputerCameraMovementMode.Orbital or
|
||||
enumValue == Enum.ComputerCameraMovementMode.Orbital then
|
||||
return Enum.ComputerCameraMovementMode.Orbital
|
||||
end
|
||||
|
||||
if FFlagUserCameraToggle then
|
||||
if enumValue == Enum.ComputerCameraMovementMode.CameraToggle or
|
||||
enumValue == Enum.DevComputerCameraMovementMode.CameraToggle then
|
||||
return Enum.ComputerCameraMovementMode.CameraToggle
|
||||
end
|
||||
end
|
||||
|
||||
-- Note: Only the Dev versions of the Enums have UserChoice as an option
|
||||
if enumValue == Enum.DevTouchCameraMovementMode.UserChoice or
|
||||
enumValue == Enum.DevComputerCameraMovementMode.UserChoice then
|
||||
return Enum.DevComputerCameraMovementMode.UserChoice
|
||||
end
|
||||
|
||||
-- For any unmapped options return Classic camera
|
||||
return Enum.ComputerCameraMovementMode.Classic
|
||||
end
|
||||
|
||||
return CameraUtils
|
||||
|
||||
+371
@@ -0,0 +1,371 @@
|
||||
--[[
|
||||
ClassicCamera - Classic Roblox camera control module
|
||||
2018 Camera Update - AllYourBlox
|
||||
|
||||
Note: This module also handles camera control types Follow and Track, the
|
||||
latter of which is currently not distinguished from Classic
|
||||
--]]
|
||||
|
||||
-- Local private variables and constants
|
||||
local ZERO_VECTOR2 = Vector2.new(0,0)
|
||||
|
||||
local tweenAcceleration = math.rad(220) -- Radians/Second^2
|
||||
local tweenSpeed = math.rad(0) -- Radians/Second
|
||||
local tweenMaxSpeed = math.rad(250) -- Radians/Second
|
||||
local TIME_BEFORE_AUTO_ROTATE = 2 -- Seconds, used when auto-aligning camera with vehicles
|
||||
|
||||
local INITIAL_CAMERA_ANGLE = CFrame.fromOrientation(math.rad(-15), 0, 0)
|
||||
local ZOOM_SENSITIVITY_CURVATURE = 0.5
|
||||
|
||||
local FFlagUserCameraToggle do
|
||||
local success, result = pcall(function()
|
||||
return UserSettings():IsUserFeatureEnabled("UserCameraToggle")
|
||||
end)
|
||||
FFlagUserCameraToggle = success and result
|
||||
end
|
||||
|
||||
local FFlagUserCameraInputRefactor do
|
||||
local success, result = pcall(function()
|
||||
return UserSettings():IsUserFeatureEnabled("UserCameraInputRefactor2")
|
||||
end)
|
||||
FFlagUserCameraInputRefactor = success and result
|
||||
end
|
||||
|
||||
--[[ Services ]]--
|
||||
local PlayersService = game:GetService("Players")
|
||||
local VRService = game:GetService("VRService")
|
||||
|
||||
local CameraInput = require(script.Parent:WaitForChild("CameraInput"))
|
||||
local Util = require(script.Parent:WaitForChild("CameraUtils"))
|
||||
|
||||
--[[ The Module ]]--
|
||||
local BaseCamera = require(script.Parent:WaitForChild("BaseCamera"))
|
||||
local ClassicCamera = setmetatable({}, BaseCamera)
|
||||
ClassicCamera.__index = ClassicCamera
|
||||
|
||||
function ClassicCamera.new()
|
||||
local self = setmetatable(BaseCamera.new(), ClassicCamera)
|
||||
|
||||
self.isFollowCamera = false
|
||||
self.isCameraToggle = false
|
||||
self.lastUpdate = tick()
|
||||
self.cameraToggleSpring = Util.Spring.new(5, 0)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function ClassicCamera:GetCameraToggleOffset(dt)
|
||||
assert(FFlagUserCameraToggle)
|
||||
|
||||
if self.isCameraToggle then
|
||||
local zoom = self.currentSubjectDistance
|
||||
|
||||
if CameraInput.getTogglePan() then
|
||||
self.cameraToggleSpring.goal = math.clamp(Util.map(zoom, 0.5, self.FIRST_PERSON_DISTANCE_THRESHOLD, 0, 1), 0, 1)
|
||||
else
|
||||
self.cameraToggleSpring.goal = 0
|
||||
end
|
||||
|
||||
local distanceOffset = math.clamp(Util.map(zoom, 0.5, 64, 0, 1), 0, 1) + 1
|
||||
return Vector3.new(0, self.cameraToggleSpring:step(dt)*distanceOffset, 0)
|
||||
end
|
||||
|
||||
return Vector3.new()
|
||||
end
|
||||
|
||||
-- Movement mode standardized to Enum.ComputerCameraMovementMode values
|
||||
function ClassicCamera:SetCameraMovementMode(cameraMovementMode)
|
||||
BaseCamera.SetCameraMovementMode(self, cameraMovementMode)
|
||||
|
||||
self.isFollowCamera = cameraMovementMode == Enum.ComputerCameraMovementMode.Follow
|
||||
self.isCameraToggle = cameraMovementMode == Enum.ComputerCameraMovementMode.CameraToggle
|
||||
end
|
||||
|
||||
function ClassicCamera:Update()
|
||||
local now = tick()
|
||||
local timeDelta = now - self.lastUpdate
|
||||
|
||||
local camera = workspace.CurrentCamera
|
||||
local newCameraCFrame = camera.CFrame
|
||||
local newCameraFocus = camera.Focus
|
||||
|
||||
local overrideCameraLookVector = nil
|
||||
if self.resetCameraAngle then
|
||||
local rootPart = self:GetHumanoidRootPart()
|
||||
if rootPart then
|
||||
overrideCameraLookVector = (rootPart.CFrame * INITIAL_CAMERA_ANGLE).lookVector
|
||||
else
|
||||
overrideCameraLookVector = INITIAL_CAMERA_ANGLE.lookVector
|
||||
end
|
||||
self.resetCameraAngle = false
|
||||
end
|
||||
|
||||
local player = PlayersService.LocalPlayer
|
||||
local humanoid = self:GetHumanoid()
|
||||
local cameraSubject = camera.CameraSubject
|
||||
local isInVehicle = cameraSubject and cameraSubject:IsA("VehicleSeat")
|
||||
local isOnASkateboard = cameraSubject and cameraSubject:IsA("SkateboardPlatform")
|
||||
local isClimbing = humanoid and humanoid:GetState() == Enum.HumanoidStateType.Climbing
|
||||
|
||||
if self.lastUpdate == nil or timeDelta > 1 then
|
||||
self.lastCameraTransform = nil
|
||||
end
|
||||
|
||||
local rotateInput
|
||||
if FFlagUserCameraInputRefactor then
|
||||
rotateInput = CameraInput.getRotation()
|
||||
else
|
||||
rotateInput = self.rotateInput
|
||||
end
|
||||
|
||||
if FFlagUserCameraInputRefactor then
|
||||
local zoom = self.currentSubjectDistance
|
||||
local zoomDelta = CameraInput.getZoomDelta()
|
||||
|
||||
if math.abs(zoomDelta) > 0 then
|
||||
local newZoom
|
||||
if self.inFirstPerson and zoomDelta < 0 then
|
||||
newZoom = 0.5
|
||||
else
|
||||
if zoomDelta > 0 then
|
||||
newZoom = zoom + zoomDelta*(1 + zoom*ZOOM_SENSITIVITY_CURVATURE)
|
||||
else
|
||||
newZoom = (zoom + zoomDelta) / (1 - zoomDelta*ZOOM_SENSITIVITY_CURVATURE)
|
||||
end
|
||||
end
|
||||
|
||||
self:SetCameraToSubjectDistance(newZoom)
|
||||
end
|
||||
end
|
||||
|
||||
if self.lastUpdate and not FFlagUserCameraInputRefactor then
|
||||
local gamepadRotation = self:UpdateGamepad()
|
||||
|
||||
if self:ShouldUseVRRotation() then
|
||||
self.rotateInput = self.rotateInput + self:GetVRRotationInput()
|
||||
else
|
||||
-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from
|
||||
local delta = math.min(0.1, timeDelta)
|
||||
|
||||
if gamepadRotation ~= ZERO_VECTOR2 then
|
||||
self.rotateInput = self.rotateInput + (gamepadRotation * delta)
|
||||
end
|
||||
|
||||
local angle = 0
|
||||
if not (isInVehicle or isOnASkateboard) then
|
||||
angle = angle + (self.turningLeft and -120 or 0)
|
||||
angle = angle + (self.turningRight and 120 or 0)
|
||||
end
|
||||
|
||||
if angle ~= 0 then
|
||||
self.rotateInput = self.rotateInput + Vector2.new(math.rad(angle * delta), 0)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local cameraHeight = self:GetCameraHeight()
|
||||
|
||||
-- Reset tween speed if user is panning
|
||||
if FFlagUserCameraInputRefactor then
|
||||
if CameraInput.getRotation() ~= Vector2.new() then
|
||||
tweenSpeed = 0
|
||||
self.lastUserPanCamera = tick()
|
||||
end
|
||||
else
|
||||
if self.userPanningTheCamera then
|
||||
tweenSpeed = 0
|
||||
self.lastUserPanCamera = tick()
|
||||
end
|
||||
end
|
||||
|
||||
local userRecentlyPannedCamera = now - self.lastUserPanCamera < TIME_BEFORE_AUTO_ROTATE
|
||||
local subjectPosition = self:GetSubjectPosition()
|
||||
|
||||
if subjectPosition and player and camera then
|
||||
local zoom = self:GetCameraToSubjectDistance()
|
||||
if zoom < 0.5 then
|
||||
zoom = 0.5
|
||||
end
|
||||
|
||||
if self:GetIsMouseLocked() and not self:IsInFirstPerson() then
|
||||
-- We need to use the right vector of the camera after rotation, not before
|
||||
local newLookCFrame
|
||||
if FFlagUserCameraInputRefactor then
|
||||
newLookCFrame = self:CalculateNewLookCFrameFromArg(overrideCameraLookVector, rotateInput)
|
||||
else
|
||||
newLookCFrame = self:CalculateNewLookCFrame(overrideCameraLookVector)
|
||||
end
|
||||
|
||||
local offset = self:GetMouseLockOffset()
|
||||
local cameraRelativeOffset = offset.X * newLookCFrame.rightVector + offset.Y * newLookCFrame.upVector + offset.Z * newLookCFrame.lookVector
|
||||
|
||||
--offset can be NAN, NAN, NAN if newLookVector has only y component
|
||||
if Util.IsFiniteVector3(cameraRelativeOffset) then
|
||||
subjectPosition = subjectPosition + cameraRelativeOffset
|
||||
end
|
||||
else
|
||||
local userPanningTheCamera
|
||||
if FFlagUserCameraInputRefactor then
|
||||
userPanningTheCamera = CameraInput.getRotation() ~= Vector2.new()
|
||||
else
|
||||
userPanningTheCamera = self.userPanningTheCamera == true
|
||||
end
|
||||
|
||||
if not userPanningTheCamera and self.lastCameraTransform then
|
||||
|
||||
local isInFirstPerson = self:IsInFirstPerson()
|
||||
|
||||
if (isInVehicle or isOnASkateboard or (self.isFollowCamera and isClimbing)) and self.lastUpdate and humanoid and humanoid.Torso then
|
||||
if isInFirstPerson then
|
||||
if self.lastSubjectCFrame and (isInVehicle or isOnASkateboard) and cameraSubject:IsA("BasePart") then
|
||||
local y = -Util.GetAngleBetweenXZVectors(self.lastSubjectCFrame.lookVector, cameraSubject.CFrame.lookVector)
|
||||
if Util.IsFinite(y) then
|
||||
if FFlagUserCameraInputRefactor then
|
||||
rotateInput = rotateInput + Vector2.new(y, 0)
|
||||
else
|
||||
self.rotateInput = self.rotateInput + Vector2.new(y, 0)
|
||||
end
|
||||
end
|
||||
tweenSpeed = 0
|
||||
end
|
||||
elseif not userRecentlyPannedCamera then
|
||||
local forwardVector = humanoid.Torso.CFrame.lookVector
|
||||
if isOnASkateboard and not FFlagUserCameraInputRefactor then
|
||||
forwardVector = cameraSubject.CFrame.lookVector
|
||||
end
|
||||
|
||||
tweenSpeed = math.clamp(tweenSpeed + tweenAcceleration * timeDelta, 0, tweenMaxSpeed)
|
||||
|
||||
local percent = math.clamp(tweenSpeed * timeDelta, 0, 1)
|
||||
if self:IsInFirstPerson() and not (self.isFollowCamera and self.isClimbing) then
|
||||
percent = 1
|
||||
end
|
||||
|
||||
local y = Util.GetAngleBetweenXZVectors(forwardVector, self:GetCameraLookVector())
|
||||
if Util.IsFinite(y) and math.abs(y) > 0.0001 then
|
||||
if FFlagUserCameraInputRefactor then
|
||||
rotateInput = rotateInput + Vector2.new(y * percent, 0)
|
||||
else
|
||||
self.rotateInput = self.rotateInput + Vector2.new(y * percent, 0)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
elseif self.isFollowCamera and (not (isInFirstPerson or userRecentlyPannedCamera) and not VRService.VREnabled) then
|
||||
-- Logic that was unique to the old FollowCamera module
|
||||
local lastVec = -(self.lastCameraTransform.p - subjectPosition)
|
||||
|
||||
local y = Util.GetAngleBetweenXZVectors(lastVec, self:GetCameraLookVector())
|
||||
|
||||
-- This cutoff is to decide if the humanoid's angle of movement,
|
||||
-- relative to the camera's look vector, is enough that
|
||||
-- we want the camera to be following them. The point is to provide
|
||||
-- a sizable dead zone to allow more precise forward movements.
|
||||
local thetaCutoff = 0.4
|
||||
|
||||
-- Check for NaNs
|
||||
if Util.IsFinite(y) and math.abs(y) > 0.0001 and math.abs(y) > thetaCutoff * timeDelta then
|
||||
rotateInput = rotateInput + Vector2.new(y, 0)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if not self.isFollowCamera then
|
||||
local VREnabled = VRService.VREnabled
|
||||
|
||||
if VREnabled then
|
||||
newCameraFocus = self:GetVRFocus(subjectPosition, timeDelta)
|
||||
else
|
||||
newCameraFocus = CFrame.new(subjectPosition)
|
||||
end
|
||||
|
||||
local cameraFocusP = newCameraFocus.p
|
||||
if VREnabled and not self:IsInFirstPerson() then
|
||||
local vecToSubject = (subjectPosition - camera.CFrame.p)
|
||||
local distToSubject = vecToSubject.magnitude
|
||||
|
||||
local flaggedRotateInput
|
||||
if FFlagUserCameraInputRefactor then
|
||||
flaggedRotateInput = rotateInput
|
||||
else
|
||||
flaggedRotateInput = self.rotateInput
|
||||
end
|
||||
|
||||
-- Only move the camera if it exceeded a maximum distance to the subject in VR
|
||||
if distToSubject > zoom or flaggedRotateInput.x ~= 0 then
|
||||
local desiredDist = math.min(distToSubject, zoom)
|
||||
if FFlagUserCameraInputRefactor then
|
||||
vecToSubject = self:CalculateNewLookFromArg(nil, rotateInput) * desiredDist
|
||||
else
|
||||
vecToSubject = self:CalculateNewLookVector() * desiredDist
|
||||
end
|
||||
local newPos = cameraFocusP - vecToSubject
|
||||
local desiredLookDir = camera.CFrame.lookVector
|
||||
if flaggedRotateInput.x ~= 0 then
|
||||
desiredLookDir = vecToSubject
|
||||
end
|
||||
local lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z)
|
||||
if not FFlagUserCameraInputRefactor then
|
||||
self.rotateInput = ZERO_VECTOR2
|
||||
end
|
||||
|
||||
newCameraCFrame = CFrame.new(newPos, lookAt) + Vector3.new(0, cameraHeight, 0)
|
||||
end
|
||||
else
|
||||
local newLookVector
|
||||
if FFlagUserCameraInputRefactor then
|
||||
newLookVector = self:CalculateNewLookVectorFromArg(overrideCameraLookVector, rotateInput)
|
||||
else
|
||||
newLookVector = self:CalculateNewLookVector(overrideCameraLookVector)
|
||||
self.rotateInput = ZERO_VECTOR2
|
||||
end
|
||||
newCameraCFrame = CFrame.new(cameraFocusP - (zoom * newLookVector), cameraFocusP)
|
||||
end
|
||||
else -- is FollowCamera
|
||||
local newLookVector
|
||||
if FFlagUserCameraInputRefactor then
|
||||
newLookVector = self:CalculateNewLookVectorFromArg(overrideCameraLookVector, rotateInput)
|
||||
else
|
||||
newLookVector = self:CalculateNewLookVector(overrideCameraLookVector)
|
||||
self.rotateInput = ZERO_VECTOR2
|
||||
end
|
||||
|
||||
if VRService.VREnabled then
|
||||
newCameraFocus = self:GetVRFocus(subjectPosition, timeDelta)
|
||||
else
|
||||
newCameraFocus = CFrame.new(subjectPosition)
|
||||
end
|
||||
newCameraCFrame = CFrame.new(newCameraFocus.p - (zoom * newLookVector), newCameraFocus.p) + Vector3.new(0, cameraHeight, 0)
|
||||
end
|
||||
|
||||
if FFlagUserCameraToggle then
|
||||
local toggleOffset = self:GetCameraToggleOffset(timeDelta)
|
||||
newCameraFocus = newCameraFocus + toggleOffset
|
||||
newCameraCFrame = newCameraCFrame + toggleOffset
|
||||
end
|
||||
|
||||
self.lastCameraTransform = newCameraCFrame
|
||||
self.lastCameraFocus = newCameraFocus
|
||||
if (isInVehicle or isOnASkateboard) and cameraSubject:IsA("BasePart") then
|
||||
self.lastSubjectCFrame = cameraSubject.CFrame
|
||||
else
|
||||
self.lastSubjectCFrame = nil
|
||||
end
|
||||
end
|
||||
|
||||
self.lastUpdate = now
|
||||
return newCameraCFrame, newCameraFocus
|
||||
end
|
||||
|
||||
function ClassicCamera:EnterFirstPerson()
|
||||
self.inFirstPerson = true
|
||||
self:UpdateMouseBehavior()
|
||||
end
|
||||
|
||||
function ClassicCamera:LeaveFirstPerson()
|
||||
self.inFirstPerson = false
|
||||
self:UpdateMouseBehavior()
|
||||
end
|
||||
|
||||
return ClassicCamera
|
||||
+552
@@ -0,0 +1,552 @@
|
||||
--[[
|
||||
Invisicam - Occlusion module that makes objects occluding character view semi-transparent
|
||||
2018 Camera Update - AllYourBlox
|
||||
--]]
|
||||
|
||||
--[[ Top Level Roblox Services ]]--
|
||||
local PlayersService = game:GetService("Players")
|
||||
|
||||
--[[ Constants ]]--
|
||||
local ZERO_VECTOR3 = Vector3.new(0,0,0)
|
||||
local USE_STACKING_TRANSPARENCY = true -- Multiple items between the subject and camera get transparency values that add up to TARGET_TRANSPARENCY
|
||||
local TARGET_TRANSPARENCY = 0.75 -- Classic Invisicam's Value, also used by new invisicam for parts hit by head and torso rays
|
||||
local TARGET_TRANSPARENCY_PERIPHERAL = 0.5 -- Used by new SMART_CIRCLE mode for items not hit by head and torso rays
|
||||
|
||||
local MODE = {
|
||||
--CUSTOM = 1, -- Retired, unused
|
||||
LIMBS = 2, -- Track limbs
|
||||
MOVEMENT = 3, -- Track movement
|
||||
CORNERS = 4, -- Char model corners
|
||||
CIRCLE1 = 5, -- Circle of casts around character
|
||||
CIRCLE2 = 6, -- Circle of casts around character, camera relative
|
||||
LIMBMOVE = 7, -- LIMBS mode + MOVEMENT mode
|
||||
SMART_CIRCLE = 8, -- More sample points on and around character
|
||||
CHAR_OUTLINE = 9, -- Dynamic outline around the character
|
||||
}
|
||||
|
||||
local LIMB_TRACKING_SET = {
|
||||
-- Body parts common to R15 and R6
|
||||
['Head'] = true,
|
||||
|
||||
-- Body parts unique to R6
|
||||
['Left Arm'] = true,
|
||||
['Right Arm'] = true,
|
||||
['Left Leg'] = true,
|
||||
['Right Leg'] = true,
|
||||
|
||||
-- Body parts unique to R15
|
||||
['LeftLowerArm'] = true,
|
||||
['RightLowerArm'] = true,
|
||||
['LeftUpperLeg'] = true,
|
||||
['RightUpperLeg'] = true
|
||||
}
|
||||
|
||||
local CORNER_FACTORS = {
|
||||
Vector3.new(1,1,-1),
|
||||
Vector3.new(1,-1,-1),
|
||||
Vector3.new(-1,-1,-1),
|
||||
Vector3.new(-1,1,-1)
|
||||
}
|
||||
|
||||
local CIRCLE_CASTS = 10
|
||||
local MOVE_CASTS = 3
|
||||
local SMART_CIRCLE_CASTS = 24
|
||||
local SMART_CIRCLE_INCREMENT = 2.0 * math.pi / SMART_CIRCLE_CASTS
|
||||
local CHAR_OUTLINE_CASTS = 24
|
||||
|
||||
-- Used to sanitize user-supplied functions
|
||||
local function AssertTypes(param, ...)
|
||||
local allowedTypes = {}
|
||||
local typeString = ''
|
||||
for _, typeName in pairs({...}) do
|
||||
allowedTypes[typeName] = true
|
||||
typeString = typeString .. (typeString == '' and '' or ' or ') .. typeName
|
||||
end
|
||||
local theType = type(param)
|
||||
assert(allowedTypes[theType], typeString .. " type expected, got: " .. theType)
|
||||
end
|
||||
|
||||
-- Helper function for Determinant of 3x3, not in CameraUtils for performance reasons
|
||||
local function Det3x3(a,b,c,d,e,f,g,h,i)
|
||||
return (a*(e*i-f*h)-b*(d*i-f*g)+c*(d*h-e*g))
|
||||
end
|
||||
|
||||
-- Smart Circle mode needs the intersection of 2 rays that are known to be in the same plane
|
||||
-- because they are generated from cross products with a common vector. This function is computing
|
||||
-- that intersection, but it's actually the general solution for the point halfway between where
|
||||
-- two skew lines come nearest to each other, which is more forgiving.
|
||||
local function RayIntersection(p0, v0, p1, v1)
|
||||
local v2 = v0:Cross(v1)
|
||||
local d1 = p1.x - p0.x
|
||||
local d2 = p1.y - p0.y
|
||||
local d3 = p1.z - p0.z
|
||||
local denom = Det3x3(v0.x,-v1.x,v2.x,v0.y,-v1.y,v2.y,v0.z,-v1.z,v2.z)
|
||||
|
||||
if (denom == 0) then
|
||||
return ZERO_VECTOR3 -- No solution (rays are parallel)
|
||||
end
|
||||
|
||||
local t0 = Det3x3(d1,-v1.x,v2.x,d2,-v1.y,v2.y,d3,-v1.z,v2.z) / denom
|
||||
local t1 = Det3x3(v0.x,d1,v2.x,v0.y,d2,v2.y,v0.z,d3,v2.z) / denom
|
||||
local s0 = p0 + t0 * v0
|
||||
local s1 = p1 + t1 * v1
|
||||
local s = s0 + 0.5 * ( s1 - s0 )
|
||||
|
||||
-- 0.25 studs is a threshold for deciding if the rays are
|
||||
-- close enough to be considered intersecting, found through testing
|
||||
if (s1-s0).Magnitude < 0.25 then
|
||||
return s
|
||||
else
|
||||
return ZERO_VECTOR3
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
--[[ The Module ]]--
|
||||
local BaseOcclusion = require(script.Parent:WaitForChild("BaseOcclusion"))
|
||||
local Invisicam = setmetatable({}, BaseOcclusion)
|
||||
Invisicam.__index = Invisicam
|
||||
|
||||
function Invisicam.new()
|
||||
local self = setmetatable(BaseOcclusion.new(), Invisicam)
|
||||
|
||||
self.char = nil
|
||||
self.humanoidRootPart = nil
|
||||
self.torsoPart = nil
|
||||
self.headPart = nil
|
||||
|
||||
self.childAddedConn = nil
|
||||
self.childRemovedConn = nil
|
||||
|
||||
self.behaviors = {} -- Map of modes to behavior fns
|
||||
self.behaviors[MODE.LIMBS] = self.LimbBehavior
|
||||
self.behaviors[MODE.MOVEMENT] = self.MoveBehavior
|
||||
self.behaviors[MODE.CORNERS] = self.CornerBehavior
|
||||
self.behaviors[MODE.CIRCLE1] = self.CircleBehavior
|
||||
self.behaviors[MODE.CIRCLE2] = self.CircleBehavior
|
||||
self.behaviors[MODE.LIMBMOVE] = self.LimbMoveBehavior
|
||||
self.behaviors[MODE.SMART_CIRCLE] = self.SmartCircleBehavior
|
||||
self.behaviors[MODE.CHAR_OUTLINE] = self.CharacterOutlineBehavior
|
||||
|
||||
self.mode = MODE.SMART_CIRCLE
|
||||
self.behaviorFunction = self.SmartCircleBehavior
|
||||
|
||||
self.savedHits = {} -- Objects currently being faded in/out
|
||||
self.trackedLimbs = {} -- Used in limb-tracking casting modes
|
||||
|
||||
self.camera = game.Workspace.CurrentCamera
|
||||
|
||||
self.enabled = false
|
||||
return self
|
||||
end
|
||||
|
||||
function Invisicam:Enable(enable)
|
||||
self.enabled = enable
|
||||
|
||||
if not enable then
|
||||
self:Cleanup()
|
||||
end
|
||||
end
|
||||
|
||||
function Invisicam:GetOcclusionMode()
|
||||
return Enum.DevCameraOcclusionMode.Invisicam
|
||||
end
|
||||
|
||||
--[[ Module functions ]]--
|
||||
function Invisicam:LimbBehavior(castPoints)
|
||||
for limb, _ in pairs(self.trackedLimbs) do
|
||||
castPoints[#castPoints + 1] = limb.Position
|
||||
end
|
||||
end
|
||||
|
||||
function Invisicam:MoveBehavior(castPoints)
|
||||
for i = 1, MOVE_CASTS do
|
||||
local position, velocity = self.humanoidRootPart.Position, self.humanoidRootPart.Velocity
|
||||
local horizontalSpeed = Vector3.new(velocity.X, 0, velocity.Z).Magnitude / 2
|
||||
local offsetVector = (i - 1) * self.humanoidRootPart.CFrame.lookVector * horizontalSpeed
|
||||
castPoints[#castPoints + 1] = position + offsetVector
|
||||
end
|
||||
end
|
||||
|
||||
function Invisicam:CornerBehavior(castPoints)
|
||||
local cframe = self.humanoidRootPart.CFrame
|
||||
local centerPoint = cframe.p
|
||||
local rotation = cframe - centerPoint
|
||||
local halfSize = self.char:GetExtentsSize() / 2 --NOTE: Doesn't update w/ limb animations
|
||||
castPoints[#castPoints + 1] = centerPoint
|
||||
for i = 1, #CORNER_FACTORS do
|
||||
castPoints[#castPoints + 1] = centerPoint + (rotation * (halfSize * CORNER_FACTORS[i]))
|
||||
end
|
||||
end
|
||||
|
||||
function Invisicam:CircleBehavior(castPoints)
|
||||
local cframe
|
||||
if self.mode == MODE.CIRCLE1 then
|
||||
cframe = self.humanoidRootPart.CFrame
|
||||
else
|
||||
local camCFrame = self.camera.CoordinateFrame
|
||||
cframe = camCFrame - camCFrame.p + self.humanoidRootPart.Position
|
||||
end
|
||||
castPoints[#castPoints + 1] = cframe.p
|
||||
for i = 0, CIRCLE_CASTS - 1 do
|
||||
local angle = (2 * math.pi / CIRCLE_CASTS) * i
|
||||
local offset = 3 * Vector3.new(math.cos(angle), math.sin(angle), 0)
|
||||
castPoints[#castPoints + 1] = cframe * offset
|
||||
end
|
||||
end
|
||||
|
||||
function Invisicam:LimbMoveBehavior(castPoints)
|
||||
self:LimbBehavior(castPoints)
|
||||
self:MoveBehavior(castPoints)
|
||||
end
|
||||
|
||||
function Invisicam:CharacterOutlineBehavior(castPoints)
|
||||
local torsoUp = self.torsoPart.CFrame.upVector.unit
|
||||
local torsoRight = self.torsoPart.CFrame.rightVector.unit
|
||||
|
||||
-- Torso cross of points for interior coverage
|
||||
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p
|
||||
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoUp
|
||||
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoUp
|
||||
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoRight
|
||||
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoRight
|
||||
if self.headPart then
|
||||
castPoints[#castPoints + 1] = self.headPart.CFrame.p
|
||||
end
|
||||
|
||||
local cframe = CFrame.new(ZERO_VECTOR3,Vector3.new(self.camera.CoordinateFrame.lookVector.X,0,self.camera.CoordinateFrame.lookVector.Z))
|
||||
local centerPoint = (self.torsoPart and self.torsoPart.Position or self.humanoidRootPart.Position)
|
||||
|
||||
local partsWhitelist = {self.torsoPart}
|
||||
if self.headPart then
|
||||
partsWhitelist[#partsWhitelist + 1] = self.headPart
|
||||
end
|
||||
|
||||
for i = 1, CHAR_OUTLINE_CASTS do
|
||||
local angle = (2 * math.pi * i / CHAR_OUTLINE_CASTS)
|
||||
local offset = cframe * (3 * Vector3.new(math.cos(angle), math.sin(angle), 0))
|
||||
|
||||
offset = Vector3.new(offset.X, math.max(offset.Y, -2.25), offset.Z)
|
||||
|
||||
local ray = Ray.new(centerPoint + offset, -3 * offset)
|
||||
local hit, hitPoint = game.Workspace:FindPartOnRayWithWhitelist(ray, partsWhitelist, false, false)
|
||||
|
||||
if hit then
|
||||
-- Use hit point as the cast point, but nudge it slightly inside the character so that bumping up against
|
||||
-- walls is less likely to cause a transparency glitch
|
||||
castPoints[#castPoints + 1] = hitPoint + 0.2 * (centerPoint - hitPoint).unit
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Invisicam:SmartCircleBehavior(castPoints)
|
||||
local torsoUp = self.torsoPart.CFrame.upVector.unit
|
||||
local torsoRight = self.torsoPart.CFrame.rightVector.unit
|
||||
|
||||
-- SMART_CIRCLE mode includes rays to head and 5 to the torso.
|
||||
-- Hands, arms, legs and feet are not included since they
|
||||
-- are not canCollide and can therefore go inside of parts
|
||||
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p
|
||||
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoUp
|
||||
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoUp
|
||||
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoRight
|
||||
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoRight
|
||||
if self.headPart then
|
||||
castPoints[#castPoints + 1] = self.headPart.CFrame.p
|
||||
end
|
||||
|
||||
local cameraOrientation = self.camera.CFrame - self.camera.CFrame.p
|
||||
local torsoPoint = Vector3.new(0,0.5,0) + (self.torsoPart and self.torsoPart.Position or self.humanoidRootPart.Position)
|
||||
local radius = 2.5
|
||||
|
||||
-- This loop first calculates points in a circle of radius 2.5 around the torso of the character, in the
|
||||
-- plane orthogonal to the camera's lookVector. Each point is then raycast to, to determine if it is within
|
||||
-- the free space surrounding the player (not inside anything). Two iterations are done to adjust points that
|
||||
-- are inside parts, to try to move them to valid locations that are still on their camera ray, so that the
|
||||
-- circle remains circular from the camera's perspective, but does not cast rays into walls or parts that are
|
||||
-- behind, below or beside the character and not really obstructing view of the character. This minimizes
|
||||
-- the undesirable situation where the character walks up to an exterior wall and it is made invisible even
|
||||
-- though it is behind the character.
|
||||
for i = 1, SMART_CIRCLE_CASTS do
|
||||
local angle = SMART_CIRCLE_INCREMENT * i - 0.5 * math.pi
|
||||
local offset = radius * Vector3.new(math.cos(angle), math.sin(angle), 0)
|
||||
local circlePoint = torsoPoint + cameraOrientation * offset
|
||||
|
||||
-- Vector from camera to point on the circle being tested
|
||||
local vp = circlePoint - self.camera.CFrame.p
|
||||
|
||||
local ray = Ray.new(torsoPoint, circlePoint - torsoPoint)
|
||||
local hit, hp, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false )
|
||||
local castPoint = circlePoint
|
||||
|
||||
if hit then
|
||||
local hprime = hp + 0.1 * hitNormal.unit -- Slightly offset hit point from the hit surface
|
||||
local v0 = hprime - torsoPoint -- Vector from torso to offset hit point
|
||||
|
||||
local perp = (v0:Cross(vp)).unit
|
||||
|
||||
-- Vector from the offset hit point, along the hit surface
|
||||
local v1 = (perp:Cross(hitNormal)).unit
|
||||
|
||||
-- Vector from camera to offset hit
|
||||
local vprime = (hprime - self.camera.CFrame.p).unit
|
||||
|
||||
-- This dot product checks to see if the vector along the hit surface would hit the correct
|
||||
-- side of the invisicam cone, or if it would cross the camera look vector and hit the wrong side
|
||||
if ( v0.unit:Dot(-v1) < v0.unit:Dot(vprime)) then
|
||||
castPoint = RayIntersection(hprime, v1, circlePoint, vp)
|
||||
|
||||
if castPoint.Magnitude > 0 then
|
||||
local ray = Ray.new(hprime, castPoint - hprime)
|
||||
local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false )
|
||||
|
||||
if hit then
|
||||
local hprime2 = hitPoint + 0.1 * hitNormal.unit
|
||||
castPoint = hprime2
|
||||
end
|
||||
else
|
||||
castPoint = hprime
|
||||
end
|
||||
else
|
||||
castPoint = hprime
|
||||
end
|
||||
|
||||
local ray = Ray.new(torsoPoint, (castPoint - torsoPoint))
|
||||
local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false )
|
||||
|
||||
if hit then
|
||||
local castPoint2 = hitPoint - 0.1 * (castPoint - torsoPoint).unit
|
||||
castPoint = castPoint2
|
||||
end
|
||||
end
|
||||
|
||||
castPoints[#castPoints + 1] = castPoint
|
||||
end
|
||||
end
|
||||
|
||||
function Invisicam:CheckTorsoReference()
|
||||
if self.char then
|
||||
self.torsoPart = self.char:FindFirstChild("Torso")
|
||||
if not self.torsoPart then
|
||||
self.torsoPart = self.char:FindFirstChild("UpperTorso")
|
||||
if not self.torsoPart then
|
||||
self.torsoPart = self.char:FindFirstChild("HumanoidRootPart")
|
||||
end
|
||||
end
|
||||
|
||||
self.headPart = self.char:FindFirstChild("Head")
|
||||
end
|
||||
end
|
||||
|
||||
function Invisicam:CharacterAdded(char, player)
|
||||
-- We only want the LocalPlayer's character
|
||||
if player~=PlayersService.LocalPlayer then return end
|
||||
|
||||
if self.childAddedConn then
|
||||
self.childAddedConn:Disconnect()
|
||||
self.childAddedConn = nil
|
||||
end
|
||||
if self.childRemovedConn then
|
||||
self.childRemovedConn:Disconnect()
|
||||
self.childRemovedConn = nil
|
||||
end
|
||||
|
||||
self.char = char
|
||||
|
||||
self.trackedLimbs = {}
|
||||
local function childAdded(child)
|
||||
if child:IsA("BasePart") then
|
||||
if LIMB_TRACKING_SET[child.Name] then
|
||||
self.trackedLimbs[child] = true
|
||||
end
|
||||
|
||||
if child.Name == "Torso" or child.Name == "UpperTorso" then
|
||||
self.torsoPart = child
|
||||
end
|
||||
|
||||
if child.Name == "Head" then
|
||||
self.headPart = child
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function childRemoved(child)
|
||||
self.trackedLimbs[child] = nil
|
||||
|
||||
-- If removed/replaced part is 'Torso' or 'UpperTorso' double check that we still have a TorsoPart to use
|
||||
self:CheckTorsoReference()
|
||||
end
|
||||
|
||||
self.childAddedConn = char.ChildAdded:Connect(childAdded)
|
||||
self.childRemovedConn = char.ChildRemoved:Connect(childRemoved)
|
||||
for _, child in pairs(self.char:GetChildren()) do
|
||||
childAdded(child)
|
||||
end
|
||||
end
|
||||
|
||||
function Invisicam:SetMode(newMode)
|
||||
AssertTypes(newMode, 'number')
|
||||
for _, modeNum in pairs(MODE) do
|
||||
if modeNum == newMode then
|
||||
self.mode = newMode
|
||||
self.behaviorFunction = self.behaviors[self.mode]
|
||||
return
|
||||
end
|
||||
end
|
||||
error("Invalid mode number")
|
||||
end
|
||||
|
||||
function Invisicam:GetObscuredParts()
|
||||
return self.savedHits
|
||||
end
|
||||
|
||||
-- Want to turn off Invisicam? Be sure to call this after.
|
||||
function Invisicam:Cleanup()
|
||||
for hit, originalFade in pairs(self.savedHits) do
|
||||
hit.LocalTransparencyModifier = originalFade
|
||||
end
|
||||
end
|
||||
|
||||
function Invisicam:Update(dt, desiredCameraCFrame, desiredCameraFocus)
|
||||
-- Bail if there is no Character
|
||||
if not self.enabled or not self.char then
|
||||
return desiredCameraCFrame, desiredCameraFocus
|
||||
end
|
||||
|
||||
self.camera = game.Workspace.CurrentCamera
|
||||
|
||||
-- TODO: Move this to a GetHumanoidRootPart helper, probably combine with CheckTorsoReference
|
||||
-- Make sure we still have a HumanoidRootPart
|
||||
if not self.humanoidRootPart then
|
||||
local humanoid = self.char:FindFirstChildOfClass("Humanoid")
|
||||
if humanoid and humanoid.RootPart then
|
||||
self.humanoidRootPart = humanoid.RootPart
|
||||
else
|
||||
-- Not set up with Humanoid? Try and see if there's one in the Character at all:
|
||||
self.humanoidRootPart = self.char:FindFirstChild("HumanoidRootPart")
|
||||
if not self.humanoidRootPart then
|
||||
-- Bail out, since we're relying on HumanoidRootPart existing
|
||||
return desiredCameraCFrame, desiredCameraFocus
|
||||
end
|
||||
end
|
||||
|
||||
-- TODO: Replace this with something more sensible
|
||||
local ancestryChangedConn
|
||||
ancestryChangedConn = self.humanoidRootPart.AncestryChanged:Connect(function(child, parent)
|
||||
if child == self.humanoidRootPart and not parent then
|
||||
self.humanoidRootPart = nil
|
||||
if ancestryChangedConn and ancestryChangedConn.Connected then
|
||||
ancestryChangedConn:Disconnect()
|
||||
ancestryChangedConn = nil
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
if not self.torsoPart then
|
||||
self:CheckTorsoReference()
|
||||
if not self.torsoPart then
|
||||
-- Bail out, since we're relying on Torso existing, should never happen since we fall back to using HumanoidRootPart as torso
|
||||
return desiredCameraCFrame, desiredCameraFocus
|
||||
end
|
||||
end
|
||||
|
||||
-- Make a list of world points to raycast to
|
||||
local castPoints = {}
|
||||
self.behaviorFunction(self, castPoints)
|
||||
|
||||
-- Cast to get a list of objects between the camera and the cast points
|
||||
local currentHits = {}
|
||||
local ignoreList = {self.char}
|
||||
local function add(hit)
|
||||
currentHits[hit] = true
|
||||
if not self.savedHits[hit] then
|
||||
self.savedHits[hit] = hit.LocalTransparencyModifier
|
||||
end
|
||||
end
|
||||
|
||||
local hitParts
|
||||
local hitPartCount = 0
|
||||
|
||||
-- Hash table to treat head-ray-hit parts differently than the rest of the hit parts hit by other rays
|
||||
-- head/torso ray hit parts will be more transparent than peripheral parts when USE_STACKING_TRANSPARENCY is enabled
|
||||
local headTorsoRayHitParts = {}
|
||||
|
||||
local perPartTransparencyHeadTorsoHits = TARGET_TRANSPARENCY
|
||||
local perPartTransparencyOtherHits = TARGET_TRANSPARENCY
|
||||
|
||||
if USE_STACKING_TRANSPARENCY then
|
||||
|
||||
-- This first call uses head and torso rays to find out how many parts are stacked up
|
||||
-- for the purpose of calculating required per-part transparency
|
||||
local headPoint = self.headPart and self.headPart.CFrame.p or castPoints[1]
|
||||
local torsoPoint = self.torsoPart and self.torsoPart.CFrame.p or castPoints[2]
|
||||
hitParts = self.camera:GetPartsObscuringTarget({headPoint, torsoPoint}, ignoreList)
|
||||
|
||||
-- Count how many things the sample rays passed through, including decals. This should only
|
||||
-- count decals facing the camera, but GetPartsObscuringTarget does not return surface normals,
|
||||
-- so my compromise for now is to just let any decal increase the part count by 1. Only one
|
||||
-- decal per part will be considered.
|
||||
for i = 1, #hitParts do
|
||||
local hitPart = hitParts[i]
|
||||
hitPartCount = hitPartCount + 1 -- count the part itself
|
||||
headTorsoRayHitParts[hitPart] = true
|
||||
for _, child in pairs(hitPart:GetChildren()) do
|
||||
if child:IsA('Decal') or child:IsA('Texture') then
|
||||
hitPartCount = hitPartCount + 1 -- count first decal hit, then break
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if (hitPartCount > 0) then
|
||||
perPartTransparencyHeadTorsoHits = math.pow( ((0.5 * TARGET_TRANSPARENCY) + (0.5 * TARGET_TRANSPARENCY / hitPartCount)), 1 / hitPartCount )
|
||||
perPartTransparencyOtherHits = math.pow( ((0.5 * TARGET_TRANSPARENCY_PERIPHERAL) + (0.5 * TARGET_TRANSPARENCY_PERIPHERAL / hitPartCount)), 1 / hitPartCount )
|
||||
end
|
||||
end
|
||||
|
||||
-- Now get all the parts hit by all the rays
|
||||
hitParts = self.camera:GetPartsObscuringTarget(castPoints, ignoreList)
|
||||
|
||||
local partTargetTransparency = {}
|
||||
|
||||
-- Include decals and textures
|
||||
for i = 1, #hitParts do
|
||||
local hitPart = hitParts[i]
|
||||
|
||||
partTargetTransparency[hitPart] =headTorsoRayHitParts[hitPart] and perPartTransparencyHeadTorsoHits or perPartTransparencyOtherHits
|
||||
|
||||
-- If the part is not already as transparent or more transparent than what invisicam requires, add it to the list of
|
||||
-- parts to be modified by invisicam
|
||||
if hitPart.Transparency < partTargetTransparency[hitPart] then
|
||||
add(hitPart)
|
||||
end
|
||||
|
||||
-- Check all decals and textures on the part
|
||||
for _, child in pairs(hitPart:GetChildren()) do
|
||||
if child:IsA('Decal') or child:IsA('Texture') then
|
||||
if (child.Transparency < partTargetTransparency[hitPart]) then
|
||||
partTargetTransparency[child] = partTargetTransparency[hitPart]
|
||||
add(child)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Invisibilize objects that are in the way, restore those that aren't anymore
|
||||
for hitPart, originalLTM in pairs(self.savedHits) do
|
||||
if currentHits[hitPart] then
|
||||
-- LocalTransparencyModifier gets whatever value is required to print the part's total transparency to equal perPartTransparency
|
||||
hitPart.LocalTransparencyModifier = (hitPart.Transparency < 1) and ((partTargetTransparency[hitPart] - hitPart.Transparency) / (1.0 - hitPart.Transparency)) or 0
|
||||
else -- Restore original pre-invisicam value of LTM
|
||||
hitPart.LocalTransparencyModifier = originalLTM
|
||||
self.savedHits[hitPart] = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- Invisicam does not change the camera values
|
||||
return desiredCameraCFrame, desiredCameraFocus
|
||||
end
|
||||
|
||||
return Invisicam
|
||||
+153
@@ -0,0 +1,153 @@
|
||||
--[[
|
||||
LegacyCamera - Implements legacy controller types: Attach, Fixed, Watch
|
||||
2018 Camera Update - AllYourBlox
|
||||
--]]
|
||||
|
||||
local FFlagUserCameraInputRefactor do
|
||||
local success, result = pcall(function()
|
||||
return UserSettings():IsUserFeatureEnabled("UserCameraInputRefactor2")
|
||||
end)
|
||||
FFlagUserCameraInputRefactor = success and result
|
||||
end
|
||||
|
||||
local ZERO_VECTOR2 = Vector2.new(0,0)
|
||||
|
||||
local Util = require(script.Parent:WaitForChild("CameraUtils"))
|
||||
local CameraInput = require(script.Parent:WaitForChild("CameraInput"))
|
||||
|
||||
--[[ Services ]]--
|
||||
local PlayersService = game:GetService('Players')
|
||||
|
||||
--[[ The Module ]]--
|
||||
local BaseCamera = require(script.Parent:WaitForChild("BaseCamera"))
|
||||
local LegacyCamera = setmetatable({}, BaseCamera)
|
||||
LegacyCamera.__index = LegacyCamera
|
||||
|
||||
function LegacyCamera.new()
|
||||
local self = setmetatable(BaseCamera.new(), LegacyCamera)
|
||||
|
||||
self.cameraType = Enum.CameraType.Fixed
|
||||
self.lastUpdate = tick()
|
||||
self.lastDistanceToSubject = nil
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function LegacyCamera:GetModuleName()
|
||||
return "LegacyCamera"
|
||||
end
|
||||
|
||||
--[[ Functions overridden from BaseCamera ]]--
|
||||
function LegacyCamera:SetCameraToSubjectDistance(desiredSubjectDistance)
|
||||
return BaseCamera.SetCameraToSubjectDistance(self,desiredSubjectDistance)
|
||||
end
|
||||
|
||||
function LegacyCamera:Update(dt)
|
||||
|
||||
-- Cannot update until cameraType has been set
|
||||
if not self.cameraType then return end
|
||||
|
||||
local now = tick()
|
||||
local timeDelta = (now - self.lastUpdate)
|
||||
local camera = workspace.CurrentCamera
|
||||
local newCameraCFrame = camera.CFrame
|
||||
local newCameraFocus = camera.Focus
|
||||
local player = PlayersService.LocalPlayer
|
||||
|
||||
if self.lastUpdate == nil or timeDelta > 1 then
|
||||
self.lastDistanceToSubject = nil
|
||||
end
|
||||
local subjectPosition = self:GetSubjectPosition()
|
||||
|
||||
if self.cameraType == Enum.CameraType.Fixed then
|
||||
if self.lastUpdate and not FFlagUserCameraInputRefactor then
|
||||
-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from
|
||||
local delta = math.min(0.1, now - self.lastUpdate)
|
||||
local gamepadRotation = self:UpdateGamepad()
|
||||
self.rotateInput = self.rotateInput + (gamepadRotation * delta)
|
||||
end
|
||||
|
||||
if subjectPosition and player and camera then
|
||||
local distanceToSubject = self:GetCameraToSubjectDistance()
|
||||
local newLookVector
|
||||
if FFlagUserCameraInputRefactor then
|
||||
newLookVector = self:CalculateNewLookVectorFromArg(nil, CameraInput.getRotation())
|
||||
else
|
||||
newLookVector = self:CalculateNewLookVector()
|
||||
self.rotateInput = ZERO_VECTOR2
|
||||
end
|
||||
|
||||
newCameraFocus = camera.Focus -- Fixed camera does not change focus
|
||||
newCameraCFrame = CFrame.new(camera.CFrame.p, camera.CFrame.p + (distanceToSubject * newLookVector))
|
||||
end
|
||||
elseif self.cameraType == Enum.CameraType.Attach then
|
||||
if subjectPosition and camera then
|
||||
local distanceToSubject = self:GetCameraToSubjectDistance()
|
||||
local humanoid = self:GetHumanoid()
|
||||
if self.lastUpdate and humanoid and humanoid.RootPart and not FFlagUserCameraInputRefactor then
|
||||
|
||||
-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from
|
||||
local delta = math.min(0.1, now - self.lastUpdate)
|
||||
local gamepadRotation = self:UpdateGamepad()
|
||||
self.rotateInput = self.rotateInput + (gamepadRotation * delta)
|
||||
|
||||
local forwardVector = humanoid.RootPart.CFrame.lookVector
|
||||
|
||||
local y = Util.GetAngleBetweenXZVectors(forwardVector, self:GetCameraLookVector())
|
||||
if Util.IsFinite(y) then
|
||||
-- Preserve vertical rotation from user input
|
||||
self.rotateInput = Vector2.new(y, self.rotateInput.Y)
|
||||
end
|
||||
end
|
||||
|
||||
local newLookVector
|
||||
if FFlagUserCameraInputRefactor then
|
||||
newLookVector = self:CalculateNewLookVectorFromArg(nil, CameraInput.getRotation())
|
||||
else
|
||||
newLookVector = self:CalculateNewLookVector()
|
||||
self.rotateInput = ZERO_VECTOR2
|
||||
end
|
||||
|
||||
newCameraFocus = CFrame.new(subjectPosition)
|
||||
newCameraCFrame = CFrame.new(subjectPosition - (distanceToSubject * newLookVector), subjectPosition)
|
||||
end
|
||||
elseif self.cameraType == Enum.CameraType.Watch then
|
||||
if subjectPosition and player and camera then
|
||||
local cameraLook = nil
|
||||
|
||||
local humanoid = self:GetHumanoid()
|
||||
if humanoid and humanoid.RootPart then
|
||||
local diffVector = subjectPosition - camera.CFrame.p
|
||||
cameraLook = diffVector.unit
|
||||
|
||||
if self.lastDistanceToSubject and self.lastDistanceToSubject == self:GetCameraToSubjectDistance() then
|
||||
-- Don't clobber the zoom if they zoomed the camera
|
||||
local newDistanceToSubject = diffVector.magnitude
|
||||
self:SetCameraToSubjectDistance(newDistanceToSubject)
|
||||
end
|
||||
end
|
||||
|
||||
local distanceToSubject = self:GetCameraToSubjectDistance()
|
||||
local newLookVector
|
||||
if FFlagUserCameraInputRefactor then
|
||||
newLookVector = self:CalculateNewLookVectorFromArg(cameraLook, CameraInput.getRotation())
|
||||
else
|
||||
newLookVector = self:CalculateNewLookVector(cameraLook)
|
||||
self.rotateInput = ZERO_VECTOR2
|
||||
end
|
||||
|
||||
newCameraFocus = CFrame.new(subjectPosition)
|
||||
newCameraCFrame = CFrame.new(subjectPosition - (distanceToSubject * newLookVector), subjectPosition)
|
||||
|
||||
self.lastDistanceToSubject = distanceToSubject
|
||||
end
|
||||
else
|
||||
-- Unsupported type, return current values unchanged
|
||||
return camera.CFrame, camera.Focus
|
||||
end
|
||||
|
||||
self.lastUpdate = now
|
||||
return newCameraCFrame, newCameraFocus
|
||||
end
|
||||
|
||||
return LegacyCamera
|
||||
+210
@@ -0,0 +1,210 @@
|
||||
--[[
|
||||
MouseLockController - Replacement for ShiftLockController, manages use of mouse-locked mode
|
||||
2018 Camera Update - AllYourBlox
|
||||
--]]
|
||||
|
||||
--[[ Constants ]]--
|
||||
local DEFAULT_MOUSE_LOCK_CURSOR = "rbxasset://textures/MouseLockedCursor.png"
|
||||
|
||||
local CONTEXT_ACTION_NAME = "MouseLockSwitchAction"
|
||||
local MOUSELOCK_ACTION_PRIORITY = Enum.ContextActionPriority.Default.Value
|
||||
|
||||
--[[ Services ]]--
|
||||
local PlayersService = game:GetService("Players")
|
||||
local ContextActionService = game:GetService("ContextActionService")
|
||||
local Settings = UserSettings() -- ignore warning
|
||||
local GameSettings = Settings.GameSettings
|
||||
local Mouse = PlayersService.LocalPlayer:GetMouse()
|
||||
|
||||
--[[ The Module ]]--
|
||||
local MouseLockController = {}
|
||||
MouseLockController.__index = MouseLockController
|
||||
|
||||
function MouseLockController.new()
|
||||
local self = setmetatable({}, MouseLockController)
|
||||
|
||||
self.isMouseLocked = false
|
||||
self.savedMouseCursor = nil
|
||||
self.boundKeys = {Enum.KeyCode.LeftShift, Enum.KeyCode.RightShift} -- defaults
|
||||
|
||||
self.mouseLockToggledEvent = Instance.new("BindableEvent")
|
||||
|
||||
local boundKeysObj = script:FindFirstChild("BoundKeys")
|
||||
if (not boundKeysObj) or (not boundKeysObj:IsA("StringValue")) then
|
||||
-- If object with correct name was found, but it's not a StringValue, destroy and replace
|
||||
if boundKeysObj then
|
||||
boundKeysObj:Destroy()
|
||||
end
|
||||
|
||||
boundKeysObj = Instance.new("StringValue")
|
||||
boundKeysObj.Name = "BoundKeys"
|
||||
boundKeysObj.Value = "LeftShift,RightShift"
|
||||
boundKeysObj.Parent = script
|
||||
end
|
||||
|
||||
if boundKeysObj then
|
||||
boundKeysObj.Changed:Connect(function(value)
|
||||
self:OnBoundKeysObjectChanged(value)
|
||||
end)
|
||||
self:OnBoundKeysObjectChanged(boundKeysObj.Value) -- Initial setup call
|
||||
end
|
||||
|
||||
-- Watch for changes to user's ControlMode and ComputerMovementMode settings and update the feature availability accordingly
|
||||
GameSettings.Changed:Connect(function(property)
|
||||
if property == "ControlMode" or property == "ComputerMovementMode" then
|
||||
self:UpdateMouseLockAvailability()
|
||||
end
|
||||
end)
|
||||
|
||||
-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly
|
||||
PlayersService.LocalPlayer:GetPropertyChangedSignal("DevEnableMouseLock"):Connect(function()
|
||||
self:UpdateMouseLockAvailability()
|
||||
end)
|
||||
|
||||
-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly
|
||||
PlayersService.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function()
|
||||
self:UpdateMouseLockAvailability()
|
||||
end)
|
||||
|
||||
self:UpdateMouseLockAvailability()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function MouseLockController:GetIsMouseLocked()
|
||||
return self.isMouseLocked
|
||||
end
|
||||
|
||||
function MouseLockController:GetBindableToggleEvent()
|
||||
return self.mouseLockToggledEvent.Event
|
||||
end
|
||||
|
||||
function MouseLockController:GetMouseLockOffset()
|
||||
local offsetValueObj = script:FindFirstChild("CameraOffset")
|
||||
if offsetValueObj and offsetValueObj:IsA("Vector3Value") then
|
||||
return offsetValueObj.Value
|
||||
else
|
||||
-- If CameraOffset object was found but not correct type, destroy
|
||||
if offsetValueObj then
|
||||
offsetValueObj:Destroy()
|
||||
end
|
||||
offsetValueObj = Instance.new("Vector3Value")
|
||||
offsetValueObj.Name = "CameraOffset"
|
||||
offsetValueObj.Value = Vector3.new(1.75,0,0) -- Legacy Default Value
|
||||
offsetValueObj.Parent = script
|
||||
end
|
||||
|
||||
if offsetValueObj and offsetValueObj.Value then
|
||||
return offsetValueObj.Value
|
||||
end
|
||||
|
||||
return Vector3.new(1.75,0,0)
|
||||
end
|
||||
|
||||
function MouseLockController:UpdateMouseLockAvailability()
|
||||
local devAllowsMouseLock = PlayersService.LocalPlayer.DevEnableMouseLock
|
||||
local devMovementModeIsScriptable = PlayersService.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable
|
||||
local userHasMouseLockModeEnabled = GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch
|
||||
local userHasClickToMoveEnabled = GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove
|
||||
local MouseLockAvailable = devAllowsMouseLock and userHasMouseLockModeEnabled and not userHasClickToMoveEnabled and not devMovementModeIsScriptable
|
||||
|
||||
if MouseLockAvailable~=self.enabled then
|
||||
self:EnableMouseLock(MouseLockAvailable)
|
||||
end
|
||||
end
|
||||
|
||||
function MouseLockController:OnBoundKeysObjectChanged(newValue)
|
||||
self.boundKeys = {} -- Overriding defaults, note: possibly with nothing at all if boundKeysObj.Value is "" or contains invalid values
|
||||
for token in string.gmatch(newValue,"[^%s,]+") do
|
||||
for _, keyEnum in pairs(Enum.KeyCode:GetEnumItems()) do
|
||||
if token == keyEnum.Name then
|
||||
self.boundKeys[#self.boundKeys+1] = keyEnum
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
self:UnbindContextActions()
|
||||
self:BindContextActions()
|
||||
end
|
||||
|
||||
--[[ Local Functions ]]--
|
||||
function MouseLockController:OnMouseLockToggled()
|
||||
self.isMouseLocked = not self.isMouseLocked
|
||||
|
||||
if self.isMouseLocked then
|
||||
local cursorImageValueObj = script:FindFirstChild("CursorImage")
|
||||
if cursorImageValueObj and cursorImageValueObj:IsA("StringValue") and cursorImageValueObj.Value then
|
||||
self.savedMouseCursor = Mouse.Icon
|
||||
Mouse.Icon = cursorImageValueObj.Value
|
||||
else
|
||||
if cursorImageValueObj then
|
||||
cursorImageValueObj:Destroy()
|
||||
end
|
||||
cursorImageValueObj = Instance.new("StringValue")
|
||||
cursorImageValueObj.Name = "CursorImage"
|
||||
cursorImageValueObj.Value = DEFAULT_MOUSE_LOCK_CURSOR
|
||||
cursorImageValueObj.Parent = script
|
||||
self.savedMouseCursor = Mouse.Icon
|
||||
Mouse.Icon = DEFAULT_MOUSE_LOCK_CURSOR
|
||||
end
|
||||
else
|
||||
if self.savedMouseCursor then
|
||||
Mouse.Icon = self.savedMouseCursor
|
||||
self.savedMouseCursor = nil
|
||||
end
|
||||
end
|
||||
|
||||
self.mouseLockToggledEvent:Fire()
|
||||
end
|
||||
|
||||
function MouseLockController:DoMouseLockSwitch(name, state, input)
|
||||
if state == Enum.UserInputState.Begin then
|
||||
self:OnMouseLockToggled()
|
||||
return Enum.ContextActionResult.Sink
|
||||
end
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
function MouseLockController:BindContextActions()
|
||||
ContextActionService:BindActionAtPriority(CONTEXT_ACTION_NAME, function(name, state, input)
|
||||
return self:DoMouseLockSwitch(name, state, input)
|
||||
end, false, MOUSELOCK_ACTION_PRIORITY, unpack(self.boundKeys))
|
||||
end
|
||||
|
||||
function MouseLockController:UnbindContextActions()
|
||||
ContextActionService:UnbindAction(CONTEXT_ACTION_NAME)
|
||||
end
|
||||
|
||||
function MouseLockController:IsMouseLocked()
|
||||
return self.enabled and self.isMouseLocked
|
||||
end
|
||||
|
||||
function MouseLockController:EnableMouseLock(enable)
|
||||
if enable ~= self.enabled then
|
||||
|
||||
self.enabled = enable
|
||||
|
||||
if self.enabled then
|
||||
-- Enabling the mode
|
||||
self:BindContextActions()
|
||||
else
|
||||
-- Disabling
|
||||
-- Restore mouse cursor
|
||||
if Mouse.Icon~="" then
|
||||
Mouse.Icon = ""
|
||||
end
|
||||
|
||||
self:UnbindContextActions()
|
||||
|
||||
-- If the mode is disabled while being used, fire the event to toggle it off
|
||||
if self.isMouseLocked then
|
||||
self.mouseLockToggledEvent:Fire()
|
||||
end
|
||||
|
||||
self.isMouseLocked = false
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
return MouseLockController
|
||||
+429
@@ -0,0 +1,429 @@
|
||||
--[[
|
||||
OrbitalCamera - Spherical coordinates control camera for top-down games
|
||||
2018 Camera Update - AllYourBlox
|
||||
--]]
|
||||
|
||||
local FFlagUserCameraInputRefactor do
|
||||
local success, result = pcall(function()
|
||||
return UserSettings():IsUserFeatureEnabled("UserCameraInputRefactor2")
|
||||
end)
|
||||
FFlagUserCameraInputRefactor = success and result
|
||||
end
|
||||
|
||||
-- Local private variables and constants
|
||||
local UNIT_Z = Vector3.new(0,0,1)
|
||||
local X1_Y0_Z1 = Vector3.new(1,0,1) --Note: not a unit vector, used for projecting onto XZ plane
|
||||
local ZERO_VECTOR3 = Vector3.new(0,0,0)
|
||||
local ZERO_VECTOR2 = Vector2.new(0,0)
|
||||
local TAU = 2 * math.pi
|
||||
|
||||
--[[ Gamepad Support ]]--
|
||||
local THUMBSTICK_DEADZONE = 0.2
|
||||
|
||||
-- Do not edit these values, they are not the developer-set limits, they are limits
|
||||
-- to the values the camera system equations can correctly handle
|
||||
local MIN_ALLOWED_ELEVATION_DEG = -80
|
||||
local MAX_ALLOWED_ELEVATION_DEG = 80
|
||||
|
||||
local externalProperties = {}
|
||||
externalProperties["InitialDistance"] = 25
|
||||
externalProperties["MinDistance"] = 10
|
||||
externalProperties["MaxDistance"] = 100
|
||||
externalProperties["InitialElevation"] = 35
|
||||
externalProperties["MinElevation"] = 35
|
||||
externalProperties["MaxElevation"] = 35
|
||||
externalProperties["ReferenceAzimuth"] = -45 -- Angle around the Y axis where the camera starts. -45 offsets the camera in the -X and +Z directions equally
|
||||
externalProperties["CWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CW as seen from above
|
||||
externalProperties["CCWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CCW as seen from above
|
||||
externalProperties["UseAzimuthLimits"] = false -- Full rotation around Y axis available by default
|
||||
|
||||
local Util = require(script.Parent:WaitForChild("CameraUtils"))
|
||||
local CameraInput = require(script.Parent:WaitForChild("CameraInput"))
|
||||
|
||||
--[[ Services ]]--
|
||||
local PlayersService = game:GetService('Players')
|
||||
local VRService = game:GetService("VRService")
|
||||
|
||||
--[[ The Module ]]--
|
||||
local BaseCamera = require(script.Parent:WaitForChild("BaseCamera"))
|
||||
local OrbitalCamera = setmetatable({}, BaseCamera)
|
||||
OrbitalCamera.__index = OrbitalCamera
|
||||
|
||||
|
||||
function OrbitalCamera.new()
|
||||
local self = setmetatable(BaseCamera.new(), OrbitalCamera)
|
||||
|
||||
self.lastUpdate = tick()
|
||||
|
||||
-- OrbitalCamera-specific members
|
||||
self.changedSignalConnections = {}
|
||||
self.refAzimuthRad = nil
|
||||
self.curAzimuthRad = nil
|
||||
self.minAzimuthAbsoluteRad = nil
|
||||
self.maxAzimuthAbsoluteRad = nil
|
||||
self.useAzimuthLimits = nil
|
||||
self.curElevationRad = nil
|
||||
self.minElevationRad = nil
|
||||
self.maxElevationRad = nil
|
||||
self.curDistance = nil
|
||||
self.minDistance = nil
|
||||
self.maxDistance = nil
|
||||
|
||||
-- Gamepad
|
||||
self.r3ButtonDown = false
|
||||
self.l3ButtonDown = false
|
||||
self.gamepadDollySpeedMultiplier = 1
|
||||
|
||||
self.lastUserPanCamera = tick()
|
||||
|
||||
self.externalProperties = {}
|
||||
self.externalProperties["InitialDistance"] = 25
|
||||
self.externalProperties["MinDistance"] = 10
|
||||
self.externalProperties["MaxDistance"] = 100
|
||||
self.externalProperties["InitialElevation"] = 35
|
||||
self.externalProperties["MinElevation"] = 35
|
||||
self.externalProperties["MaxElevation"] = 35
|
||||
self.externalProperties["ReferenceAzimuth"] = -45 -- Angle around the Y axis where the camera starts. -45 offsets the camera in the -X and +Z directions equally
|
||||
self.externalProperties["CWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CW as seen from above
|
||||
self.externalProperties["CCWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CCW as seen from above
|
||||
self.externalProperties["UseAzimuthLimits"] = false -- Full rotation around Y axis available by default
|
||||
self:LoadNumberValueParameters()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function OrbitalCamera:LoadOrCreateNumberValueParameter(name, valueType, updateFunction)
|
||||
local valueObj = script:FindFirstChild(name)
|
||||
|
||||
if valueObj and valueObj:isA(valueType) then
|
||||
-- Value object exists and is the correct type, use its value
|
||||
self.externalProperties[name] = valueObj.Value
|
||||
elseif self.externalProperties[name] ~= nil then
|
||||
-- Create missing (or replace incorrectly-typed) valueObject with default value
|
||||
valueObj = Instance.new(valueType)
|
||||
valueObj.Name = name
|
||||
valueObj.Parent = script
|
||||
valueObj.Value = self.externalProperties[name]
|
||||
else
|
||||
return
|
||||
end
|
||||
|
||||
if updateFunction then
|
||||
if self.changedSignalConnections[name] then
|
||||
self.changedSignalConnections[name]:Disconnect()
|
||||
end
|
||||
self.changedSignalConnections[name] = valueObj.Changed:Connect(function(newValue)
|
||||
self.externalProperties[name] = newValue
|
||||
updateFunction(self)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
function OrbitalCamera:SetAndBoundsCheckAzimuthValues()
|
||||
self.minAzimuthAbsoluteRad = math.rad(self.externalProperties["ReferenceAzimuth"]) - math.abs(math.rad(self.externalProperties["CWAzimuthTravel"]))
|
||||
self.maxAzimuthAbsoluteRad = math.rad(self.externalProperties["ReferenceAzimuth"]) + math.abs(math.rad(self.externalProperties["CCWAzimuthTravel"]))
|
||||
self.useAzimuthLimits = self.externalProperties["UseAzimuthLimits"]
|
||||
if self.useAzimuthLimits then
|
||||
self.curAzimuthRad = math.max(self.curAzimuthRad, self.minAzimuthAbsoluteRad)
|
||||
self.curAzimuthRad = math.min(self.curAzimuthRad, self.maxAzimuthAbsoluteRad)
|
||||
end
|
||||
end
|
||||
|
||||
function OrbitalCamera:SetAndBoundsCheckElevationValues()
|
||||
-- These degree values are the direct user input values. It is deliberate that they are
|
||||
-- ranged checked only against the extremes, and not against each other. Any time one
|
||||
-- is changed, both of the internal values in radians are recalculated. This allows for
|
||||
-- A developer to change the values in any order and for the end results to be that the
|
||||
-- internal values adjust to match intent as best as possible.
|
||||
local minElevationDeg = math.max(self.externalProperties["MinElevation"], MIN_ALLOWED_ELEVATION_DEG)
|
||||
local maxElevationDeg = math.min(self.externalProperties["MaxElevation"], MAX_ALLOWED_ELEVATION_DEG)
|
||||
|
||||
-- Set internal values in radians
|
||||
self.minElevationRad = math.rad(math.min(minElevationDeg, maxElevationDeg))
|
||||
self.maxElevationRad = math.rad(math.max(minElevationDeg, maxElevationDeg))
|
||||
self.curElevationRad = math.max(self.curElevationRad, self.minElevationRad)
|
||||
self.curElevationRad = math.min(self.curElevationRad, self.maxElevationRad)
|
||||
end
|
||||
|
||||
function OrbitalCamera:SetAndBoundsCheckDistanceValues()
|
||||
self.minDistance = self.externalProperties["MinDistance"]
|
||||
self.maxDistance = self.externalProperties["MaxDistance"]
|
||||
self.curDistance = math.max(self.curDistance, self.minDistance)
|
||||
self.curDistance = math.min(self.curDistance, self.maxDistance)
|
||||
end
|
||||
|
||||
-- This loads from, or lazily creates, NumberValue objects for exposed parameters
|
||||
function OrbitalCamera:LoadNumberValueParameters()
|
||||
-- These initial values do not require change listeners since they are read only once
|
||||
self:LoadOrCreateNumberValueParameter("InitialElevation", "NumberValue", nil)
|
||||
self:LoadOrCreateNumberValueParameter("InitialDistance", "NumberValue", nil)
|
||||
|
||||
-- Note: ReferenceAzimuth is also used as an initial value, but needs a change listener because it is used in the calculation of the limits
|
||||
self:LoadOrCreateNumberValueParameter("ReferenceAzimuth", "NumberValue", self.SetAndBoundsCheckAzimuthValue)
|
||||
self:LoadOrCreateNumberValueParameter("CWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues)
|
||||
self:LoadOrCreateNumberValueParameter("CCWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues)
|
||||
self:LoadOrCreateNumberValueParameter("MinElevation", "NumberValue", self.SetAndBoundsCheckElevationValues)
|
||||
self:LoadOrCreateNumberValueParameter("MaxElevation", "NumberValue", self.SetAndBoundsCheckElevationValues)
|
||||
self:LoadOrCreateNumberValueParameter("MinDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues)
|
||||
self:LoadOrCreateNumberValueParameter("MaxDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues)
|
||||
self:LoadOrCreateNumberValueParameter("UseAzimuthLimits", "BoolValue", self.SetAndBoundsCheckAzimuthValues)
|
||||
|
||||
-- Internal values set (in radians, from degrees), plus sanitization
|
||||
self.curAzimuthRad = math.rad(self.externalProperties["ReferenceAzimuth"])
|
||||
self.curElevationRad = math.rad(self.externalProperties["InitialElevation"])
|
||||
self.curDistance = self.externalProperties["InitialDistance"]
|
||||
|
||||
self:SetAndBoundsCheckAzimuthValues()
|
||||
self:SetAndBoundsCheckElevationValues()
|
||||
self:SetAndBoundsCheckDistanceValues()
|
||||
end
|
||||
|
||||
function OrbitalCamera:GetModuleName()
|
||||
return "OrbitalCamera"
|
||||
end
|
||||
|
||||
function OrbitalCamera:SetInitialOrientation(humanoid)
|
||||
if not humanoid or not humanoid.RootPart then
|
||||
warn("OrbitalCamera could not set initial orientation due to missing humanoid")
|
||||
return
|
||||
end
|
||||
local newDesiredLook = (humanoid.RootPart.CFrame.lookVector - Vector3.new(0,0.23,0)).unit
|
||||
local horizontalShift = Util.GetAngleBetweenXZVectors(newDesiredLook, self:GetCameraLookVector())
|
||||
local vertShift = math.asin(self:GetCameraLookVector().y) - math.asin(newDesiredLook.y)
|
||||
if not Util.IsFinite(horizontalShift) then
|
||||
horizontalShift = 0
|
||||
end
|
||||
if not Util.IsFinite(vertShift) then
|
||||
vertShift = 0
|
||||
end
|
||||
self.rotateInput = Vector2.new(horizontalShift, vertShift)
|
||||
end
|
||||
|
||||
--[[ Functions of BaseCamera that are overridden by OrbitalCamera ]]--
|
||||
function OrbitalCamera:GetCameraToSubjectDistance()
|
||||
return self.curDistance
|
||||
end
|
||||
|
||||
function OrbitalCamera:SetCameraToSubjectDistance(desiredSubjectDistance)
|
||||
local player = PlayersService.LocalPlayer
|
||||
if player then
|
||||
self.currentSubjectDistance = math.clamp(desiredSubjectDistance, self.minDistance, self.maxDistance)
|
||||
|
||||
-- OrbitalCamera is not allowed to go into the first-person range
|
||||
self.currentSubjectDistance = math.max(self.currentSubjectDistance, self.FIRST_PERSON_DISTANCE_THRESHOLD)
|
||||
end
|
||||
self.inFirstPerson = false
|
||||
self:UpdateMouseBehavior()
|
||||
return self.currentSubjectDistance
|
||||
end
|
||||
|
||||
function OrbitalCamera:CalculateNewLookVector(suppliedLookVector, xyRotateVector)
|
||||
local currLookVector = suppliedLookVector or self:GetCameraLookVector()
|
||||
local currPitchAngle = math.asin(currLookVector.y)
|
||||
local yTheta = math.clamp(xyRotateVector.y, currPitchAngle - math.rad(MAX_ALLOWED_ELEVATION_DEG), currPitchAngle - math.rad(MIN_ALLOWED_ELEVATION_DEG))
|
||||
local constrainedRotateInput = Vector2.new(xyRotateVector.x, yTheta)
|
||||
local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector)
|
||||
local newLookVector = (CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0)).lookVector
|
||||
return newLookVector
|
||||
end
|
||||
|
||||
-- Remove on FFlagUserCameraInputRefactor
|
||||
function OrbitalCamera:GetGamepadPan(name, state, input)
|
||||
assert(not FFlagUserCameraInputRefactor)
|
||||
|
||||
if input.UserInputType == self.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then
|
||||
if self.r3ButtonDown or self.l3ButtonDown then
|
||||
-- R3 or L3 Thumbstick is depressed, right stick controls dolly in/out
|
||||
if (input.Position.Y > THUMBSTICK_DEADZONE) then
|
||||
self.gamepadDollySpeedMultiplier = 0.96
|
||||
elseif (input.Position.Y < -THUMBSTICK_DEADZONE) then
|
||||
self.gamepadDollySpeedMultiplier = 1.04
|
||||
else
|
||||
self.gamepadDollySpeedMultiplier = 1.00
|
||||
end
|
||||
else
|
||||
if state == Enum.UserInputState.Cancel then
|
||||
self.gamepadPanningCamera = ZERO_VECTOR2
|
||||
return
|
||||
end
|
||||
|
||||
local inputVector = Vector2.new(input.Position.X, -input.Position.Y)
|
||||
if inputVector.magnitude > THUMBSTICK_DEADZONE then
|
||||
self.gamepadPanningCamera = Vector2.new(input.Position.X, -input.Position.Y)
|
||||
else
|
||||
self.gamepadPanningCamera = ZERO_VECTOR2
|
||||
end
|
||||
end
|
||||
return Enum.ContextActionResult.Sink
|
||||
end
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
-- Remove on FFlagUserCameraInputRefactor
|
||||
function OrbitalCamera:DoGamepadZoom(name, state, input)
|
||||
assert(not FFlagUserCameraInputRefactor)
|
||||
|
||||
if input.UserInputType == self.activeGamepad and (input.KeyCode == Enum.KeyCode.ButtonR3 or input.KeyCode == Enum.KeyCode.ButtonL3) then
|
||||
if (state == Enum.UserInputState.Begin) then
|
||||
self.r3ButtonDown = input.KeyCode == Enum.KeyCode.ButtonR3
|
||||
self.l3ButtonDown = input.KeyCode == Enum.KeyCode.ButtonL3
|
||||
elseif (state == Enum.UserInputState.End) then
|
||||
if (input.KeyCode == Enum.KeyCode.ButtonR3) then
|
||||
self.r3ButtonDown = false
|
||||
elseif (input.KeyCode == Enum.KeyCode.ButtonL3) then
|
||||
self.l3ButtonDown = false
|
||||
end
|
||||
if (not self.r3ButtonDown) and (not self.l3ButtonDown) then
|
||||
self.gamepadDollySpeedMultiplier = 1.00
|
||||
end
|
||||
end
|
||||
return Enum.ContextActionResult.Sink
|
||||
end
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
-- Remove on FFlagUserCameraInputRefactor
|
||||
function OrbitalCamera:BindGamepadInputActions()
|
||||
assert(not FFlagUserCameraInputRefactor)
|
||||
|
||||
self:BindAction("OrbitalCamGamepadPan", function(name, state, input) return self:GetGamepadPan(name, state, input) end,
|
||||
false, Enum.KeyCode.Thumbstick2)
|
||||
self:BindAction("OrbitalCamGamepadZoom", function(name, state, input) return self:DoGamepadZoom(name, state, input) end,
|
||||
false, Enum.KeyCode.ButtonR3, Enum.KeyCode.ButtonL3)
|
||||
end
|
||||
|
||||
-- [[ Update ]]--
|
||||
function OrbitalCamera:Update(dt)
|
||||
local now = tick()
|
||||
local timeDelta = (now - self.lastUpdate)
|
||||
local userPanningTheCamera
|
||||
if FFlagUserCameraInputRefactor then
|
||||
userPanningTheCamera = CameraInput.getRotation() ~= Vector2.new()
|
||||
else
|
||||
userPanningTheCamera = self.userPanningTheCamera == true
|
||||
end
|
||||
local camera = workspace.CurrentCamera
|
||||
local newCameraCFrame = camera.CFrame
|
||||
local newCameraFocus = camera.Focus
|
||||
local player = PlayersService.LocalPlayer
|
||||
local cameraSubject = camera and camera.CameraSubject
|
||||
local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat')
|
||||
local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform')
|
||||
|
||||
if self.lastUpdate == nil or timeDelta > 1 then
|
||||
self.lastCameraTransform = nil
|
||||
end
|
||||
|
||||
if self.lastUpdate and not FFlagUserCameraInputRefactor then
|
||||
local gamepadRotation = self:UpdateGamepad()
|
||||
|
||||
if self:ShouldUseVRRotation() then
|
||||
self.rotateInput = self.rotateInput + self:GetVRRotationInput()
|
||||
else
|
||||
-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from
|
||||
local delta = math.min(0.1, timeDelta)
|
||||
|
||||
if gamepadRotation ~= ZERO_VECTOR2 then
|
||||
userPanningTheCamera = true
|
||||
self.rotateInput = self.rotateInput + (gamepadRotation * delta)
|
||||
end
|
||||
|
||||
local angle = 0
|
||||
if not (isInVehicle or isOnASkateboard) then
|
||||
angle = angle + (self.TurningLeft and -120 or 0)
|
||||
angle = angle + (self.TurningRight and 120 or 0)
|
||||
end
|
||||
|
||||
if angle ~= 0 then
|
||||
self.rotateInput = self.rotateInput + Vector2.new(math.rad(angle * delta), 0)
|
||||
userPanningTheCamera = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Reset tween speed if user is panning
|
||||
if userPanningTheCamera then
|
||||
self.lastUserPanCamera = tick()
|
||||
end
|
||||
|
||||
local subjectPosition = self:GetSubjectPosition()
|
||||
|
||||
if subjectPosition and player and camera then
|
||||
|
||||
-- Process any dollying being done by gamepad
|
||||
-- TODO: Move this
|
||||
if self.gamepadDollySpeedMultiplier ~= 1 then
|
||||
self:SetCameraToSubjectDistance(self.currentSubjectDistance * self.gamepadDollySpeedMultiplier)
|
||||
end
|
||||
|
||||
local VREnabled = VRService.VREnabled
|
||||
newCameraFocus = VREnabled and self:GetVRFocus(subjectPosition, timeDelta) or CFrame.new(subjectPosition)
|
||||
|
||||
local flaggedRotateInput
|
||||
if FFlagUserCameraInputRefactor then
|
||||
flaggedRotateInput = CameraInput.getRotation()
|
||||
else
|
||||
flaggedRotateInput = self.rotateInput
|
||||
end
|
||||
|
||||
local cameraFocusP = newCameraFocus.p
|
||||
if VREnabled and not self:IsInFirstPerson() then
|
||||
local cameraHeight = self:GetCameraHeight()
|
||||
local vecToSubject = (subjectPosition - camera.CFrame.p)
|
||||
local distToSubject = vecToSubject.magnitude
|
||||
|
||||
-- Only move the camera if it exceeded a maximum distance to the subject in VR
|
||||
if distToSubject > self.currentSubjectDistance or flaggedRotateInput.x ~= 0 then
|
||||
local desiredDist = math.min(distToSubject, self.currentSubjectDistance)
|
||||
|
||||
-- Note that CalculateNewLookVector is overridden from BaseCamera
|
||||
vecToSubject = self:CalculateNewLookVector(vecToSubject.unit * X1_Y0_Z1, Vector2.new(flaggedRotateInput.x, 0)) * desiredDist
|
||||
|
||||
local newPos = cameraFocusP - vecToSubject
|
||||
local desiredLookDir = camera.CFrame.lookVector
|
||||
if flaggedRotateInput.x ~= 0 then
|
||||
desiredLookDir = vecToSubject
|
||||
end
|
||||
local lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z)
|
||||
if not FFlagUserCameraInputRefactor then
|
||||
self.rotateInput = ZERO_VECTOR2
|
||||
end
|
||||
|
||||
newCameraCFrame = CFrame.new(newPos, lookAt) + Vector3.new(0, cameraHeight, 0)
|
||||
end
|
||||
else
|
||||
-- self.rotateInput is a Vector2 of mouse movement deltas since last update
|
||||
self.curAzimuthRad = self.curAzimuthRad - flaggedRotateInput.x
|
||||
|
||||
if self.useAzimuthLimits then
|
||||
self.curAzimuthRad = math.clamp(self.curAzimuthRad, self.minAzimuthAbsoluteRad, self.maxAzimuthAbsoluteRad)
|
||||
else
|
||||
self.curAzimuthRad = (self.curAzimuthRad ~= 0) and (math.sign(self.curAzimuthRad) * (math.abs(self.curAzimuthRad) % TAU)) or 0
|
||||
end
|
||||
|
||||
self.curElevationRad = math.clamp(self.curElevationRad + flaggedRotateInput.y, self.minElevationRad, self.maxElevationRad)
|
||||
|
||||
local cameraPosVector = self.currentSubjectDistance * ( CFrame.fromEulerAnglesYXZ( -self.curElevationRad, self.curAzimuthRad, 0 ) * UNIT_Z )
|
||||
local camPos = subjectPosition + cameraPosVector
|
||||
|
||||
newCameraCFrame = CFrame.new(camPos, subjectPosition)
|
||||
|
||||
if not FFlagUserCameraInputRefactor then
|
||||
self.rotateInput = ZERO_VECTOR2
|
||||
end
|
||||
end
|
||||
|
||||
self.lastCameraTransform = newCameraCFrame
|
||||
self.lastCameraFocus = newCameraFocus
|
||||
if (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then
|
||||
self.lastSubjectCFrame = cameraSubject.CFrame
|
||||
else
|
||||
self.lastSubjectCFrame = nil
|
||||
end
|
||||
end
|
||||
|
||||
self.lastUpdate = now
|
||||
return newCameraCFrame, newCameraFocus
|
||||
end
|
||||
|
||||
return OrbitalCamera
|
||||
+111
@@ -0,0 +1,111 @@
|
||||
--[[
|
||||
Poppercam - Occlusion module that brings the camera closer to the subject when objects are blocking the view.
|
||||
--]]
|
||||
|
||||
local ZoomController = require(script.Parent:WaitForChild("ZoomController"))
|
||||
|
||||
local TransformExtrapolator = {} do
|
||||
TransformExtrapolator.__index = TransformExtrapolator
|
||||
|
||||
local CF_IDENTITY = CFrame.new()
|
||||
|
||||
local function cframeToAxis(cframe)
|
||||
local axis, angle = cframe:toAxisAngle()
|
||||
return axis*angle
|
||||
end
|
||||
|
||||
local function axisToCFrame(axis)
|
||||
local angle = axis.magnitude
|
||||
if angle > 1e-5 then
|
||||
return CFrame.fromAxisAngle(axis, angle)
|
||||
end
|
||||
return CF_IDENTITY
|
||||
end
|
||||
|
||||
local function extractRotation(cf)
|
||||
local _, _, _, xx, yx, zx, xy, yy, zy, xz, yz, zz = cf:components()
|
||||
return CFrame.new(0, 0, 0, xx, yx, zx, xy, yy, zy, xz, yz, zz)
|
||||
end
|
||||
|
||||
function TransformExtrapolator.new()
|
||||
return setmetatable({
|
||||
lastCFrame = nil,
|
||||
}, TransformExtrapolator)
|
||||
end
|
||||
|
||||
function TransformExtrapolator:Step(dt, currentCFrame)
|
||||
local lastCFrame = self.lastCFrame or currentCFrame
|
||||
self.lastCFrame = currentCFrame
|
||||
|
||||
local currentPos = currentCFrame.p
|
||||
local currentRot = extractRotation(currentCFrame)
|
||||
|
||||
local lastPos = lastCFrame.p
|
||||
local lastRot = extractRotation(lastCFrame)
|
||||
|
||||
-- Estimate velocities from the delta between now and the last frame
|
||||
-- This estimation can be a little noisy.
|
||||
local dp = (currentPos - lastPos)/dt
|
||||
local dr = cframeToAxis(currentRot*lastRot:inverse())/dt
|
||||
|
||||
local function extrapolate(t)
|
||||
local p = dp*t + currentPos
|
||||
local r = axisToCFrame(dr*t)*currentRot
|
||||
return r + p
|
||||
end
|
||||
|
||||
return {
|
||||
extrapolate = extrapolate,
|
||||
posVelocity = dp,
|
||||
rotVelocity = dr,
|
||||
}
|
||||
end
|
||||
|
||||
function TransformExtrapolator:Reset()
|
||||
self.lastCFrame = nil
|
||||
end
|
||||
end
|
||||
|
||||
--[[ The Module ]]--
|
||||
local BaseOcclusion = require(script.Parent:WaitForChild("BaseOcclusion"))
|
||||
local Poppercam = setmetatable({}, BaseOcclusion)
|
||||
Poppercam.__index = Poppercam
|
||||
|
||||
function Poppercam.new()
|
||||
local self = setmetatable(BaseOcclusion.new(), Poppercam)
|
||||
self.focusExtrapolator = TransformExtrapolator.new()
|
||||
return self
|
||||
end
|
||||
|
||||
function Poppercam:GetOcclusionMode()
|
||||
return Enum.DevCameraOcclusionMode.Zoom
|
||||
end
|
||||
|
||||
function Poppercam:Enable(enable)
|
||||
self.focusExtrapolator:Reset()
|
||||
end
|
||||
|
||||
function Poppercam:Update(renderDt, desiredCameraCFrame, desiredCameraFocus, cameraController)
|
||||
local rotatedFocus = CFrame.new(desiredCameraFocus.p, desiredCameraCFrame.p)*CFrame.new(
|
||||
0, 0, 0,
|
||||
-1, 0, 0,
|
||||
0, 1, 0,
|
||||
0, 0, -1
|
||||
)
|
||||
local extrapolation = self.focusExtrapolator:Step(renderDt, rotatedFocus)
|
||||
local zoom = ZoomController.Update(renderDt, rotatedFocus, extrapolation)
|
||||
return rotatedFocus*CFrame.new(0, 0, zoom), desiredCameraFocus
|
||||
end
|
||||
|
||||
-- Called when character is added
|
||||
function Poppercam:CharacterAdded(character, player)
|
||||
end
|
||||
|
||||
-- Called when character is about to be removed
|
||||
function Poppercam:CharacterRemoving(character, player)
|
||||
end
|
||||
|
||||
function Poppercam:OnCameraSubjectChanged(newSubject)
|
||||
end
|
||||
|
||||
return Poppercam
|
||||
+189
@@ -0,0 +1,189 @@
|
||||
--[[
|
||||
TransparencyController - Manages transparency of player character at close camera-to-subject distances
|
||||
2018 Camera Update - AllYourBlox
|
||||
--]]
|
||||
|
||||
local MAX_TWEEN_RATE = 2.8 -- per second
|
||||
|
||||
local Util = require(script.Parent:WaitForChild("CameraUtils"))
|
||||
|
||||
--[[ The Module ]]--
|
||||
local TransparencyController = {}
|
||||
TransparencyController.__index = TransparencyController
|
||||
|
||||
function TransparencyController.new()
|
||||
local self = setmetatable({}, TransparencyController)
|
||||
|
||||
self.lastUpdate = tick()
|
||||
self.transparencyDirty = false
|
||||
self.enabled = false
|
||||
self.lastTransparency = nil
|
||||
|
||||
self.descendantAddedConn, self.descendantRemovingConn = nil, nil
|
||||
self.toolDescendantAddedConns = {}
|
||||
self.toolDescendantRemovingConns = {}
|
||||
self.cachedParts = {}
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
function TransparencyController:HasToolAncestor(object)
|
||||
if object.Parent == nil then return false end
|
||||
return object.Parent:IsA('Tool') or self:HasToolAncestor(object.Parent)
|
||||
end
|
||||
|
||||
function TransparencyController:IsValidPartToModify(part)
|
||||
if part:IsA('BasePart') or part:IsA('Decal') then
|
||||
return not self:HasToolAncestor(part)
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function TransparencyController:CachePartsRecursive(object)
|
||||
if object then
|
||||
if self:IsValidPartToModify(object) then
|
||||
self.cachedParts[object] = true
|
||||
self.transparencyDirty = true
|
||||
end
|
||||
for _, child in pairs(object:GetChildren()) do
|
||||
self:CachePartsRecursive(child)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function TransparencyController:TeardownTransparency()
|
||||
for child, _ in pairs(self.cachedParts) do
|
||||
child.LocalTransparencyModifier = 0
|
||||
end
|
||||
self.cachedParts = {}
|
||||
self.transparencyDirty = true
|
||||
self.lastTransparency = nil
|
||||
|
||||
if self.descendantAddedConn then
|
||||
self.descendantAddedConn:disconnect()
|
||||
self.descendantAddedConn = nil
|
||||
end
|
||||
if self.descendantRemovingConn then
|
||||
self.descendantRemovingConn:disconnect()
|
||||
self.descendantRemovingConn = nil
|
||||
end
|
||||
for object, conn in pairs(self.toolDescendantAddedConns) do
|
||||
conn:Disconnect()
|
||||
self.toolDescendantAddedConns[object] = nil
|
||||
end
|
||||
for object, conn in pairs(self.toolDescendantRemovingConns) do
|
||||
conn:Disconnect()
|
||||
self.toolDescendantRemovingConns[object] = nil
|
||||
end
|
||||
end
|
||||
|
||||
function TransparencyController:SetupTransparency(character)
|
||||
self:TeardownTransparency()
|
||||
|
||||
if self.descendantAddedConn then self.descendantAddedConn:disconnect() end
|
||||
self.descendantAddedConn = character.DescendantAdded:Connect(function(object)
|
||||
-- This is a part we want to invisify
|
||||
if self:IsValidPartToModify(object) then
|
||||
self.cachedParts[object] = true
|
||||
self.transparencyDirty = true
|
||||
-- There is now a tool under the character
|
||||
elseif object:IsA('Tool') then
|
||||
if self.toolDescendantAddedConns[object] then self.toolDescendantAddedConns[object]:Disconnect() end
|
||||
self.toolDescendantAddedConns[object] = object.DescendantAdded:Connect(function(toolChild)
|
||||
self.cachedParts[toolChild] = nil
|
||||
if toolChild:IsA('BasePart') or toolChild:IsA('Decal') then
|
||||
-- Reset the transparency
|
||||
toolChild.LocalTransparencyModifier = 0
|
||||
end
|
||||
end)
|
||||
if self.toolDescendantRemovingConns[object] then self.toolDescendantRemovingConns[object]:disconnect() end
|
||||
self.toolDescendantRemovingConns[object] = object.DescendantRemoving:Connect(function(formerToolChild)
|
||||
wait() -- wait for new parent
|
||||
if character and formerToolChild and formerToolChild:IsDescendantOf(character) then
|
||||
if self:IsValidPartToModify(formerToolChild) then
|
||||
self.cachedParts[formerToolChild] = true
|
||||
self.transparencyDirty = true
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
end)
|
||||
if self.descendantRemovingConn then self.descendantRemovingConn:disconnect() end
|
||||
self.descendantRemovingConn = character.DescendantRemoving:connect(function(object)
|
||||
if self.cachedParts[object] then
|
||||
self.cachedParts[object] = nil
|
||||
-- Reset the transparency
|
||||
object.LocalTransparencyModifier = 0
|
||||
end
|
||||
end)
|
||||
self:CachePartsRecursive(character)
|
||||
end
|
||||
|
||||
|
||||
function TransparencyController:Enable(enable)
|
||||
if self.enabled ~= enable then
|
||||
self.enabled = enable
|
||||
self:Update()
|
||||
end
|
||||
end
|
||||
|
||||
function TransparencyController:SetSubject(subject)
|
||||
local character = nil
|
||||
if subject and subject:IsA("Humanoid") then
|
||||
character = subject.Parent
|
||||
end
|
||||
if subject and subject:IsA("VehicleSeat") and subject.Occupant then
|
||||
character = subject.Occupant.Parent
|
||||
end
|
||||
if character then
|
||||
self:SetupTransparency(character)
|
||||
else
|
||||
self:TeardownTransparency()
|
||||
end
|
||||
end
|
||||
|
||||
function TransparencyController:Update()
|
||||
local instant = false
|
||||
local now = tick()
|
||||
local currentCamera = workspace.CurrentCamera
|
||||
|
||||
if currentCamera then
|
||||
local transparency = 0
|
||||
if not self.enabled then
|
||||
instant = true
|
||||
else
|
||||
local distance = (currentCamera.Focus.p - currentCamera.CoordinateFrame.p).magnitude
|
||||
transparency = (distance<2) and (1.0-(distance-0.5)/1.5) or 0 --(7 - distance) / 5
|
||||
if transparency < 0.5 then
|
||||
transparency = 0
|
||||
end
|
||||
|
||||
if self.lastTransparency then
|
||||
local deltaTransparency = transparency - self.lastTransparency
|
||||
|
||||
-- Don't tween transparency if it is instant or your character was fully invisible last frame
|
||||
if not instant and transparency < 1 and self.lastTransparency < 0.95 then
|
||||
local maxDelta = MAX_TWEEN_RATE * (now - self.lastUpdate)
|
||||
deltaTransparency = math.clamp(deltaTransparency, -maxDelta, maxDelta)
|
||||
end
|
||||
transparency = self.lastTransparency + deltaTransparency
|
||||
else
|
||||
self.transparencyDirty = true
|
||||
end
|
||||
|
||||
transparency = math.clamp(Util.Round(transparency, 2), 0, 1)
|
||||
end
|
||||
|
||||
if self.transparencyDirty or self.lastTransparency ~= transparency then
|
||||
for child, _ in pairs(self.cachedParts) do
|
||||
child.LocalTransparencyModifier = transparency
|
||||
end
|
||||
self.transparencyDirty = false
|
||||
self.lastTransparency = transparency
|
||||
end
|
||||
end
|
||||
self.lastUpdate = now
|
||||
end
|
||||
|
||||
return TransparencyController
|
||||
+127
@@ -0,0 +1,127 @@
|
||||
-- Zoom
|
||||
-- Controls the distance between the focus and the camera.
|
||||
|
||||
local ZOOM_STIFFNESS = 4.5
|
||||
local ZOOM_DEFAULT = 12.5
|
||||
local ZOOM_ACCELERATION = 0.0375
|
||||
|
||||
local MIN_FOCUS_DIST = 0.5
|
||||
local DIST_OPAQUE = 1
|
||||
|
||||
local Popper = require(script:WaitForChild("Popper"))
|
||||
|
||||
local clamp = math.clamp
|
||||
local exp = math.exp
|
||||
local min = math.min
|
||||
local max = math.max
|
||||
local pi = math.pi
|
||||
|
||||
local cameraMinZoomDistance, cameraMaxZoomDistance do
|
||||
local Player = game:GetService("Players").LocalPlayer
|
||||
|
||||
local function updateBounds()
|
||||
cameraMinZoomDistance = Player.CameraMinZoomDistance
|
||||
cameraMaxZoomDistance = Player.CameraMaxZoomDistance
|
||||
end
|
||||
|
||||
updateBounds()
|
||||
|
||||
Player:GetPropertyChangedSignal("CameraMinZoomDistance"):Connect(updateBounds)
|
||||
Player:GetPropertyChangedSignal("CameraMaxZoomDistance"):Connect(updateBounds)
|
||||
end
|
||||
|
||||
local ConstrainedSpring = {} do
|
||||
ConstrainedSpring.__index = ConstrainedSpring
|
||||
|
||||
function ConstrainedSpring.new(freq, x, minValue, maxValue)
|
||||
x = clamp(x, minValue, maxValue)
|
||||
return setmetatable({
|
||||
freq = freq, -- Undamped frequency (Hz)
|
||||
x = x, -- Current position
|
||||
v = 0, -- Current velocity
|
||||
minValue = minValue, -- Minimum bound
|
||||
maxValue = maxValue, -- Maximum bound
|
||||
goal = x, -- Goal position
|
||||
}, ConstrainedSpring)
|
||||
end
|
||||
|
||||
function ConstrainedSpring:Step(dt)
|
||||
local freq = self.freq*2*pi -- Convert from Hz to rad/s
|
||||
local x = self.x
|
||||
local v = self.v
|
||||
local minValue = self.minValue
|
||||
local maxValue = self.maxValue
|
||||
local goal = self.goal
|
||||
|
||||
-- Solve the spring ODE for position and velocity after time t, assuming critical damping:
|
||||
-- 2*f*x'[t] + x''[t] = f^2*(g - x[t])
|
||||
-- Knowns are x[0] and x'[0].
|
||||
-- Solve for x[t] and x'[t].
|
||||
|
||||
local offset = goal - x
|
||||
local step = freq*dt
|
||||
local decay = exp(-step)
|
||||
|
||||
local x1 = goal + (v*dt - offset*(step + 1))*decay
|
||||
local v1 = ((offset*freq - v)*step + v)*decay
|
||||
|
||||
-- Constrain
|
||||
if x1 < minValue then
|
||||
x1 = minValue
|
||||
v1 = 0
|
||||
elseif x1 > maxValue then
|
||||
x1 = maxValue
|
||||
v1 = 0
|
||||
end
|
||||
|
||||
self.x = x1
|
||||
self.v = v1
|
||||
|
||||
return x1
|
||||
end
|
||||
end
|
||||
|
||||
local zoomSpring = ConstrainedSpring.new(ZOOM_STIFFNESS, ZOOM_DEFAULT, MIN_FOCUS_DIST, cameraMaxZoomDistance)
|
||||
|
||||
local function stepTargetZoom(z, dz, zoomMin, zoomMax)
|
||||
z = clamp(z + dz*(1 + z*ZOOM_ACCELERATION), zoomMin, zoomMax)
|
||||
if z < DIST_OPAQUE then
|
||||
z = dz <= 0 and zoomMin or DIST_OPAQUE
|
||||
end
|
||||
return z
|
||||
end
|
||||
|
||||
local zoomDelta = 0
|
||||
|
||||
local Zoom = {} do
|
||||
function Zoom.Update(renderDt, focus, extrapolation)
|
||||
local poppedZoom = math.huge
|
||||
|
||||
if zoomSpring.goal > DIST_OPAQUE then
|
||||
-- Make a pessimistic estimate of zoom distance for this step without accounting for poppercam
|
||||
local maxPossibleZoom = max(
|
||||
zoomSpring.x,
|
||||
stepTargetZoom(zoomSpring.goal, zoomDelta, cameraMinZoomDistance, cameraMaxZoomDistance)
|
||||
)
|
||||
|
||||
-- Run the Popper algorithm on the feasible zoom range, [MIN_FOCUS_DIST, maxPossibleZoom]
|
||||
poppedZoom = Popper(
|
||||
focus*CFrame.new(0, 0, MIN_FOCUS_DIST),
|
||||
maxPossibleZoom - MIN_FOCUS_DIST,
|
||||
extrapolation
|
||||
) + MIN_FOCUS_DIST
|
||||
end
|
||||
|
||||
zoomSpring.minValue = MIN_FOCUS_DIST
|
||||
zoomSpring.maxValue = min(cameraMaxZoomDistance, poppedZoom)
|
||||
|
||||
return zoomSpring:Step(renderDt)
|
||||
end
|
||||
|
||||
function Zoom.SetZoomParameters(targetZoom, newZoomDelta)
|
||||
zoomSpring.goal = targetZoom
|
||||
zoomDelta = newZoomDelta
|
||||
end
|
||||
end
|
||||
|
||||
return Zoom
|
||||
+7
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"lint": {
|
||||
"LocalShadow": "fatal",
|
||||
"FunctionUnused": "fatal",
|
||||
"ImportUnused": "fatal"
|
||||
}
|
||||
}
|
||||
+332
@@ -0,0 +1,332 @@
|
||||
--------------------------------------------------------------------------------
|
||||
-- Popper.lua
|
||||
-- Prevents your camera from clipping through walls.
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
local Players = game:GetService("Players")
|
||||
|
||||
local camera = game.Workspace.CurrentCamera
|
||||
|
||||
local min = math.min
|
||||
local tan = math.tan
|
||||
local rad = math.rad
|
||||
local inf = math.huge
|
||||
local ray = Ray.new
|
||||
|
||||
local function getTotalTransparency(part)
|
||||
return 1 - (1 - part.Transparency)*(1 - part.LocalTransparencyModifier)
|
||||
end
|
||||
|
||||
local function eraseFromEnd(t, toSize)
|
||||
for i = #t, toSize + 1, -1 do
|
||||
t[i] = nil
|
||||
end
|
||||
end
|
||||
|
||||
local nearPlaneZ, projX, projY do
|
||||
local function updateProjection()
|
||||
local fov = rad(camera.FieldOfView)
|
||||
local view = camera.ViewportSize
|
||||
local ar = view.X/view.Y
|
||||
|
||||
projY = 2*tan(fov/2)
|
||||
projX = ar*projY
|
||||
end
|
||||
|
||||
camera:GetPropertyChangedSignal("FieldOfView"):Connect(updateProjection)
|
||||
camera:GetPropertyChangedSignal("ViewportSize"):Connect(updateProjection)
|
||||
|
||||
updateProjection()
|
||||
|
||||
nearPlaneZ = camera.NearPlaneZ
|
||||
camera:GetPropertyChangedSignal("NearPlaneZ"):Connect(function()
|
||||
nearPlaneZ = camera.NearPlaneZ
|
||||
end)
|
||||
end
|
||||
|
||||
local blacklist = {} do
|
||||
local charMap = {}
|
||||
|
||||
local function refreshIgnoreList()
|
||||
local n = 1
|
||||
blacklist = {}
|
||||
for _, character in pairs(charMap) do
|
||||
blacklist[n] = character
|
||||
n = n + 1
|
||||
end
|
||||
end
|
||||
|
||||
local function playerAdded(player)
|
||||
local function characterAdded(character)
|
||||
charMap[player] = character
|
||||
refreshIgnoreList()
|
||||
end
|
||||
local function characterRemoving()
|
||||
charMap[player] = nil
|
||||
refreshIgnoreList()
|
||||
end
|
||||
|
||||
player.CharacterAdded:Connect(characterAdded)
|
||||
player.CharacterRemoving:Connect(characterRemoving)
|
||||
if player.Character then
|
||||
characterAdded(player.Character)
|
||||
end
|
||||
end
|
||||
|
||||
local function playerRemoving(player)
|
||||
charMap[player] = nil
|
||||
refreshIgnoreList()
|
||||
end
|
||||
|
||||
Players.PlayerAdded:Connect(playerAdded)
|
||||
Players.PlayerRemoving:Connect(playerRemoving)
|
||||
|
||||
for _, player in ipairs(Players:GetPlayers()) do
|
||||
playerAdded(player)
|
||||
end
|
||||
refreshIgnoreList()
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------------------------
|
||||
-- Popper uses the level geometry find an upper bound on subject-to-camera distance.
|
||||
--
|
||||
-- Hard limits are applied immediately and unconditionally. They are generally caused
|
||||
-- when level geometry intersects with the near plane (with exceptions, see below).
|
||||
--
|
||||
-- Soft limits are only applied under certain conditions.
|
||||
-- They are caused when level geometry occludes the subject without actually intersecting
|
||||
-- with the near plane at the target distance.
|
||||
--
|
||||
-- Soft limits can be promoted to hard limits and hard limits can be demoted to soft limits.
|
||||
-- We usually don"t want the latter to happen.
|
||||
--
|
||||
-- A soft limit will be promoted to a hard limit if an obstruction
|
||||
-- lies between the current and target camera positions.
|
||||
--------------------------------------------------------------------------------------------
|
||||
|
||||
local subjectRoot
|
||||
local subjectPart
|
||||
|
||||
camera:GetPropertyChangedSignal("CameraSubject"):Connect(function()
|
||||
local subject = camera.CameraSubject
|
||||
if subject:IsA("Humanoid") then
|
||||
subjectPart = subject.RootPart
|
||||
elseif subject:IsA("BasePart") then
|
||||
subjectPart = subject
|
||||
else
|
||||
subjectPart = nil
|
||||
end
|
||||
end)
|
||||
|
||||
local function canOcclude(part)
|
||||
-- Occluders must be:
|
||||
-- 1. Opaque
|
||||
-- 2. Interactable
|
||||
-- 3. Not in the same assembly as the subject
|
||||
|
||||
return
|
||||
getTotalTransparency(part) < 0.25 and
|
||||
part.CanCollide and
|
||||
subjectRoot ~= (part:GetRootPart() or part) and
|
||||
not part:IsA("TrussPart")
|
||||
end
|
||||
|
||||
-- Offsets for the volume visibility test
|
||||
local SCAN_SAMPLE_OFFSETS = {
|
||||
Vector2.new( 0.4, 0.0),
|
||||
Vector2.new(-0.4, 0.0),
|
||||
Vector2.new( 0.0,-0.4),
|
||||
Vector2.new( 0.0, 0.4),
|
||||
Vector2.new( 0.0, 0.2),
|
||||
}
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
-- Piercing raycasts
|
||||
|
||||
local function getCollisionPoint(origin, dir)
|
||||
local originalSize = #blacklist
|
||||
repeat
|
||||
local hitPart, hitPoint = workspace:FindPartOnRayWithIgnoreList(
|
||||
ray(origin, dir), blacklist, false, true
|
||||
)
|
||||
|
||||
if hitPart then
|
||||
if hitPart.CanCollide then
|
||||
eraseFromEnd(blacklist, originalSize)
|
||||
return hitPoint, true
|
||||
end
|
||||
blacklist[#blacklist + 1] = hitPart
|
||||
end
|
||||
until not hitPart
|
||||
|
||||
eraseFromEnd(blacklist, originalSize)
|
||||
return origin + dir, false
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
local function queryPoint(origin, unitDir, dist, lastPos)
|
||||
debug.profilebegin("queryPoint")
|
||||
|
||||
local originalSize = #blacklist
|
||||
|
||||
dist = dist + nearPlaneZ
|
||||
local target = origin + unitDir*dist
|
||||
|
||||
local softLimit = inf
|
||||
local hardLimit = inf
|
||||
local movingOrigin = origin
|
||||
|
||||
repeat
|
||||
local entryPart, entryPos = workspace:FindPartOnRayWithIgnoreList(ray(movingOrigin, target - movingOrigin), blacklist, false, true)
|
||||
|
||||
if entryPart then
|
||||
if canOcclude(entryPart) then
|
||||
local wl = {entryPart}
|
||||
local exitPart = workspace:FindPartOnRayWithWhitelist(ray(target, entryPos - target), wl, true)
|
||||
|
||||
local lim = (entryPos - origin).Magnitude
|
||||
|
||||
if exitPart then
|
||||
local promote = false
|
||||
if lastPos then
|
||||
promote =
|
||||
workspace:FindPartOnRayWithWhitelist(ray(lastPos, target - lastPos), wl, true) or
|
||||
workspace:FindPartOnRayWithWhitelist(ray(target, lastPos - target), wl, true)
|
||||
end
|
||||
|
||||
if promote then
|
||||
-- Ostensibly a soft limit, but the camera has passed through it in the last frame, so promote to a hard limit.
|
||||
hardLimit = lim
|
||||
elseif dist < softLimit then
|
||||
-- Trivial soft limit
|
||||
softLimit = lim
|
||||
end
|
||||
else
|
||||
-- Trivial hard limit
|
||||
hardLimit = lim
|
||||
end
|
||||
end
|
||||
|
||||
blacklist[#blacklist + 1] = entryPart
|
||||
movingOrigin = entryPos - unitDir*1e-3
|
||||
end
|
||||
until hardLimit < inf or not entryPart
|
||||
|
||||
eraseFromEnd(blacklist, originalSize)
|
||||
|
||||
debug.profileend()
|
||||
return softLimit - nearPlaneZ, hardLimit - nearPlaneZ
|
||||
end
|
||||
|
||||
local function queryViewport(focus, dist)
|
||||
debug.profilebegin("queryViewport")
|
||||
|
||||
local fP = focus.p
|
||||
local fX = focus.rightVector
|
||||
local fY = focus.upVector
|
||||
local fZ = -focus.lookVector
|
||||
|
||||
local viewport = camera.ViewportSize
|
||||
|
||||
local hardBoxLimit = inf
|
||||
local softBoxLimit = inf
|
||||
|
||||
-- Center the viewport on the PoI, sweep points on the edge towards the target, and take the minimum limits
|
||||
for viewX = 0, 1 do
|
||||
local worldX = fX*((viewX - 0.5)*projX)
|
||||
|
||||
for viewY = 0, 1 do
|
||||
local worldY = fY*((viewY - 0.5)*projY)
|
||||
|
||||
local origin = fP + nearPlaneZ*(worldX + worldY)
|
||||
local lastPos = camera:ViewportPointToRay(
|
||||
viewport.x*viewX,
|
||||
viewport.y*viewY
|
||||
).Origin
|
||||
|
||||
local softPointLimit, hardPointLimit = queryPoint(origin, fZ, dist, lastPos)
|
||||
|
||||
if hardPointLimit < hardBoxLimit then
|
||||
hardBoxLimit = hardPointLimit
|
||||
end
|
||||
if softPointLimit < softBoxLimit then
|
||||
softBoxLimit = softPointLimit
|
||||
end
|
||||
end
|
||||
end
|
||||
debug.profileend()
|
||||
|
||||
return softBoxLimit, hardBoxLimit
|
||||
end
|
||||
|
||||
local function testPromotion(focus, dist, focusExtrapolation)
|
||||
debug.profilebegin("testPromotion")
|
||||
|
||||
local fP = focus.p
|
||||
local fX = focus.rightVector
|
||||
local fY = focus.upVector
|
||||
local fZ = -focus.lookVector
|
||||
|
||||
do
|
||||
-- Dead reckoning the camera rotation and focus
|
||||
debug.profilebegin("extrapolate")
|
||||
|
||||
local SAMPLE_DT = 0.0625
|
||||
local SAMPLE_MAX_T = 1.25
|
||||
|
||||
local maxDist = (getCollisionPoint(fP, focusExtrapolation.posVelocity*SAMPLE_MAX_T) - fP).Magnitude
|
||||
-- Metric that decides how many samples to take
|
||||
local combinedSpeed = focusExtrapolation.posVelocity.magnitude
|
||||
|
||||
for dt = 0, min(SAMPLE_MAX_T, focusExtrapolation.rotVelocity.magnitude + maxDist/combinedSpeed), SAMPLE_DT do
|
||||
local cfDt = focusExtrapolation.extrapolate(dt) -- Extrapolated CFrame at time dt
|
||||
|
||||
if queryPoint(cfDt.p, -cfDt.lookVector, dist) >= dist then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
debug.profileend()
|
||||
end
|
||||
|
||||
do
|
||||
-- Test screen-space offsets from the focus for the presence of soft limits
|
||||
debug.profilebegin("testOffsets")
|
||||
|
||||
for _, offset in ipairs(SCAN_SAMPLE_OFFSETS) do
|
||||
local scaledOffset = offset
|
||||
local pos = getCollisionPoint(fP, fX*scaledOffset.x + fY*scaledOffset.y)
|
||||
if queryPoint(pos, (fP + fZ*dist - pos).Unit, dist) == inf then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
debug.profileend()
|
||||
end
|
||||
|
||||
debug.profileend()
|
||||
return true
|
||||
end
|
||||
|
||||
local function Popper(focus, targetDist, focusExtrapolation)
|
||||
debug.profilebegin("popper")
|
||||
|
||||
subjectRoot = subjectPart and subjectPart:GetRootPart() or subjectPart
|
||||
|
||||
local dist = targetDist
|
||||
local soft, hard = queryViewport(focus, targetDist)
|
||||
if hard < dist then
|
||||
dist = hard
|
||||
end
|
||||
if soft < dist and testPromotion(focus, targetDist, focusExtrapolation) then
|
||||
dist = soft
|
||||
end
|
||||
|
||||
subjectRoot = nil
|
||||
|
||||
debug.profileend()
|
||||
return dist
|
||||
end
|
||||
|
||||
return Popper
|
||||
+503
@@ -0,0 +1,503 @@
|
||||
--[[
|
||||
ControlModule - This ModuleScript implements a singleton class to manage the
|
||||
selection, activation, and deactivation of the current character movement controller.
|
||||
This script binds to RenderStepped at Input priority and calls the Update() methods
|
||||
on the active controller instances.
|
||||
|
||||
The character controller ModuleScripts implement classes which are instantiated and
|
||||
activated as-needed, they are no longer all instantiated up front as they were in
|
||||
the previous generation of PlayerScripts.
|
||||
|
||||
2018 PlayerScripts Update - AllYourBlox
|
||||
--]]
|
||||
local ControlModule = {}
|
||||
ControlModule.__index = ControlModule
|
||||
|
||||
--[[ Roblox Services ]]--
|
||||
local Players = game:GetService("Players")
|
||||
local RunService = game:GetService("RunService")
|
||||
local UserInputService = game:GetService("UserInputService")
|
||||
local Workspace = game:GetService("Workspace")
|
||||
local UserGameSettings = UserSettings():GetService("UserGameSettings")
|
||||
|
||||
-- Roblox User Input Control Modules - each returns a new() constructor function used to create controllers as needed
|
||||
local Keyboard = require(script:WaitForChild("Keyboard"))
|
||||
local Gamepad = require(script:WaitForChild("Gamepad"))
|
||||
local DynamicThumbstick = require(script:WaitForChild("DynamicThumbstick"))
|
||||
|
||||
local FFlagUserMakeThumbstickDynamic do
|
||||
local success, value = pcall(function()
|
||||
return UserSettings():IsUserFeatureEnabled("UserMakeThumbstickDynamic")
|
||||
end)
|
||||
FFlagUserMakeThumbstickDynamic = success and value
|
||||
end
|
||||
|
||||
local TouchThumbstick = FFlagUserMakeThumbstickDynamic and DynamicThumbstick or require(script:WaitForChild("TouchThumbstick"))
|
||||
|
||||
-- These controllers handle only walk/run movement, jumping is handled by the
|
||||
-- TouchJump controller if any of these are active
|
||||
local ClickToMove = require(script:WaitForChild("ClickToMoveController"))
|
||||
local TouchJump = require(script:WaitForChild("TouchJump"))
|
||||
|
||||
local VehicleController = require(script:WaitForChild("VehicleController"))
|
||||
|
||||
local CONTROL_ACTION_PRIORITY = Enum.ContextActionPriority.Default.Value
|
||||
|
||||
-- Mapping from movement mode and lastInputType enum values to control modules to avoid huge if elseif switching
|
||||
local movementEnumToModuleMap = {
|
||||
[Enum.TouchMovementMode.DPad] = DynamicThumbstick,
|
||||
[Enum.DevTouchMovementMode.DPad] = DynamicThumbstick,
|
||||
[Enum.TouchMovementMode.Thumbpad] = DynamicThumbstick,
|
||||
[Enum.DevTouchMovementMode.Thumbpad] = DynamicThumbstick,
|
||||
[Enum.TouchMovementMode.Thumbstick] = TouchThumbstick,
|
||||
[Enum.DevTouchMovementMode.Thumbstick] = TouchThumbstick,
|
||||
[Enum.TouchMovementMode.DynamicThumbstick] = DynamicThumbstick,
|
||||
[Enum.DevTouchMovementMode.DynamicThumbstick] = DynamicThumbstick,
|
||||
[Enum.TouchMovementMode.ClickToMove] = ClickToMove,
|
||||
[Enum.DevTouchMovementMode.ClickToMove] = ClickToMove,
|
||||
|
||||
-- Current default
|
||||
[Enum.TouchMovementMode.Default] = DynamicThumbstick,
|
||||
|
||||
[Enum.ComputerMovementMode.Default] = Keyboard,
|
||||
[Enum.ComputerMovementMode.KeyboardMouse] = Keyboard,
|
||||
[Enum.DevComputerMovementMode.KeyboardMouse] = Keyboard,
|
||||
[Enum.DevComputerMovementMode.Scriptable] = nil,
|
||||
[Enum.ComputerMovementMode.ClickToMove] = ClickToMove,
|
||||
[Enum.DevComputerMovementMode.ClickToMove] = ClickToMove,
|
||||
}
|
||||
|
||||
-- Keyboard controller is really keyboard and mouse controller
|
||||
local computerInputTypeToModuleMap = {
|
||||
[Enum.UserInputType.Keyboard] = Keyboard,
|
||||
[Enum.UserInputType.MouseButton1] = Keyboard,
|
||||
[Enum.UserInputType.MouseButton2] = Keyboard,
|
||||
[Enum.UserInputType.MouseButton3] = Keyboard,
|
||||
[Enum.UserInputType.MouseWheel] = Keyboard,
|
||||
[Enum.UserInputType.MouseMovement] = Keyboard,
|
||||
[Enum.UserInputType.Gamepad1] = Gamepad,
|
||||
[Enum.UserInputType.Gamepad2] = Gamepad,
|
||||
[Enum.UserInputType.Gamepad3] = Gamepad,
|
||||
[Enum.UserInputType.Gamepad4] = Gamepad,
|
||||
}
|
||||
|
||||
local lastInputType
|
||||
|
||||
function ControlModule.new()
|
||||
local self = setmetatable({},ControlModule)
|
||||
|
||||
-- The Modules above are used to construct controller instances as-needed, and this
|
||||
-- table is a map from Module to the instance created from it
|
||||
self.controllers = {}
|
||||
|
||||
self.activeControlModule = nil -- Used to prevent unnecessarily expensive checks on each input event
|
||||
self.activeController = nil
|
||||
self.touchJumpController = nil
|
||||
self.moveFunction = Players.LocalPlayer.Move
|
||||
self.humanoid = nil
|
||||
self.lastInputType = Enum.UserInputType.None
|
||||
|
||||
-- For Roblox self.vehicleController
|
||||
self.humanoidSeatedConn = nil
|
||||
self.vehicleController = nil
|
||||
|
||||
self.touchControlFrame = nil
|
||||
|
||||
self.vehicleController = VehicleController.new(CONTROL_ACTION_PRIORITY)
|
||||
|
||||
Players.LocalPlayer.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end)
|
||||
Players.LocalPlayer.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char) end)
|
||||
if Players.LocalPlayer.Character then
|
||||
self:OnCharacterAdded(Players.LocalPlayer.Character)
|
||||
end
|
||||
|
||||
RunService:BindToRenderStep("ControlScriptRenderstep", Enum.RenderPriority.Input.Value, function(dt)
|
||||
self:OnRenderStepped(dt)
|
||||
end)
|
||||
|
||||
UserInputService.LastInputTypeChanged:Connect(function(newLastInputType)
|
||||
self:OnLastInputTypeChanged(newLastInputType)
|
||||
end)
|
||||
|
||||
|
||||
UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function()
|
||||
self:OnTouchMovementModeChange()
|
||||
end)
|
||||
Players.LocalPlayer:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function()
|
||||
self:OnTouchMovementModeChange()
|
||||
end)
|
||||
|
||||
UserGameSettings:GetPropertyChangedSignal("ComputerMovementMode"):Connect(function()
|
||||
self:OnComputerMovementModeChange()
|
||||
end)
|
||||
Players.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function()
|
||||
self:OnComputerMovementModeChange()
|
||||
end)
|
||||
|
||||
--[[ Touch Device UI ]]--
|
||||
self.playerGui = nil
|
||||
self.touchGui = nil
|
||||
self.playerGuiAddedConn = nil
|
||||
|
||||
if UserInputService.TouchEnabled then
|
||||
self.playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui")
|
||||
if self.playerGui then
|
||||
self:CreateTouchGuiContainer()
|
||||
self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
|
||||
else
|
||||
self.playerGuiAddedConn = Players.LocalPlayer.ChildAdded:Connect(function(child)
|
||||
if child:IsA("PlayerGui") then
|
||||
self.playerGui = child
|
||||
self:CreateTouchGuiContainer()
|
||||
self.playerGuiAddedConn:Disconnect()
|
||||
self.playerGuiAddedConn = nil
|
||||
self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
|
||||
end
|
||||
end)
|
||||
end
|
||||
else
|
||||
self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-- Convenience function so that calling code does not have to first get the activeController
|
||||
-- and then call GetMoveVector on it. When there is no active controller, this function returns
|
||||
-- nil so that this case can be distinguished from no current movement (which returns zero vector).
|
||||
function ControlModule:GetMoveVector()
|
||||
if self.activeController then
|
||||
return self.activeController:GetMoveVector()
|
||||
end
|
||||
return Vector3.new(0,0,0)
|
||||
end
|
||||
|
||||
function ControlModule:GetActiveController()
|
||||
return self.activeController
|
||||
end
|
||||
|
||||
function ControlModule:EnableActiveControlModule()
|
||||
if self.activeControlModule == ClickToMove then
|
||||
-- For ClickToMove, when it is the player's choice, we also enable the full keyboard controls.
|
||||
-- When the developer is forcing click to move, the most keyboard controls (WASD) are not available, only jump.
|
||||
self.activeController:Enable(
|
||||
true,
|
||||
Players.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.UserChoice,
|
||||
self.touchJumpController
|
||||
)
|
||||
elseif self.touchControlFrame then
|
||||
self.activeController:Enable(true, self.touchControlFrame)
|
||||
else
|
||||
self.activeController:Enable(true)
|
||||
end
|
||||
end
|
||||
|
||||
function ControlModule:Enable(enable)
|
||||
if not self.activeController then
|
||||
return
|
||||
end
|
||||
|
||||
if enable == nil then
|
||||
enable = true
|
||||
end
|
||||
if enable then
|
||||
self:EnableActiveControlModule()
|
||||
else
|
||||
self:Disable()
|
||||
end
|
||||
end
|
||||
|
||||
-- For those who prefer distinct functions
|
||||
function ControlModule:Disable()
|
||||
if self.activeController then
|
||||
self.activeController:Enable(false)
|
||||
|
||||
if self.moveFunction then
|
||||
self.moveFunction(Players.LocalPlayer, Vector3.new(0,0,0), true)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
|
||||
function ControlModule:SelectComputerMovementModule()
|
||||
if not (UserInputService.KeyboardEnabled or UserInputService.GamepadEnabled) then
|
||||
return nil, false
|
||||
end
|
||||
|
||||
local computerModule
|
||||
local DevMovementMode = Players.LocalPlayer.DevComputerMovementMode
|
||||
|
||||
if DevMovementMode == Enum.DevComputerMovementMode.UserChoice then
|
||||
computerModule = computerInputTypeToModuleMap[lastInputType]
|
||||
if UserGameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove and computerModule == Keyboard then
|
||||
-- User has ClickToMove set in Settings, prefer ClickToMove controller for keyboard and mouse lastInputTypes
|
||||
computerModule = ClickToMove
|
||||
end
|
||||
else
|
||||
-- Developer has selected a mode that must be used.
|
||||
computerModule = movementEnumToModuleMap[DevMovementMode]
|
||||
|
||||
-- computerModule is expected to be nil here only when developer has selected Scriptable
|
||||
if (not computerModule) and DevMovementMode ~= Enum.DevComputerMovementMode.Scriptable then
|
||||
warn("No character control module is associated with DevComputerMovementMode ", DevMovementMode)
|
||||
end
|
||||
end
|
||||
|
||||
if computerModule then
|
||||
return computerModule, true
|
||||
elseif DevMovementMode == Enum.DevComputerMovementMode.Scriptable then
|
||||
-- Special case where nil is returned and we actually want to set self.activeController to nil for Scriptable
|
||||
return nil, true
|
||||
else
|
||||
-- This case is for when computerModule is nil because of an error and no suitable control module could
|
||||
-- be found.
|
||||
return nil, false
|
||||
end
|
||||
end
|
||||
|
||||
-- Choose current Touch control module based on settings (user, dev)
|
||||
-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
|
||||
function ControlModule:SelectTouchModule()
|
||||
if not UserInputService.TouchEnabled then
|
||||
return nil, false
|
||||
end
|
||||
local touchModule
|
||||
local DevMovementMode = Players.LocalPlayer.DevTouchMovementMode
|
||||
if DevMovementMode == Enum.DevTouchMovementMode.UserChoice then
|
||||
touchModule = movementEnumToModuleMap[UserGameSettings.TouchMovementMode]
|
||||
elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then
|
||||
return nil, true
|
||||
else
|
||||
touchModule = movementEnumToModuleMap[DevMovementMode]
|
||||
end
|
||||
return touchModule, true
|
||||
end
|
||||
|
||||
local function calculateRawMoveVector(humanoid, cameraRelativeMoveVector)
|
||||
local camera = Workspace.CurrentCamera
|
||||
if not camera then
|
||||
return cameraRelativeMoveVector
|
||||
end
|
||||
|
||||
if humanoid:GetState() == Enum.HumanoidStateType.Swimming then
|
||||
return camera.CFrame:VectorToWorldSpace(cameraRelativeMoveVector)
|
||||
end
|
||||
|
||||
local c, s
|
||||
local _, _, _, R00, R01, R02, _, _, R12, _, _, R22 = camera.CFrame:GetComponents()
|
||||
if R12 < 1 and R12 > -1 then
|
||||
-- X and Z components from back vector.
|
||||
c = R22
|
||||
s = R02
|
||||
else
|
||||
-- In this case the camera is looking straight up or straight down.
|
||||
-- Use X components from right and up vectors.
|
||||
c = R00
|
||||
s = -R01*math.sign(R12)
|
||||
end
|
||||
local norm = math.sqrt(c*c + s*s)
|
||||
return Vector3.new(
|
||||
(c*cameraRelativeMoveVector.x + s*cameraRelativeMoveVector.z)/norm,
|
||||
0,
|
||||
(c*cameraRelativeMoveVector.z - s*cameraRelativeMoveVector.x)/norm
|
||||
)
|
||||
end
|
||||
|
||||
function ControlModule:OnRenderStepped(dt)
|
||||
if self.activeController and self.activeController.enabled and self.humanoid then
|
||||
-- Give the controller a chance to adjust its state
|
||||
self.activeController:OnRenderStepped(dt)
|
||||
|
||||
-- Now retrieve info from the controller
|
||||
local moveVector = self.activeController:GetMoveVector()
|
||||
local cameraRelative = self.activeController:IsMoveVectorCameraRelative()
|
||||
|
||||
local clickToMoveController = self:GetClickToMoveController()
|
||||
if self.activeController ~= clickToMoveController then
|
||||
if moveVector.magnitude > 0 then
|
||||
-- Clean up any developer started MoveTo path
|
||||
clickToMoveController:CleanupPath()
|
||||
else
|
||||
-- Get move vector for developer started MoveTo
|
||||
clickToMoveController:OnRenderStepped(dt)
|
||||
moveVector = clickToMoveController:GetMoveVector()
|
||||
cameraRelative = clickToMoveController:IsMoveVectorCameraRelative()
|
||||
end
|
||||
end
|
||||
|
||||
-- Are we driving a vehicle ?
|
||||
local vehicleConsumedInput = false
|
||||
if self.vehicleController then
|
||||
moveVector, vehicleConsumedInput = self.vehicleController:Update(moveVector, cameraRelative, self.activeControlModule==Gamepad)
|
||||
end
|
||||
|
||||
-- If not, move the player
|
||||
-- Verification of vehicleConsumedInput is commented out to preserve legacy behavior,
|
||||
-- in case some game relies on Humanoid.MoveDirection still being set while in a VehicleSeat
|
||||
--if not vehicleConsumedInput then
|
||||
if cameraRelative then
|
||||
moveVector = calculateRawMoveVector(self.humanoid, moveVector)
|
||||
end
|
||||
self.moveFunction(Players.LocalPlayer, moveVector, false)
|
||||
--end
|
||||
|
||||
-- And make them jump if needed
|
||||
self.humanoid.Jump = self.activeController:GetIsJumping() or (self.touchJumpController and self.touchJumpController:GetIsJumping())
|
||||
end
|
||||
end
|
||||
|
||||
function ControlModule:OnHumanoidSeated(active, currentSeatPart)
|
||||
if active then
|
||||
if currentSeatPart and currentSeatPart:IsA("VehicleSeat") then
|
||||
if not self.vehicleController then
|
||||
self.vehicleController = self.vehicleController.new(CONTROL_ACTION_PRIORITY)
|
||||
end
|
||||
self.vehicleController:Enable(true, currentSeatPart)
|
||||
end
|
||||
else
|
||||
if self.vehicleController then
|
||||
self.vehicleController:Enable(false, currentSeatPart)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ControlModule:OnCharacterAdded(char)
|
||||
self.humanoid = char:FindFirstChildOfClass("Humanoid")
|
||||
while not self.humanoid do
|
||||
char.ChildAdded:wait()
|
||||
self.humanoid = char:FindFirstChildOfClass("Humanoid")
|
||||
end
|
||||
|
||||
if self.touchGui then
|
||||
self.touchGui.Enabled = true
|
||||
end
|
||||
|
||||
if self.humanoidSeatedConn then
|
||||
self.humanoidSeatedConn:Disconnect()
|
||||
self.humanoidSeatedConn = nil
|
||||
end
|
||||
self.humanoidSeatedConn = self.humanoid.Seated:Connect(function(active, currentSeatPart)
|
||||
self:OnHumanoidSeated(active, currentSeatPart)
|
||||
end)
|
||||
end
|
||||
|
||||
function ControlModule:OnCharacterRemoving(char)
|
||||
self.humanoid = nil
|
||||
|
||||
if self.touchGui then
|
||||
self.touchGui.Enabled = false
|
||||
end
|
||||
end
|
||||
|
||||
-- Helper function to lazily instantiate a controller if it does not yet exist,
|
||||
-- disable the active controller if it is different from the on being switched to,
|
||||
-- and then enable the requested controller. The argument to this function must be
|
||||
-- a reference to one of the control modules, i.e. Keyboard, Gamepad, etc.
|
||||
function ControlModule:SwitchToController(controlModule)
|
||||
if not controlModule then
|
||||
if self.activeController then
|
||||
self.activeController:Enable(false)
|
||||
end
|
||||
self.activeController = nil
|
||||
self.activeControlModule = nil
|
||||
else
|
||||
if not self.controllers[controlModule] then
|
||||
self.controllers[controlModule] = controlModule.new(CONTROL_ACTION_PRIORITY)
|
||||
end
|
||||
|
||||
if self.activeController ~= self.controllers[controlModule] then
|
||||
if self.activeController then
|
||||
self.activeController:Enable(false)
|
||||
end
|
||||
self.activeController = self.controllers[controlModule]
|
||||
self.activeControlModule = controlModule -- Only used to check if controller switch is necessary
|
||||
|
||||
if self.touchControlFrame and (self.activeControlModule == ClickToMove
|
||||
or self.activeControlModule == TouchThumbstick
|
||||
or self.activeControlModule == DynamicThumbstick) then
|
||||
if not self.controllers[TouchJump] then
|
||||
self.controllers[TouchJump] = TouchJump.new()
|
||||
end
|
||||
self.touchJumpController = self.controllers[TouchJump]
|
||||
self.touchJumpController:Enable(true, self.touchControlFrame)
|
||||
else
|
||||
if self.touchJumpController then
|
||||
self.touchJumpController:Enable(false)
|
||||
end
|
||||
end
|
||||
|
||||
self:EnableActiveControlModule()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function ControlModule:OnLastInputTypeChanged(newLastInputType)
|
||||
if lastInputType == newLastInputType then
|
||||
warn("LastInputType Change listener called with current type.")
|
||||
end
|
||||
lastInputType = newLastInputType
|
||||
|
||||
if lastInputType == Enum.UserInputType.Touch then
|
||||
-- TODO: Check if touch module already active
|
||||
local touchModule, success = self:SelectTouchModule()
|
||||
if success then
|
||||
while not self.touchControlFrame do
|
||||
wait()
|
||||
end
|
||||
self:SwitchToController(touchModule)
|
||||
end
|
||||
elseif computerInputTypeToModuleMap[lastInputType] ~= nil then
|
||||
local computerModule = self:SelectComputerMovementModule()
|
||||
if computerModule then
|
||||
self:SwitchToController(computerModule)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of
|
||||
-- current control scheme
|
||||
function ControlModule:OnComputerMovementModeChange()
|
||||
local controlModule, success = self:SelectComputerMovementModule()
|
||||
if success then
|
||||
self:SwitchToController(controlModule)
|
||||
end
|
||||
end
|
||||
|
||||
function ControlModule:OnTouchMovementModeChange()
|
||||
local touchModule, success = self:SelectTouchModule()
|
||||
if success then
|
||||
while not self.touchControlFrame do
|
||||
wait()
|
||||
end
|
||||
self:SwitchToController(touchModule)
|
||||
end
|
||||
end
|
||||
|
||||
function ControlModule:CreateTouchGuiContainer()
|
||||
if self.touchGui then self.touchGui:Destroy() end
|
||||
|
||||
-- Container for all touch device guis
|
||||
self.touchGui = Instance.new("ScreenGui")
|
||||
self.touchGui.Name = "TouchGui"
|
||||
self.touchGui.ResetOnSpawn = false
|
||||
self.touchGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
|
||||
self.touchGui.Enabled = self.humanoid ~= nil
|
||||
|
||||
self.touchControlFrame = Instance.new("Frame")
|
||||
self.touchControlFrame.Name = "TouchControlFrame"
|
||||
self.touchControlFrame.Size = UDim2.new(1, 0, 1, 0)
|
||||
self.touchControlFrame.BackgroundTransparency = 1
|
||||
self.touchControlFrame.Parent = self.touchGui
|
||||
|
||||
self.touchGui.Parent = self.playerGui
|
||||
end
|
||||
|
||||
function ControlModule:GetClickToMoveController()
|
||||
if not self.controllers[ClickToMove] then
|
||||
self.controllers[ClickToMove] = ClickToMove.new(CONTROL_ACTION_PRIORITY)
|
||||
end
|
||||
return self.controllers[ClickToMove]
|
||||
end
|
||||
|
||||
return ControlModule.new()
|
||||
+6
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"lint": {
|
||||
"FunctionUnused": "fatal",
|
||||
"ImportUnused": "fatal"
|
||||
}
|
||||
}
|
||||
+46
@@ -0,0 +1,46 @@
|
||||
--[[
|
||||
BaseCharacterController - Abstract base class for character controllers, not intended to be
|
||||
directly instantiated.
|
||||
|
||||
2018 PlayerScripts Update - AllYourBlox
|
||||
--]]
|
||||
|
||||
local ZERO_VECTOR3 = Vector3.new(0,0,0)
|
||||
|
||||
--[[ The Module ]]--
|
||||
local BaseCharacterController = {}
|
||||
BaseCharacterController.__index = BaseCharacterController
|
||||
|
||||
function BaseCharacterController.new()
|
||||
local self = setmetatable({}, BaseCharacterController)
|
||||
self.enabled = false
|
||||
self.moveVector = ZERO_VECTOR3
|
||||
self.moveVectorIsCameraRelative = true
|
||||
self.isJumping = false
|
||||
return self
|
||||
end
|
||||
|
||||
function BaseCharacterController:OnRenderStepped(dt)
|
||||
-- By default, nothing to do
|
||||
end
|
||||
|
||||
function BaseCharacterController:GetMoveVector()
|
||||
return self.moveVector
|
||||
end
|
||||
|
||||
function BaseCharacterController:IsMoveVectorCameraRelative()
|
||||
return self.moveVectorIsCameraRelative
|
||||
end
|
||||
|
||||
function BaseCharacterController:GetIsJumping()
|
||||
return self.isJumping
|
||||
end
|
||||
|
||||
-- Override in derived classes to set self.enabled and return boolean indicating
|
||||
-- whether Enable/Disable was successful. Return true if controller is already in the requested state.
|
||||
function BaseCharacterController:Enable(enable)
|
||||
error("BaseCharacterController:Enable must be overridden in derived classes and should not be called.")
|
||||
return false
|
||||
end
|
||||
|
||||
return BaseCharacterController
|
||||
+1116
File diff suppressed because it is too large
Load Diff
+483
@@ -0,0 +1,483 @@
|
||||
local ClickToMoveDisplay = {}
|
||||
|
||||
local FAILURE_ANIMATION_ID = "rbxassetid://2874840706"
|
||||
|
||||
local TrailDotIcon = "rbxasset://textures/ui/traildot.png"
|
||||
local EndWaypointIcon = "rbxasset://textures/ui/waypoint.png"
|
||||
|
||||
local WaypointsAlwaysOnTop = false
|
||||
|
||||
local WAYPOINT_INCLUDE_FACTOR = 2
|
||||
local LAST_DOT_DISTANCE = 3
|
||||
|
||||
local WAYPOINT_BILLBOARD_SIZE = UDim2.new(0, 1.68 * 25, 0, 2 * 25)
|
||||
|
||||
local ENDWAYPOINT_SIZE_OFFSET_MIN = Vector2.new(0, 0.5)
|
||||
local ENDWAYPOINT_SIZE_OFFSET_MAX = Vector2.new(0, 1)
|
||||
|
||||
local FAIL_WAYPOINT_SIZE_OFFSET_CENTER = Vector2.new(0, 0.5)
|
||||
local FAIL_WAYPOINT_SIZE_OFFSET_LEFT = Vector2.new(0.1, 0.5)
|
||||
local FAIL_WAYPOINT_SIZE_OFFSET_RIGHT = Vector2.new(-0.1, 0.5)
|
||||
|
||||
local FAILURE_TWEEN_LENGTH = 0.125
|
||||
local FAILURE_TWEEN_COUNT = 4
|
||||
|
||||
local TWEEN_WAYPOINT_THRESHOLD = 5
|
||||
|
||||
local TRAIL_DOT_PARENT_NAME = "ClickToMoveDisplay"
|
||||
|
||||
local TrailDotSize = Vector2.new(1.5, 1.5)
|
||||
|
||||
local TRAIL_DOT_MIN_SCALE = 1
|
||||
local TRAIL_DOT_MIN_DISTANCE = 10
|
||||
local TRAIL_DOT_MAX_SCALE = 2.5
|
||||
local TRAIL_DOT_MAX_DISTANCE = 100
|
||||
|
||||
local PlayersService = game:GetService("Players")
|
||||
local TweenService = game:GetService("TweenService")
|
||||
local RunService = game:GetService("RunService")
|
||||
local Workspace = game:GetService("Workspace")
|
||||
|
||||
local LocalPlayer = PlayersService.LocalPlayer
|
||||
|
||||
local function CreateWaypointTemplates()
|
||||
local TrailDotTemplate = Instance.new("Part")
|
||||
TrailDotTemplate.Size = Vector3.new(1, 1, 1)
|
||||
TrailDotTemplate.Anchored = true
|
||||
TrailDotTemplate.CanCollide = false
|
||||
TrailDotTemplate.Name = "TrailDot"
|
||||
TrailDotTemplate.Transparency = 1
|
||||
local TrailDotImage = Instance.new("ImageHandleAdornment")
|
||||
TrailDotImage.Name = "TrailDotImage"
|
||||
TrailDotImage.Size = TrailDotSize
|
||||
TrailDotImage.SizeRelativeOffset = Vector3.new(0, 0, -0.1)
|
||||
TrailDotImage.AlwaysOnTop = WaypointsAlwaysOnTop
|
||||
TrailDotImage.Image = TrailDotIcon
|
||||
TrailDotImage.Adornee = TrailDotTemplate
|
||||
TrailDotImage.Parent = TrailDotTemplate
|
||||
|
||||
local EndWaypointTemplate = Instance.new("Part")
|
||||
EndWaypointTemplate.Size = Vector3.new(2, 2, 2)
|
||||
EndWaypointTemplate.Anchored = true
|
||||
EndWaypointTemplate.CanCollide = false
|
||||
EndWaypointTemplate.Name = "EndWaypoint"
|
||||
EndWaypointTemplate.Transparency = 1
|
||||
local EndWaypointImage = Instance.new("ImageHandleAdornment")
|
||||
EndWaypointImage.Name = "TrailDotImage"
|
||||
EndWaypointImage.Size = TrailDotSize
|
||||
EndWaypointImage.SizeRelativeOffset = Vector3.new(0, 0, -0.1)
|
||||
EndWaypointImage.AlwaysOnTop = WaypointsAlwaysOnTop
|
||||
EndWaypointImage.Image = TrailDotIcon
|
||||
EndWaypointImage.Adornee = EndWaypointTemplate
|
||||
EndWaypointImage.Parent = EndWaypointTemplate
|
||||
local EndWaypointBillboard = Instance.new("BillboardGui")
|
||||
EndWaypointBillboard.Name = "EndWaypointBillboard"
|
||||
EndWaypointBillboard.Size = WAYPOINT_BILLBOARD_SIZE
|
||||
EndWaypointBillboard.LightInfluence = 0
|
||||
EndWaypointBillboard.SizeOffset = ENDWAYPOINT_SIZE_OFFSET_MIN
|
||||
EndWaypointBillboard.AlwaysOnTop = true
|
||||
EndWaypointBillboard.Adornee = EndWaypointTemplate
|
||||
EndWaypointBillboard.Parent = EndWaypointTemplate
|
||||
local EndWaypointImageLabel = Instance.new("ImageLabel")
|
||||
EndWaypointImageLabel.Image = EndWaypointIcon
|
||||
EndWaypointImageLabel.BackgroundTransparency = 1
|
||||
EndWaypointImageLabel.Size = UDim2.new(1, 0, 1, 0)
|
||||
EndWaypointImageLabel.Parent = EndWaypointBillboard
|
||||
|
||||
|
||||
local FailureWaypointTemplate = Instance.new("Part")
|
||||
FailureWaypointTemplate.Size = Vector3.new(2, 2, 2)
|
||||
FailureWaypointTemplate.Anchored = true
|
||||
FailureWaypointTemplate.CanCollide = false
|
||||
FailureWaypointTemplate.Name = "FailureWaypoint"
|
||||
FailureWaypointTemplate.Transparency = 1
|
||||
local FailureWaypointImage = Instance.new("ImageHandleAdornment")
|
||||
FailureWaypointImage.Name = "TrailDotImage"
|
||||
FailureWaypointImage.Size = TrailDotSize
|
||||
FailureWaypointImage.SizeRelativeOffset = Vector3.new(0, 0, -0.1)
|
||||
FailureWaypointImage.AlwaysOnTop = WaypointsAlwaysOnTop
|
||||
FailureWaypointImage.Image = TrailDotIcon
|
||||
FailureWaypointImage.Adornee = FailureWaypointTemplate
|
||||
FailureWaypointImage.Parent = FailureWaypointTemplate
|
||||
local FailureWaypointBillboard = Instance.new("BillboardGui")
|
||||
FailureWaypointBillboard.Name = "FailureWaypointBillboard"
|
||||
FailureWaypointBillboard.Size = WAYPOINT_BILLBOARD_SIZE
|
||||
FailureWaypointBillboard.LightInfluence = 0
|
||||
FailureWaypointBillboard.SizeOffset = FAIL_WAYPOINT_SIZE_OFFSET_CENTER
|
||||
FailureWaypointBillboard.AlwaysOnTop = true
|
||||
FailureWaypointBillboard.Adornee = FailureWaypointTemplate
|
||||
FailureWaypointBillboard.Parent = FailureWaypointTemplate
|
||||
local FailureWaypointFrame = Instance.new("Frame")
|
||||
FailureWaypointFrame.BackgroundTransparency = 1
|
||||
FailureWaypointFrame.Size = UDim2.new(0, 0, 0, 0)
|
||||
FailureWaypointFrame.Position = UDim2.new(0.5, 0, 1, 0)
|
||||
FailureWaypointFrame.Parent = FailureWaypointBillboard
|
||||
local FailureWaypointImageLabel = Instance.new("ImageLabel")
|
||||
FailureWaypointImageLabel.Image = EndWaypointIcon
|
||||
FailureWaypointImageLabel.BackgroundTransparency = 1
|
||||
FailureWaypointImageLabel.Position = UDim2.new(
|
||||
0, -WAYPOINT_BILLBOARD_SIZE.X.Offset/2, 0, -WAYPOINT_BILLBOARD_SIZE.Y.Offset
|
||||
)
|
||||
FailureWaypointImageLabel.Size = WAYPOINT_BILLBOARD_SIZE
|
||||
FailureWaypointImageLabel.Parent = FailureWaypointFrame
|
||||
|
||||
return TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate
|
||||
end
|
||||
|
||||
local TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates()
|
||||
|
||||
local function getTrailDotParent()
|
||||
local camera = Workspace.CurrentCamera
|
||||
local trailParent = camera:FindFirstChild(TRAIL_DOT_PARENT_NAME)
|
||||
if not trailParent then
|
||||
trailParent = Instance.new("Model")
|
||||
trailParent.Name = TRAIL_DOT_PARENT_NAME
|
||||
trailParent.Parent = camera
|
||||
end
|
||||
return trailParent
|
||||
end
|
||||
|
||||
local function placePathWaypoint(waypointModel, position)
|
||||
local ray = Ray.new(position + Vector3.new(0, 2.5, 0), Vector3.new(0, -10, 0))
|
||||
local hitPart, hitPoint, hitNormal = Workspace:FindPartOnRayWithIgnoreList(
|
||||
ray,
|
||||
{ Workspace.CurrentCamera, LocalPlayer.Character }
|
||||
)
|
||||
if hitPart then
|
||||
waypointModel.CFrame = CFrame.new(hitPoint, hitPoint + hitNormal)
|
||||
waypointModel.Parent = getTrailDotParent()
|
||||
end
|
||||
end
|
||||
|
||||
local TrailDot = {}
|
||||
TrailDot.__index = TrailDot
|
||||
|
||||
function TrailDot:Destroy()
|
||||
self.DisplayModel:Destroy()
|
||||
end
|
||||
|
||||
function TrailDot:NewDisplayModel(position)
|
||||
local newDisplayModel = TrailDotTemplate:Clone()
|
||||
placePathWaypoint(newDisplayModel, position)
|
||||
return newDisplayModel
|
||||
end
|
||||
|
||||
function TrailDot.new(position, closestWaypoint)
|
||||
local self = setmetatable({}, TrailDot)
|
||||
|
||||
self.DisplayModel = self:NewDisplayModel(position)
|
||||
self.ClosestWayPoint = closestWaypoint
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
local EndWaypoint = {}
|
||||
EndWaypoint.__index = EndWaypoint
|
||||
|
||||
function EndWaypoint:Destroy()
|
||||
self.Destroyed = true
|
||||
self.Tween:Cancel()
|
||||
self.DisplayModel:Destroy()
|
||||
end
|
||||
|
||||
function EndWaypoint:NewDisplayModel(position)
|
||||
local newDisplayModel = EndWaypointTemplate:Clone()
|
||||
placePathWaypoint(newDisplayModel, position)
|
||||
return newDisplayModel
|
||||
end
|
||||
|
||||
function EndWaypoint:CreateTween()
|
||||
local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, -1, true)
|
||||
local tween = TweenService:Create(
|
||||
self.DisplayModel.EndWaypointBillboard,
|
||||
tweenInfo,
|
||||
{ SizeOffset = ENDWAYPOINT_SIZE_OFFSET_MAX }
|
||||
)
|
||||
tween:Play()
|
||||
return tween
|
||||
end
|
||||
|
||||
function EndWaypoint:TweenInFrom(originalPosition)
|
||||
local currentPositon = self.DisplayModel.Position
|
||||
local studsOffset = originalPosition - currentPositon
|
||||
self.DisplayModel.EndWaypointBillboard.StudsOffset = Vector3.new(0, studsOffset.Y, 0)
|
||||
local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
|
||||
local tween = TweenService:Create(
|
||||
self.DisplayModel.EndWaypointBillboard,
|
||||
tweenInfo,
|
||||
{ StudsOffset = Vector3.new(0, 0, 0) }
|
||||
)
|
||||
tween:Play()
|
||||
return tween
|
||||
end
|
||||
|
||||
function EndWaypoint.new(position, closestWaypoint, originalPosition)
|
||||
local self = setmetatable({}, EndWaypoint)
|
||||
|
||||
self.DisplayModel = self:NewDisplayModel(position)
|
||||
self.Destroyed = false
|
||||
if originalPosition and (originalPosition - position).magnitude > TWEEN_WAYPOINT_THRESHOLD then
|
||||
self.Tween = self:TweenInFrom(originalPosition)
|
||||
coroutine.wrap(function()
|
||||
self.Tween.Completed:Wait()
|
||||
if not self.Destroyed then
|
||||
self.Tween = self:CreateTween()
|
||||
end
|
||||
end)()
|
||||
else
|
||||
self.Tween = self:CreateTween()
|
||||
end
|
||||
self.ClosestWayPoint = closestWaypoint
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
local FailureWaypoint = {}
|
||||
FailureWaypoint.__index = FailureWaypoint
|
||||
|
||||
function FailureWaypoint:Hide()
|
||||
self.DisplayModel.Parent = nil
|
||||
end
|
||||
|
||||
function FailureWaypoint:Destroy()
|
||||
self.DisplayModel:Destroy()
|
||||
end
|
||||
|
||||
function FailureWaypoint:NewDisplayModel(position)
|
||||
local newDisplayModel = FailureWaypointTemplate:Clone()
|
||||
placePathWaypoint(newDisplayModel, position)
|
||||
local ray = Ray.new(position + Vector3.new(0, 2.5, 0), Vector3.new(0, -10, 0))
|
||||
local hitPart, hitPoint, hitNormal = Workspace:FindPartOnRayWithIgnoreList(
|
||||
ray, { Workspace.CurrentCamera, LocalPlayer.Character }
|
||||
)
|
||||
if hitPart then
|
||||
newDisplayModel.CFrame = CFrame.new(hitPoint, hitPoint + hitNormal)
|
||||
newDisplayModel.Parent = getTrailDotParent()
|
||||
end
|
||||
return newDisplayModel
|
||||
end
|
||||
|
||||
function FailureWaypoint:RunFailureTween()
|
||||
wait(FAILURE_TWEEN_LENGTH) -- Delay one tween length betfore starting tweening
|
||||
-- Tween out from center
|
||||
local tweenInfo = TweenInfo.new(FAILURE_TWEEN_LENGTH/2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
|
||||
local tweenLeft = TweenService:Create(self.DisplayModel.FailureWaypointBillboard, tweenInfo,
|
||||
{ SizeOffset = FAIL_WAYPOINT_SIZE_OFFSET_LEFT })
|
||||
tweenLeft:Play()
|
||||
|
||||
local tweenLeftRoation = TweenService:Create(self.DisplayModel.FailureWaypointBillboard.Frame, tweenInfo,
|
||||
{ Rotation = 10 })
|
||||
tweenLeftRoation:Play()
|
||||
|
||||
tweenLeft.Completed:wait()
|
||||
|
||||
-- Tween back and forth
|
||||
tweenInfo = TweenInfo.new(FAILURE_TWEEN_LENGTH, Enum.EasingStyle.Sine, Enum.EasingDirection.Out,
|
||||
FAILURE_TWEEN_COUNT - 1, true)
|
||||
local tweenSideToSide = TweenService:Create(self.DisplayModel.FailureWaypointBillboard, tweenInfo,
|
||||
{ SizeOffset = FAIL_WAYPOINT_SIZE_OFFSET_RIGHT})
|
||||
tweenSideToSide:Play()
|
||||
|
||||
-- Tween flash dark and roate left and right
|
||||
tweenInfo = TweenInfo.new(FAILURE_TWEEN_LENGTH, Enum.EasingStyle.Sine, Enum.EasingDirection.Out,
|
||||
FAILURE_TWEEN_COUNT - 1, true)
|
||||
local tweenFlash = TweenService:Create(self.DisplayModel.FailureWaypointBillboard.Frame.ImageLabel, tweenInfo,
|
||||
{ ImageColor3 = Color3.new(0.75, 0.75, 0.75)})
|
||||
tweenFlash:Play()
|
||||
|
||||
local tweenRotate = TweenService:Create(self.DisplayModel.FailureWaypointBillboard.Frame, tweenInfo,
|
||||
{ Rotation = -10 })
|
||||
tweenRotate:Play()
|
||||
|
||||
tweenSideToSide.Completed:wait()
|
||||
|
||||
-- Tween back to center
|
||||
tweenInfo = TweenInfo.new(FAILURE_TWEEN_LENGTH/2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
|
||||
local tweenCenter = TweenService:Create(self.DisplayModel.FailureWaypointBillboard, tweenInfo,
|
||||
{ SizeOffset = FAIL_WAYPOINT_SIZE_OFFSET_CENTER })
|
||||
tweenCenter:Play()
|
||||
|
||||
local tweenRoation = TweenService:Create(self.DisplayModel.FailureWaypointBillboard.Frame, tweenInfo,
|
||||
{ Rotation = 0 })
|
||||
tweenRoation:Play()
|
||||
|
||||
tweenCenter.Completed:wait()
|
||||
|
||||
wait(FAILURE_TWEEN_LENGTH) -- Delay one tween length betfore removing
|
||||
end
|
||||
|
||||
function FailureWaypoint.new(position)
|
||||
local self = setmetatable({}, FailureWaypoint)
|
||||
|
||||
self.DisplayModel = self:NewDisplayModel(position)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
local failureAnimation = Instance.new("Animation")
|
||||
failureAnimation.AnimationId = FAILURE_ANIMATION_ID
|
||||
|
||||
local lastHumanoid = nil
|
||||
local lastFailureAnimationTrack = nil
|
||||
|
||||
local function getFailureAnimationTrack(myHumanoid)
|
||||
if myHumanoid == lastHumanoid then
|
||||
return lastFailureAnimationTrack
|
||||
end
|
||||
lastFailureAnimationTrack = myHumanoid:LoadAnimation(failureAnimation)
|
||||
lastFailureAnimationTrack.Priority = Enum.AnimationPriority.Action
|
||||
lastFailureAnimationTrack.Looped = false
|
||||
return lastFailureAnimationTrack
|
||||
end
|
||||
|
||||
local function findPlayerHumanoid()
|
||||
local character = LocalPlayer.Character
|
||||
if character then
|
||||
return character:FindFirstChildOfClass("Humanoid")
|
||||
end
|
||||
end
|
||||
|
||||
local function createTrailDots(wayPoints, originalEndWaypoint)
|
||||
local newTrailDots = {}
|
||||
local count = 1
|
||||
for i = 1, #wayPoints - 1 do
|
||||
local closeToEnd = (wayPoints[i].Position - wayPoints[#wayPoints].Position).magnitude < LAST_DOT_DISTANCE
|
||||
local includeWaypoint = i % WAYPOINT_INCLUDE_FACTOR == 0 and not closeToEnd
|
||||
if includeWaypoint then
|
||||
local trailDot = TrailDot.new(wayPoints[i].Position, i)
|
||||
newTrailDots[count] = trailDot
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
|
||||
local newEndWaypoint = EndWaypoint.new(wayPoints[#wayPoints].Position, #wayPoints, originalEndWaypoint)
|
||||
table.insert(newTrailDots, newEndWaypoint)
|
||||
|
||||
local reversedTrailDots = {}
|
||||
count = 1
|
||||
for i = #newTrailDots, 1, -1 do
|
||||
reversedTrailDots[count] = newTrailDots[i]
|
||||
count = count + 1
|
||||
end
|
||||
return reversedTrailDots
|
||||
end
|
||||
|
||||
local function getTrailDotScale(distanceToCamera, defaultSize)
|
||||
local rangeLength = TRAIL_DOT_MAX_DISTANCE - TRAIL_DOT_MIN_DISTANCE
|
||||
local inRangePoint = math.clamp(distanceToCamera - TRAIL_DOT_MIN_DISTANCE, 0, rangeLength)/rangeLength
|
||||
local scale = TRAIL_DOT_MIN_SCALE + (TRAIL_DOT_MAX_SCALE - TRAIL_DOT_MIN_SCALE)*inRangePoint
|
||||
return defaultSize * scale
|
||||
end
|
||||
|
||||
local createPathCount = 0
|
||||
-- originalEndWaypoint is optional, causes the waypoint to tween from that position.
|
||||
function ClickToMoveDisplay.CreatePathDisplay(wayPoints, originalEndWaypoint)
|
||||
createPathCount = createPathCount + 1
|
||||
local trailDots = createTrailDots(wayPoints, originalEndWaypoint)
|
||||
|
||||
local function removePathBeforePoint(wayPointNumber)
|
||||
-- kill all trailDots before and at wayPointNumber
|
||||
for i = #trailDots, 1, -1 do
|
||||
local trailDot = trailDots[i]
|
||||
if trailDot.ClosestWayPoint <= wayPointNumber then
|
||||
trailDot:Destroy()
|
||||
trailDots[i] = nil
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local reiszeTrailDotsUpdateName = "ClickToMoveResizeTrail" ..createPathCount
|
||||
local function resizeTrailDots()
|
||||
if #trailDots == 0 then
|
||||
RunService:UnbindFromRenderStep(reiszeTrailDotsUpdateName)
|
||||
return
|
||||
end
|
||||
local cameraPos = Workspace.CurrentCamera.CFrame.p
|
||||
for i = 1, #trailDots do
|
||||
local trailDotImage = trailDots[i].DisplayModel:FindFirstChild("TrailDotImage")
|
||||
if trailDotImage then
|
||||
local distanceToCamera = (trailDots[i].DisplayModel.Position - cameraPos).magnitude
|
||||
trailDotImage.Size = getTrailDotScale(distanceToCamera, TrailDotSize)
|
||||
end
|
||||
end
|
||||
end
|
||||
RunService:BindToRenderStep(reiszeTrailDotsUpdateName, Enum.RenderPriority.Camera.Value - 1, resizeTrailDots)
|
||||
|
||||
local function removePath()
|
||||
removePathBeforePoint(#wayPoints)
|
||||
end
|
||||
|
||||
return removePath, removePathBeforePoint
|
||||
end
|
||||
|
||||
local lastFailureWaypoint = nil
|
||||
function ClickToMoveDisplay.DisplayFailureWaypoint(position)
|
||||
if lastFailureWaypoint then
|
||||
lastFailureWaypoint:Hide()
|
||||
end
|
||||
local failureWaypoint = FailureWaypoint.new(position)
|
||||
lastFailureWaypoint = failureWaypoint
|
||||
coroutine.wrap(function()
|
||||
failureWaypoint:RunFailureTween()
|
||||
failureWaypoint:Destroy()
|
||||
failureWaypoint = nil
|
||||
end)()
|
||||
end
|
||||
|
||||
function ClickToMoveDisplay.CreateEndWaypoint(position)
|
||||
return EndWaypoint.new(position)
|
||||
end
|
||||
|
||||
function ClickToMoveDisplay.PlayFailureAnimation()
|
||||
local myHumanoid = findPlayerHumanoid()
|
||||
if myHumanoid then
|
||||
local animationTrack = getFailureAnimationTrack(myHumanoid)
|
||||
animationTrack:Play()
|
||||
end
|
||||
end
|
||||
|
||||
function ClickToMoveDisplay.CancelFailureAnimation()
|
||||
if lastFailureAnimationTrack ~= nil and lastFailureAnimationTrack.IsPlaying then
|
||||
lastFailureAnimationTrack:Stop()
|
||||
end
|
||||
end
|
||||
|
||||
function ClickToMoveDisplay.SetWaypointTexture(texture)
|
||||
TrailDotIcon = texture
|
||||
TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates()
|
||||
end
|
||||
|
||||
function ClickToMoveDisplay.GetWaypointTexture()
|
||||
return TrailDotIcon
|
||||
end
|
||||
|
||||
function ClickToMoveDisplay.SetWaypointRadius(radius)
|
||||
TrailDotSize = Vector2.new(radius, radius)
|
||||
TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates()
|
||||
end
|
||||
|
||||
function ClickToMoveDisplay.GetWaypointRadius()
|
||||
return TrailDotSize.X
|
||||
end
|
||||
|
||||
function ClickToMoveDisplay.SetEndWaypointTexture(texture)
|
||||
EndWaypointIcon = texture
|
||||
TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates()
|
||||
end
|
||||
|
||||
function ClickToMoveDisplay.GetEndWaypointTexture()
|
||||
return EndWaypointIcon
|
||||
end
|
||||
|
||||
function ClickToMoveDisplay.SetWaypointsAlwaysOnTop(alwaysOnTop)
|
||||
WaypointsAlwaysOnTop = alwaysOnTop
|
||||
TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates()
|
||||
end
|
||||
|
||||
function ClickToMoveDisplay.GetWaypointsAlwaysOnTop()
|
||||
return WaypointsAlwaysOnTop
|
||||
end
|
||||
|
||||
return ClickToMoveDisplay
|
||||
+541
@@ -0,0 +1,541 @@
|
||||
--[[ Constants ]]--
|
||||
local ZERO_VECTOR3 = Vector3.new(0,0,0)
|
||||
local TOUCH_CONTROLS_SHEET = "rbxasset://textures/ui/Input/TouchControlsSheetV2.png"
|
||||
|
||||
local DYNAMIC_THUMBSTICK_ACTION_NAME = "DynamicThumbstickAction"
|
||||
local DYNAMIC_THUMBSTICK_ACTION_PRIORITY = Enum.ContextActionPriority.High.Value
|
||||
|
||||
local MIDDLE_TRANSPARENCIES = {
|
||||
1 - 0.89,
|
||||
1 - 0.70,
|
||||
1 - 0.60,
|
||||
1 - 0.50,
|
||||
1 - 0.40,
|
||||
1 - 0.30,
|
||||
1 - 0.25
|
||||
}
|
||||
local NUM_MIDDLE_IMAGES = #MIDDLE_TRANSPARENCIES
|
||||
|
||||
local FADE_IN_OUT_BACKGROUND = true
|
||||
local FADE_IN_OUT_MAX_ALPHA = 0.35
|
||||
|
||||
local FADE_IN_OUT_HALF_DURATION_DEFAULT = 0.3
|
||||
local FADE_IN_OUT_BALANCE_DEFAULT = 0.5
|
||||
local ThumbstickFadeTweenInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut)
|
||||
|
||||
local Players = game:GetService("Players")
|
||||
local GuiService = game:GetService("GuiService")
|
||||
local UserInputService = game:GetService("UserInputService")
|
||||
local ContextActionService = game:GetService("ContextActionService")
|
||||
local RunService = game:GetService("RunService")
|
||||
local TweenService = game:GetService("TweenService")
|
||||
|
||||
local LocalPlayer = Players.LocalPlayer
|
||||
if not LocalPlayer then
|
||||
Players:GetPropertyChangedSignal("LocalPlayer"):Wait()
|
||||
LocalPlayer = Players.LocalPlayer
|
||||
end
|
||||
|
||||
--[[ The Module ]]--
|
||||
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
|
||||
local DynamicThumbstick = setmetatable({}, BaseCharacterController)
|
||||
DynamicThumbstick.__index = DynamicThumbstick
|
||||
|
||||
function DynamicThumbstick.new()
|
||||
local self = setmetatable(BaseCharacterController.new(), DynamicThumbstick)
|
||||
|
||||
self.moveTouchObject = nil
|
||||
self.moveTouchLockedIn = false
|
||||
self.moveTouchFirstChanged = false
|
||||
self.moveTouchStartPosition = nil
|
||||
|
||||
self.startImage = nil
|
||||
self.endImage = nil
|
||||
self.middleImages = {}
|
||||
|
||||
self.startImageFadeTween = nil
|
||||
self.endImageFadeTween = nil
|
||||
self.middleImageFadeTweens = {}
|
||||
|
||||
self.isFirstTouch = true
|
||||
|
||||
self.thumbstickFrame = nil
|
||||
|
||||
self.onRenderSteppedConn = nil
|
||||
|
||||
self.fadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT
|
||||
self.fadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT
|
||||
self.hasFadedBackgroundInPortrait = false
|
||||
self.hasFadedBackgroundInLandscape = false
|
||||
|
||||
self.tweenInAlphaStart = nil
|
||||
self.tweenOutAlphaStart = nil
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-- Note: Overrides base class GetIsJumping with get-and-clear behavior to do a single jump
|
||||
-- rather than sustained jumping. This is only to preserve the current behavior through the refactor.
|
||||
function DynamicThumbstick:GetIsJumping()
|
||||
local wasJumping = self.isJumping
|
||||
self.isJumping = false
|
||||
return wasJumping
|
||||
end
|
||||
|
||||
function DynamicThumbstick:Enable(enable, uiParentFrame)
|
||||
if enable == nil then return false end -- If nil, return false (invalid argument)
|
||||
enable = enable and true or false -- Force anything non-nil to boolean before comparison
|
||||
if self.enabled == enable then return true end -- If no state change, return true indicating already in requested state
|
||||
|
||||
if enable then
|
||||
-- Enable
|
||||
if not self.thumbstickFrame then
|
||||
self:Create(uiParentFrame)
|
||||
end
|
||||
|
||||
self:BindContextActions()
|
||||
else
|
||||
ContextActionService:UnbindAction(DYNAMIC_THUMBSTICK_ACTION_NAME)
|
||||
-- Disable
|
||||
self:OnInputEnded() -- Cleanup
|
||||
end
|
||||
|
||||
self.enabled = enable
|
||||
self.thumbstickFrame.Visible = enable
|
||||
end
|
||||
|
||||
-- Was called OnMoveTouchEnded in previous version
|
||||
function DynamicThumbstick:OnInputEnded()
|
||||
self.moveTouchObject = nil
|
||||
self.moveVector = ZERO_VECTOR3
|
||||
self:FadeThumbstick(false)
|
||||
end
|
||||
|
||||
function DynamicThumbstick:FadeThumbstick(visible)
|
||||
if not visible and self.moveTouchObject then
|
||||
return
|
||||
end
|
||||
if self.isFirstTouch then return end
|
||||
|
||||
if self.startImageFadeTween then
|
||||
self.startImageFadeTween:Cancel()
|
||||
end
|
||||
if self.endImageFadeTween then
|
||||
self.endImageFadeTween:Cancel()
|
||||
end
|
||||
for i = 1, #self.middleImages do
|
||||
if self.middleImageFadeTweens[i] then
|
||||
self.middleImageFadeTweens[i]:Cancel()
|
||||
end
|
||||
end
|
||||
|
||||
if visible then
|
||||
self.startImageFadeTween = TweenService:Create(self.startImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0 })
|
||||
self.startImageFadeTween:Play()
|
||||
|
||||
self.endImageFadeTween = TweenService:Create(self.endImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0.2 })
|
||||
self.endImageFadeTween:Play()
|
||||
|
||||
for i = 1, #self.middleImages do
|
||||
self.middleImageFadeTweens[i] = TweenService:Create(self.middleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = MIDDLE_TRANSPARENCIES[i] })
|
||||
self.middleImageFadeTweens[i]:Play()
|
||||
end
|
||||
else
|
||||
self.startImageFadeTween = TweenService:Create(self.startImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 })
|
||||
self.startImageFadeTween:Play()
|
||||
|
||||
self.endImageFadeTween = TweenService:Create(self.endImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 })
|
||||
self.endImageFadeTween:Play()
|
||||
|
||||
for i = 1, #self.middleImages do
|
||||
self.middleImageFadeTweens[i] = TweenService:Create(self.middleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = 1 })
|
||||
self.middleImageFadeTweens[i]:Play()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function DynamicThumbstick:FadeThumbstickFrame(fadeDuration, fadeRatio)
|
||||
self.fadeInAndOutHalfDuration = fadeDuration * 0.5
|
||||
self.fadeInAndOutBalance = fadeRatio
|
||||
self.tweenInAlphaStart = tick()
|
||||
end
|
||||
|
||||
function DynamicThumbstick:InputInFrame(inputObject)
|
||||
local frameCornerTopLeft = self.thumbstickFrame.AbsolutePosition
|
||||
local frameCornerBottomRight = frameCornerTopLeft + self.thumbstickFrame.AbsoluteSize
|
||||
local inputPosition = inputObject.Position
|
||||
if inputPosition.X >= frameCornerTopLeft.X and inputPosition.Y >= frameCornerTopLeft.Y then
|
||||
if inputPosition.X <= frameCornerBottomRight.X and inputPosition.Y <= frameCornerBottomRight.Y then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function DynamicThumbstick:DoFadeInBackground()
|
||||
local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
|
||||
local hasFadedBackgroundInOrientation = false
|
||||
|
||||
-- only fade in/out the background once per orientation
|
||||
if playerGui then
|
||||
if playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or
|
||||
playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight then
|
||||
hasFadedBackgroundInOrientation = self.hasFadedBackgroundInLandscape
|
||||
self.hasFadedBackgroundInLandscape = true
|
||||
elseif playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait then
|
||||
hasFadedBackgroundInOrientation = self.hasFadedBackgroundInPortrait
|
||||
self.hasFadedBackgroundInPortrait = true
|
||||
end
|
||||
end
|
||||
|
||||
if not hasFadedBackgroundInOrientation then
|
||||
self.fadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT
|
||||
self.fadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT
|
||||
self.tweenInAlphaStart = tick()
|
||||
end
|
||||
end
|
||||
|
||||
function DynamicThumbstick:DoMove(direction)
|
||||
local currentMoveVector = direction
|
||||
|
||||
-- Scaled Radial Dead Zone
|
||||
local inputAxisMagnitude = currentMoveVector.magnitude
|
||||
if inputAxisMagnitude < self.radiusOfDeadZone then
|
||||
currentMoveVector = ZERO_VECTOR3
|
||||
else
|
||||
currentMoveVector = currentMoveVector.unit*(
|
||||
1 - math.max(0, (self.radiusOfMaxSpeed - currentMoveVector.magnitude)/self.radiusOfMaxSpeed)
|
||||
)
|
||||
currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y)
|
||||
end
|
||||
|
||||
self.moveVector = currentMoveVector
|
||||
end
|
||||
|
||||
|
||||
function DynamicThumbstick:LayoutMiddleImages(startPos, endPos)
|
||||
local startDist = (self.thumbstickSize / 2) + self.middleSize
|
||||
local vector = endPos - startPos
|
||||
local distAvailable = vector.magnitude - (self.thumbstickRingSize / 2) - self.middleSize
|
||||
local direction = vector.unit
|
||||
|
||||
local distNeeded = self.middleSpacing * NUM_MIDDLE_IMAGES
|
||||
local spacing = self.middleSpacing
|
||||
|
||||
if distNeeded < distAvailable then
|
||||
spacing = distAvailable / NUM_MIDDLE_IMAGES
|
||||
end
|
||||
|
||||
for i = 1, NUM_MIDDLE_IMAGES do
|
||||
local image = self.middleImages[i]
|
||||
local distWithout = startDist + (spacing * (i - 2))
|
||||
local currentDist = startDist + (spacing * (i - 1))
|
||||
|
||||
if distWithout < distAvailable then
|
||||
local pos = endPos - direction * currentDist
|
||||
local exposedFraction = math.clamp(1 - ((currentDist - distAvailable) / spacing), 0, 1)
|
||||
|
||||
image.Visible = true
|
||||
image.Position = UDim2.new(0, pos.X, 0, pos.Y)
|
||||
image.Size = UDim2.new(0, self.middleSize * exposedFraction, 0, self.middleSize * exposedFraction)
|
||||
else
|
||||
image.Visible = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function DynamicThumbstick:MoveStick(pos)
|
||||
local vector2StartPosition = Vector2.new(self.moveTouchStartPosition.X, self.moveTouchStartPosition.Y)
|
||||
local startPos = vector2StartPosition - self.thumbstickFrame.AbsolutePosition
|
||||
local endPos = Vector2.new(pos.X, pos.Y) - self.thumbstickFrame.AbsolutePosition
|
||||
self.endImage.Position = UDim2.new(0, endPos.X, 0, endPos.Y)
|
||||
self:LayoutMiddleImages(startPos, endPos)
|
||||
end
|
||||
|
||||
function DynamicThumbstick:BindContextActions()
|
||||
local function inputBegan(inputObject)
|
||||
if self.moveTouchObject then
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
if not self:InputInFrame(inputObject) then
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
if self.isFirstTouch then
|
||||
self.isFirstTouch = false
|
||||
local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out,0,false,0)
|
||||
TweenService:Create(self.startImage, tweenInfo, {Size = UDim2.new(0, 0, 0, 0)}):Play()
|
||||
TweenService:Create(
|
||||
self.endImage,
|
||||
tweenInfo,
|
||||
{Size = UDim2.new(0, self.thumbstickSize, 0, self.thumbstickSize), ImageColor3 = Color3.new(0,0,0)}
|
||||
):Play()
|
||||
end
|
||||
|
||||
self.moveTouchLockedIn = false
|
||||
self.moveTouchObject = inputObject
|
||||
self.moveTouchStartPosition = inputObject.Position
|
||||
self.moveTouchFirstChanged = true
|
||||
|
||||
if FADE_IN_OUT_BACKGROUND then
|
||||
self:DoFadeInBackground()
|
||||
end
|
||||
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
local function inputChanged(inputObject)
|
||||
if inputObject == self.moveTouchObject then
|
||||
if self.moveTouchFirstChanged then
|
||||
self.moveTouchFirstChanged = false
|
||||
|
||||
local startPosVec2 = Vector2.new(
|
||||
inputObject.Position.X - self.thumbstickFrame.AbsolutePosition.X,
|
||||
inputObject.Position.Y - self.thumbstickFrame.AbsolutePosition.Y
|
||||
)
|
||||
self.startImage.Visible = true
|
||||
self.startImage.Position = UDim2.new(0, startPosVec2.X, 0, startPosVec2.Y)
|
||||
self.endImage.Visible = true
|
||||
self.endImage.Position = self.startImage.Position
|
||||
|
||||
self:FadeThumbstick(true)
|
||||
self:MoveStick(inputObject.Position)
|
||||
end
|
||||
|
||||
self.moveTouchLockedIn = true
|
||||
|
||||
local direction = Vector2.new(
|
||||
inputObject.Position.x - self.moveTouchStartPosition.x,
|
||||
inputObject.Position.y - self.moveTouchStartPosition.y
|
||||
)
|
||||
if math.abs(direction.x) > 0 or math.abs(direction.y) > 0 then
|
||||
self:DoMove(direction)
|
||||
self:MoveStick(inputObject.Position)
|
||||
end
|
||||
return Enum.ContextActionResult.Sink
|
||||
end
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
local function inputEnded(inputObject)
|
||||
if inputObject == self.moveTouchObject then
|
||||
self:OnInputEnded()
|
||||
if self.moveTouchLockedIn then
|
||||
return Enum.ContextActionResult.Sink
|
||||
end
|
||||
end
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
local function handleInput(actionName, inputState, inputObject)
|
||||
if inputState == Enum.UserInputState.Begin then
|
||||
return inputBegan(inputObject)
|
||||
elseif inputState == Enum.UserInputState.Change then
|
||||
return inputChanged(inputObject)
|
||||
elseif inputState == Enum.UserInputState.End then
|
||||
return inputEnded(inputObject)
|
||||
elseif inputState == Enum.UserInputState.Cancel then
|
||||
self:OnInputEnded()
|
||||
end
|
||||
end
|
||||
|
||||
ContextActionService:BindActionAtPriority(
|
||||
DYNAMIC_THUMBSTICK_ACTION_NAME,
|
||||
handleInput,
|
||||
false,
|
||||
DYNAMIC_THUMBSTICK_ACTION_PRIORITY,
|
||||
Enum.UserInputType.Touch)
|
||||
end
|
||||
|
||||
function DynamicThumbstick:Create(parentFrame)
|
||||
if self.thumbstickFrame then
|
||||
self.thumbstickFrame:Destroy()
|
||||
self.thumbstickFrame = nil
|
||||
if self.onRenderSteppedConn then
|
||||
self.onRenderSteppedConn:Disconnect()
|
||||
self.onRenderSteppedConn = nil
|
||||
end
|
||||
end
|
||||
|
||||
self.thumbstickSize = 45
|
||||
self.thumbstickRingSize = 20
|
||||
self.middleSize = 10
|
||||
self.middleSpacing = self.middleSize + 4
|
||||
self.radiusOfDeadZone = 2
|
||||
self.radiusOfMaxSpeed = 20
|
||||
|
||||
local screenSize = parentFrame.AbsoluteSize
|
||||
local isBigScreen = math.min(screenSize.x, screenSize.y) > 500
|
||||
if isBigScreen then
|
||||
self.thumbstickSize = self.thumbstickSize * 2
|
||||
self.thumbstickRingSize = self.thumbstickRingSize * 2
|
||||
self.middleSize = self.middleSize * 2
|
||||
self.middleSpacing = self.middleSpacing * 2
|
||||
self.radiusOfDeadZone = self.radiusOfDeadZone * 2
|
||||
self.radiusOfMaxSpeed = self.radiusOfMaxSpeed * 2
|
||||
end
|
||||
|
||||
local function layoutThumbstickFrame(portraitMode)
|
||||
if portraitMode then
|
||||
self.thumbstickFrame.Size = UDim2.new(1, 0, 0.4, 0)
|
||||
self.thumbstickFrame.Position = UDim2.new(0, 0, 0.6, 0)
|
||||
else
|
||||
self.thumbstickFrame.Size = UDim2.new(0.4, 0, 2/3, 0)
|
||||
self.thumbstickFrame.Position = UDim2.new(0, 0, 1/3, 0)
|
||||
end
|
||||
end
|
||||
|
||||
self.thumbstickFrame = Instance.new("Frame")
|
||||
self.thumbstickFrame.BorderSizePixel = 0
|
||||
self.thumbstickFrame.Name = "DynamicThumbstickFrame"
|
||||
self.thumbstickFrame.Visible = false
|
||||
self.thumbstickFrame.BackgroundTransparency = 1.0
|
||||
self.thumbstickFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
|
||||
self.thumbstickFrame.Active = false
|
||||
layoutThumbstickFrame(false)
|
||||
|
||||
self.startImage = Instance.new("ImageLabel")
|
||||
self.startImage.Name = "ThumbstickStart"
|
||||
self.startImage.Visible = true
|
||||
self.startImage.BackgroundTransparency = 1
|
||||
self.startImage.Image = TOUCH_CONTROLS_SHEET
|
||||
self.startImage.ImageRectOffset = Vector2.new(1,1)
|
||||
self.startImage.ImageRectSize = Vector2.new(144, 144)
|
||||
self.startImage.ImageColor3 = Color3.new(0, 0, 0)
|
||||
self.startImage.AnchorPoint = Vector2.new(0.5, 0.5)
|
||||
self.startImage.Position = UDim2.new(0, self.thumbstickRingSize * 3.3, 1, -self.thumbstickRingSize * 2.8)
|
||||
self.startImage.Size = UDim2.new(0, self.thumbstickRingSize * 3.7, 0, self.thumbstickRingSize * 3.7)
|
||||
self.startImage.ZIndex = 10
|
||||
self.startImage.Parent = self.thumbstickFrame
|
||||
|
||||
self.endImage = Instance.new("ImageLabel")
|
||||
self.endImage.Name = "ThumbstickEnd"
|
||||
self.endImage.Visible = true
|
||||
self.endImage.BackgroundTransparency = 1
|
||||
self.endImage.Image = TOUCH_CONTROLS_SHEET
|
||||
self.endImage.ImageRectOffset = Vector2.new(1,1)
|
||||
self.endImage.ImageRectSize = Vector2.new(144, 144)
|
||||
self.endImage.AnchorPoint = Vector2.new(0.5, 0.5)
|
||||
self.endImage.Position = self.startImage.Position
|
||||
self.endImage.Size = UDim2.new(0, self.thumbstickSize * 0.8, 0, self.thumbstickSize * 0.8)
|
||||
self.endImage.ZIndex = 10
|
||||
self.endImage.Parent = self.thumbstickFrame
|
||||
|
||||
for i = 1, NUM_MIDDLE_IMAGES do
|
||||
self.middleImages[i] = Instance.new("ImageLabel")
|
||||
self.middleImages[i].Name = "ThumbstickMiddle"
|
||||
self.middleImages[i].Visible = false
|
||||
self.middleImages[i].BackgroundTransparency = 1
|
||||
self.middleImages[i].Image = TOUCH_CONTROLS_SHEET
|
||||
self.middleImages[i].ImageRectOffset = Vector2.new(1,1)
|
||||
self.middleImages[i].ImageRectSize = Vector2.new(144, 144)
|
||||
self.middleImages[i].ImageTransparency = MIDDLE_TRANSPARENCIES[i]
|
||||
self.middleImages[i].AnchorPoint = Vector2.new(0.5, 0.5)
|
||||
self.middleImages[i].ZIndex = 9
|
||||
self.middleImages[i].Parent = self.thumbstickFrame
|
||||
end
|
||||
|
||||
local CameraChangedConn = nil
|
||||
local function onCurrentCameraChanged()
|
||||
if CameraChangedConn then
|
||||
CameraChangedConn:Disconnect()
|
||||
CameraChangedConn = nil
|
||||
end
|
||||
local newCamera = workspace.CurrentCamera
|
||||
if newCamera then
|
||||
local function onViewportSizeChanged()
|
||||
local size = newCamera.ViewportSize
|
||||
local portraitMode = size.X < size.Y
|
||||
layoutThumbstickFrame(portraitMode)
|
||||
end
|
||||
CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(onViewportSizeChanged)
|
||||
onViewportSizeChanged()
|
||||
end
|
||||
end
|
||||
workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onCurrentCameraChanged)
|
||||
if workspace.CurrentCamera then
|
||||
onCurrentCameraChanged()
|
||||
end
|
||||
|
||||
self.moveTouchStartPosition = nil
|
||||
|
||||
self.startImageFadeTween = nil
|
||||
self.endImageFadeTween = nil
|
||||
self.middleImageFadeTweens = {}
|
||||
|
||||
self.onRenderSteppedConn = RunService.RenderStepped:Connect(function()
|
||||
if self.tweenInAlphaStart ~= nil then
|
||||
local delta = tick() - self.tweenInAlphaStart
|
||||
local fadeInTime = (self.fadeInAndOutHalfDuration * 2 * self.fadeInAndOutBalance)
|
||||
self.thumbstickFrame.BackgroundTransparency = 1 - FADE_IN_OUT_MAX_ALPHA*math.min(delta/fadeInTime, 1)
|
||||
if delta > fadeInTime then
|
||||
self.tweenOutAlphaStart = tick()
|
||||
self.tweenInAlphaStart = nil
|
||||
end
|
||||
elseif self.tweenOutAlphaStart ~= nil then
|
||||
local delta = tick() - self.tweenOutAlphaStart
|
||||
local fadeOutTime = (self.fadeInAndOutHalfDuration * 2) - (self.fadeInAndOutHalfDuration * 2 * self.fadeInAndOutBalance)
|
||||
self.thumbstickFrame.BackgroundTransparency = 1 - FADE_IN_OUT_MAX_ALPHA + FADE_IN_OUT_MAX_ALPHA*math.min(delta/fadeOutTime, 1)
|
||||
if delta > fadeOutTime then
|
||||
self.tweenOutAlphaStart = nil
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
self.onTouchEndedConn = UserInputService.TouchEnded:connect(function(inputObject)
|
||||
if inputObject == self.moveTouchObject then
|
||||
self:OnInputEnded()
|
||||
end
|
||||
end)
|
||||
|
||||
GuiService.MenuOpened:connect(function()
|
||||
if self.moveTouchObject then
|
||||
self:OnInputEnded()
|
||||
end
|
||||
end)
|
||||
|
||||
local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
|
||||
while not playerGui do
|
||||
LocalPlayer.ChildAdded:wait()
|
||||
playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
|
||||
end
|
||||
|
||||
local playerGuiChangedConn = nil
|
||||
local originalScreenOrientationWasLandscape = playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or
|
||||
playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight
|
||||
|
||||
local function longShowBackground()
|
||||
self.fadeInAndOutHalfDuration = 2.5
|
||||
self.fadeInAndOutBalance = 0.05
|
||||
self.tweenInAlphaStart = tick()
|
||||
end
|
||||
|
||||
playerGuiChangedConn = playerGui:GetPropertyChangedSignal("CurrentScreenOrientation"):Connect(function()
|
||||
if (originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait) or
|
||||
(not originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation ~= Enum.ScreenOrientation.Portrait) then
|
||||
|
||||
playerGuiChangedConn:disconnect()
|
||||
longShowBackground()
|
||||
|
||||
if originalScreenOrientationWasLandscape then
|
||||
self.hasFadedBackgroundInPortrait = true
|
||||
else
|
||||
self.hasFadedBackgroundInLandscape = true
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
self.thumbstickFrame.Parent = parentFrame
|
||||
|
||||
if game:IsLoaded() then
|
||||
longShowBackground()
|
||||
else
|
||||
coroutine.wrap(function()
|
||||
game.Loaded:Wait()
|
||||
longShowBackground()
|
||||
end)()
|
||||
end
|
||||
end
|
||||
|
||||
return DynamicThumbstick
|
||||
+213
@@ -0,0 +1,213 @@
|
||||
--[[
|
||||
Gamepad Character Control - This module handles controlling your avatar using a game console-style controller
|
||||
|
||||
2018 PlayerScripts Update - AllYourBlox
|
||||
--]]
|
||||
|
||||
local UserInputService = game:GetService("UserInputService")
|
||||
local ContextActionService = game:GetService("ContextActionService")
|
||||
|
||||
--[[ Constants ]]--
|
||||
local ZERO_VECTOR3 = Vector3.new(0,0,0)
|
||||
local NONE = Enum.UserInputType.None
|
||||
local thumbstickDeadzone = 0.2
|
||||
|
||||
--[[ The Module ]]--
|
||||
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
|
||||
local Gamepad = setmetatable({}, BaseCharacterController)
|
||||
Gamepad.__index = Gamepad
|
||||
|
||||
function Gamepad.new(CONTROL_ACTION_PRIORITY)
|
||||
local self = setmetatable(BaseCharacterController.new(), Gamepad)
|
||||
|
||||
self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY
|
||||
|
||||
self.forwardValue = 0
|
||||
self.backwardValue = 0
|
||||
self.leftValue = 0
|
||||
self.rightValue = 0
|
||||
|
||||
self.activeGamepad = NONE -- Enum.UserInputType.Gamepad1, 2, 3...
|
||||
self.gamepadConnectedConn = nil
|
||||
self.gamepadDisconnectedConn = nil
|
||||
return self
|
||||
end
|
||||
|
||||
function Gamepad:Enable(enable)
|
||||
if not UserInputService.GamepadEnabled then
|
||||
return false
|
||||
end
|
||||
|
||||
if enable == self.enabled then
|
||||
-- Module is already in the state being requested. True is returned here since the module will be in the state
|
||||
-- expected by the code that follows the Enable() call. This makes more sense than returning false to indicate
|
||||
-- no action was necessary. False indicates failure to be in requested/expected state.
|
||||
return true
|
||||
end
|
||||
|
||||
self.forwardValue = 0
|
||||
self.backwardValue = 0
|
||||
self.leftValue = 0
|
||||
self.rightValue = 0
|
||||
self.moveVector = ZERO_VECTOR3
|
||||
self.isJumping = false
|
||||
|
||||
if enable then
|
||||
self.activeGamepad = self:GetHighestPriorityGamepad()
|
||||
if self.activeGamepad ~= NONE then
|
||||
self:BindContextActions()
|
||||
self:ConnectGamepadConnectionListeners()
|
||||
else
|
||||
-- No connected gamepads, failure to enable
|
||||
return false
|
||||
end
|
||||
else
|
||||
self:UnbindContextActions()
|
||||
self:DisconnectGamepadConnectionListeners()
|
||||
self.activeGamepad = NONE
|
||||
end
|
||||
|
||||
self.enabled = enable
|
||||
return true
|
||||
end
|
||||
|
||||
-- This function selects the lowest number gamepad from the currently-connected gamepad
|
||||
-- and sets it as the active gamepad
|
||||
function Gamepad:GetHighestPriorityGamepad()
|
||||
local connectedGamepads = UserInputService:GetConnectedGamepads()
|
||||
local bestGamepad = NONE -- Note that this value is higher than all valid gamepad values
|
||||
for _, gamepad in pairs(connectedGamepads) do
|
||||
if gamepad.Value < bestGamepad.Value then
|
||||
bestGamepad = gamepad
|
||||
end
|
||||
end
|
||||
return bestGamepad
|
||||
end
|
||||
|
||||
function Gamepad:BindContextActions()
|
||||
|
||||
if self.activeGamepad == NONE then
|
||||
-- There must be an active gamepad to set up bindings
|
||||
return false
|
||||
end
|
||||
|
||||
local handleJumpAction = function(actionName, inputState, inputObject)
|
||||
self.isJumping = (inputState == Enum.UserInputState.Begin)
|
||||
return Enum.ContextActionResult.Sink
|
||||
end
|
||||
|
||||
local handleThumbstickInput = function(actionName, inputState, inputObject)
|
||||
|
||||
if inputState == Enum.UserInputState.Cancel then
|
||||
self.moveVector = ZERO_VECTOR3
|
||||
return Enum.ContextActionResult.Sink
|
||||
end
|
||||
|
||||
if self.activeGamepad ~= inputObject.UserInputType then
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end
|
||||
|
||||
if inputObject.Position.magnitude > thumbstickDeadzone then
|
||||
self.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)
|
||||
else
|
||||
self.moveVector = ZERO_VECTOR3
|
||||
end
|
||||
return Enum.ContextActionResult.Sink
|
||||
end
|
||||
|
||||
ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
|
||||
ContextActionService:BindActionAtPriority("jumpAction", handleJumpAction, false,
|
||||
self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA)
|
||||
ContextActionService:BindActionAtPriority("moveThumbstick", handleThumbstickInput, false,
|
||||
self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1)
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
function Gamepad:UnbindContextActions()
|
||||
if self.activeGamepad ~= NONE then
|
||||
ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
|
||||
end
|
||||
ContextActionService:UnbindAction("moveThumbstick")
|
||||
ContextActionService:UnbindAction("jumpAction")
|
||||
end
|
||||
|
||||
function Gamepad:OnNewGamepadConnected()
|
||||
-- A new gamepad has been connected.
|
||||
local bestGamepad = self:GetHighestPriorityGamepad()
|
||||
|
||||
if bestGamepad == self.activeGamepad then
|
||||
-- A new gamepad was connected, but our active gamepad is not changing
|
||||
return
|
||||
end
|
||||
|
||||
if bestGamepad == NONE then
|
||||
-- There should be an active gamepad when GamepadConnected fires, so this should not
|
||||
-- normally be hit. If there is no active gamepad, unbind actions but leave
|
||||
-- the module enabled and continue to listen for a new gamepad connection.
|
||||
warn("Gamepad:OnNewGamepadConnected found no connected gamepads")
|
||||
self:UnbindContextActions()
|
||||
return
|
||||
end
|
||||
|
||||
if self.activeGamepad ~= NONE then
|
||||
-- Switching from one active gamepad to another
|
||||
self:UnbindContextActions()
|
||||
end
|
||||
|
||||
self.activeGamepad = bestGamepad
|
||||
self:BindContextActions()
|
||||
end
|
||||
|
||||
function Gamepad:OnCurrentGamepadDisconnected()
|
||||
if self.activeGamepad ~= NONE then
|
||||
ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
|
||||
end
|
||||
|
||||
local bestGamepad = self:GetHighestPriorityGamepad()
|
||||
|
||||
if self.activeGamepad ~= NONE and bestGamepad == self.activeGamepad then
|
||||
warn("Gamepad:OnCurrentGamepadDisconnected found the supposedly disconnected gamepad in connectedGamepads.")
|
||||
self:UnbindContextActions()
|
||||
self.activeGamepad = NONE
|
||||
return
|
||||
end
|
||||
|
||||
if bestGamepad == NONE then
|
||||
-- No active gamepad, unbinding actions but leaving gamepad connection listener active
|
||||
self:UnbindContextActions()
|
||||
self.activeGamepad = NONE
|
||||
else
|
||||
-- Set new gamepad as active and bind to tool activation
|
||||
self.activeGamepad = bestGamepad
|
||||
ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
|
||||
end
|
||||
end
|
||||
|
||||
function Gamepad:ConnectGamepadConnectionListeners()
|
||||
self.gamepadConnectedConn = UserInputService.GamepadConnected:Connect(function(gamepadEnum)
|
||||
self:OnNewGamepadConnected()
|
||||
end)
|
||||
|
||||
self.gamepadDisconnectedConn = UserInputService.GamepadDisconnected:Connect(function(gamepadEnum)
|
||||
if self.activeGamepad == gamepadEnum then
|
||||
self:OnCurrentGamepadDisconnected()
|
||||
end
|
||||
end)
|
||||
|
||||
end
|
||||
|
||||
function Gamepad:DisconnectGamepadConnectionListeners()
|
||||
if self.gamepadConnectedConn then
|
||||
self.gamepadConnectedConn:Disconnect()
|
||||
self.gamepadConnectedConn = nil
|
||||
end
|
||||
|
||||
if self.gamepadDisconnectedConn then
|
||||
self.gamepadDisconnectedConn:Disconnect()
|
||||
self.gamepadDisconnectedConn = nil
|
||||
end
|
||||
end
|
||||
|
||||
return Gamepad
|
||||
+176
@@ -0,0 +1,176 @@
|
||||
--[[
|
||||
Keyboard Character Control - This module handles controlling your avatar from a keyboard
|
||||
|
||||
2018 PlayerScripts Update - AllYourBlox
|
||||
--]]
|
||||
|
||||
--[[ Roblox Services ]]--
|
||||
local UserInputService = game:GetService("UserInputService")
|
||||
local ContextActionService = game:GetService("ContextActionService")
|
||||
|
||||
--[[ Constants ]]--
|
||||
local ZERO_VECTOR3 = Vector3.new(0,0,0)
|
||||
|
||||
--[[ The Module ]]--
|
||||
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
|
||||
local Keyboard = setmetatable({}, BaseCharacterController)
|
||||
Keyboard.__index = Keyboard
|
||||
|
||||
function Keyboard.new(CONTROL_ACTION_PRIORITY)
|
||||
local self = setmetatable(BaseCharacterController.new(), Keyboard)
|
||||
|
||||
self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY
|
||||
|
||||
self.textFocusReleasedConn = nil
|
||||
self.textFocusGainedConn = nil
|
||||
self.windowFocusReleasedConn = nil
|
||||
|
||||
self.forwardValue = 0
|
||||
self.backwardValue = 0
|
||||
self.leftValue = 0
|
||||
self.rightValue = 0
|
||||
|
||||
self.jumpEnabled = true
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function Keyboard:Enable(enable)
|
||||
if not UserInputService.KeyboardEnabled then
|
||||
return false
|
||||
end
|
||||
|
||||
if enable == self.enabled then
|
||||
-- Module is already in the state being requested. True is returned here since the module will be in the state
|
||||
-- expected by the code that follows the Enable() call. This makes more sense than returning false to indicate
|
||||
-- no action was necessary. False indicates failure to be in requested/expected state.
|
||||
return true
|
||||
end
|
||||
|
||||
self.forwardValue = 0
|
||||
self.backwardValue = 0
|
||||
self.leftValue = 0
|
||||
self.rightValue = 0
|
||||
self.moveVector = ZERO_VECTOR3
|
||||
self.jumpRequested = false
|
||||
self:UpdateJump()
|
||||
|
||||
if enable then
|
||||
self:BindContextActions()
|
||||
self:ConnectFocusEventListeners()
|
||||
else
|
||||
self:UnbindContextActions()
|
||||
self:DisconnectFocusEventListeners()
|
||||
end
|
||||
|
||||
self.enabled = enable
|
||||
return true
|
||||
end
|
||||
|
||||
function Keyboard:UpdateMovement(inputState)
|
||||
if inputState == Enum.UserInputState.Cancel then
|
||||
self.moveVector = ZERO_VECTOR3
|
||||
else
|
||||
self.moveVector = Vector3.new(self.leftValue + self.rightValue, 0, self.forwardValue + self.backwardValue)
|
||||
end
|
||||
end
|
||||
|
||||
function Keyboard:UpdateJump()
|
||||
self.isJumping = self.jumpRequested
|
||||
end
|
||||
|
||||
function Keyboard:BindContextActions()
|
||||
|
||||
-- Note: In the previous version of this code, the movement values were not zeroed-out on UserInputState. Cancel, now they are,
|
||||
-- which fixes them from getting stuck on.
|
||||
-- We return ContextActionResult.Pass here for legacy reasons.
|
||||
-- Many games rely on gameProcessedEvent being false on UserInputService.InputBegan for these control actions.
|
||||
local handleMoveForward = function(actionName, inputState, inputObject)
|
||||
self.forwardValue = (inputState == Enum.UserInputState.Begin) and -1 or 0
|
||||
self:UpdateMovement(inputState)
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
local handleMoveBackward = function(actionName, inputState, inputObject)
|
||||
self.backwardValue = (inputState == Enum.UserInputState.Begin) and 1 or 0
|
||||
self:UpdateMovement(inputState)
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
local handleMoveLeft = function(actionName, inputState, inputObject)
|
||||
self.leftValue = (inputState == Enum.UserInputState.Begin) and -1 or 0
|
||||
self:UpdateMovement(inputState)
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
local handleMoveRight = function(actionName, inputState, inputObject)
|
||||
self.rightValue = (inputState == Enum.UserInputState.Begin) and 1 or 0
|
||||
self:UpdateMovement(inputState)
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
local handleJumpAction = function(actionName, inputState, inputObject)
|
||||
self.jumpRequested = self.jumpEnabled and (inputState == Enum.UserInputState.Begin)
|
||||
self:UpdateJump()
|
||||
return Enum.ContextActionResult.Pass
|
||||
end
|
||||
|
||||
-- TODO: Revert to KeyCode bindings so that in the future the abstraction layer from actual keys to
|
||||
-- movement direction is done in Lua
|
||||
ContextActionService:BindActionAtPriority("moveForwardAction", handleMoveForward, false,
|
||||
self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterForward)
|
||||
ContextActionService:BindActionAtPriority("moveBackwardAction", handleMoveBackward, false,
|
||||
self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterBackward)
|
||||
ContextActionService:BindActionAtPriority("moveLeftAction", handleMoveLeft, false,
|
||||
self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterLeft)
|
||||
ContextActionService:BindActionAtPriority("moveRightAction", handleMoveRight, false,
|
||||
self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterRight)
|
||||
ContextActionService:BindActionAtPriority("jumpAction", handleJumpAction, false,
|
||||
self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterJump)
|
||||
end
|
||||
|
||||
function Keyboard:UnbindContextActions()
|
||||
ContextActionService:UnbindAction("moveForwardAction")
|
||||
ContextActionService:UnbindAction("moveBackwardAction")
|
||||
ContextActionService:UnbindAction("moveLeftAction")
|
||||
ContextActionService:UnbindAction("moveRightAction")
|
||||
ContextActionService:UnbindAction("jumpAction")
|
||||
end
|
||||
|
||||
function Keyboard:ConnectFocusEventListeners()
|
||||
local function onFocusReleased()
|
||||
self.moveVector = ZERO_VECTOR3
|
||||
self.forwardValue = 0
|
||||
self.backwardValue = 0
|
||||
self.leftValue = 0
|
||||
self.rightValue = 0
|
||||
self.jumpRequested = false
|
||||
self:UpdateJump()
|
||||
end
|
||||
|
||||
local function onTextFocusGained(textboxFocused)
|
||||
self.jumpRequested = false
|
||||
self:UpdateJump()
|
||||
end
|
||||
|
||||
self.textFocusReleasedConn = UserInputService.TextBoxFocusReleased:Connect(onFocusReleased)
|
||||
self.textFocusGainedConn = UserInputService.TextBoxFocused:Connect(onTextFocusGained)
|
||||
self.windowFocusReleasedConn = UserInputService.WindowFocused:Connect(onFocusReleased)
|
||||
end
|
||||
|
||||
function Keyboard:DisconnectFocusEventListeners()
|
||||
if self.textFocusReleasedCon then
|
||||
self.textFocusReleasedCon:Disconnect()
|
||||
self.textFocusReleasedCon = nil
|
||||
end
|
||||
if self.textFocusGainedConn then
|
||||
self.textFocusGainedConn:Disconnect()
|
||||
self.textFocusGainedConn = nil
|
||||
end
|
||||
if self.windowFocusReleasedConn then
|
||||
self.windowFocusReleasedConn:Disconnect()
|
||||
self.windowFocusReleasedConn = nil
|
||||
end
|
||||
end
|
||||
|
||||
return Keyboard
|
||||
+131
@@ -0,0 +1,131 @@
|
||||
|
||||
|
||||
local PathDisplay = {}
|
||||
PathDisplay.spacing = 8
|
||||
PathDisplay.image = "rbxasset://textures/Cursors/Gamepad/Pointer.png"
|
||||
PathDisplay.imageSize = Vector2.new(2, 2)
|
||||
|
||||
local currentPoints = {}
|
||||
local renderedPoints = {}
|
||||
|
||||
local pointModel = Instance.new("Model")
|
||||
pointModel.Name = "PathDisplayPoints"
|
||||
|
||||
local adorneePart = Instance.new("Part")
|
||||
adorneePart.Anchored = true
|
||||
adorneePart.CanCollide = false
|
||||
adorneePart.Transparency = 1
|
||||
adorneePart.Name = "PathDisplayAdornee"
|
||||
adorneePart.CFrame = CFrame.new(0, 0, 0)
|
||||
adorneePart.Parent = pointModel
|
||||
|
||||
local pointPool = {}
|
||||
local poolTop = 30
|
||||
for i = 1, poolTop do
|
||||
local point = Instance.new("ImageHandleAdornment")
|
||||
point.Archivable = false
|
||||
point.Adornee = adorneePart
|
||||
point.Image = PathDisplay.image
|
||||
point.Size = PathDisplay.imageSize
|
||||
pointPool[i] = point
|
||||
end
|
||||
|
||||
local function retrieveFromPool()
|
||||
local point = pointPool[1]
|
||||
if not point then
|
||||
return
|
||||
end
|
||||
|
||||
pointPool[1], pointPool[poolTop] = pointPool[poolTop], nil
|
||||
poolTop = poolTop - 1
|
||||
return point
|
||||
end
|
||||
|
||||
local function returnToPool(point)
|
||||
poolTop = poolTop + 1
|
||||
pointPool[poolTop] = point
|
||||
end
|
||||
|
||||
local function renderPoint(point, isLast)
|
||||
if poolTop == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
local rayDown = Ray.new(point + Vector3.new(0, 2, 0), Vector3.new(0, -8, 0))
|
||||
local hitPart, hitPoint, hitNormal = workspace:FindPartOnRayWithIgnoreList(rayDown, { game.Players.LocalPlayer.Character, workspace.CurrentCamera })
|
||||
if not hitPart then
|
||||
return
|
||||
end
|
||||
|
||||
local pointCFrame = CFrame.new(hitPoint, hitPoint + hitNormal)
|
||||
|
||||
local point = retrieveFromPool()
|
||||
point.CFrame = pointCFrame
|
||||
point.Parent = pointModel
|
||||
return point
|
||||
end
|
||||
|
||||
function PathDisplay.setCurrentPoints(points)
|
||||
if typeof(points) == 'table' then
|
||||
currentPoints = points
|
||||
else
|
||||
currentPoints = {}
|
||||
end
|
||||
end
|
||||
|
||||
function PathDisplay.clearRenderedPath()
|
||||
for _, oldPoint in ipairs(renderedPoints) do
|
||||
oldPoint.Parent = nil
|
||||
returnToPool(oldPoint)
|
||||
end
|
||||
renderedPoints = {}
|
||||
pointModel.Parent = nil
|
||||
end
|
||||
|
||||
function PathDisplay.renderPath()
|
||||
PathDisplay.clearRenderedPath()
|
||||
if not currentPoints or #currentPoints == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
local currentIdx = #currentPoints
|
||||
local lastPos = currentPoints[currentIdx]
|
||||
local distanceBudget = 0
|
||||
|
||||
renderedPoints[1] = renderPoint(lastPos, true)
|
||||
if not renderedPoints[1] then
|
||||
return
|
||||
end
|
||||
|
||||
while true do
|
||||
local currentPoint = currentPoints[currentIdx]
|
||||
local nextPoint = currentPoints[currentIdx - 1]
|
||||
|
||||
if currentIdx < 2 then
|
||||
break
|
||||
else
|
||||
|
||||
local toNextPoint = nextPoint - currentPoint
|
||||
local distToNextPoint = toNextPoint.magnitude
|
||||
|
||||
if distanceBudget > distToNextPoint then
|
||||
distanceBudget = distanceBudget - distToNextPoint
|
||||
currentIdx = currentIdx - 1
|
||||
else
|
||||
local dirToNextPoint = toNextPoint.unit
|
||||
local pointPos = currentPoint + (dirToNextPoint * distanceBudget)
|
||||
local point = renderPoint(pointPos, false)
|
||||
|
||||
if point then
|
||||
renderedPoints[#renderedPoints + 1] = point
|
||||
end
|
||||
|
||||
distanceBudget = distanceBudget + PathDisplay.spacing
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
pointModel.Parent = workspace.CurrentCamera
|
||||
end
|
||||
|
||||
return PathDisplay
|
||||
+203
@@ -0,0 +1,203 @@
|
||||
--[[
|
||||
// FileName: TouchJump
|
||||
// Version 1.0
|
||||
// Written by: jmargh
|
||||
// Description: Implements jump controls for touch devices. Use with Thumbstick and Thumbpad
|
||||
--]]
|
||||
|
||||
local Players = game:GetService("Players")
|
||||
local GuiService = game:GetService("GuiService")
|
||||
|
||||
--[[ Constants ]]--
|
||||
local TOUCH_CONTROL_SHEET = "rbxasset://textures/ui/Input/TouchControlsSheetV2.png"
|
||||
|
||||
--[[ The Module ]]--
|
||||
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
|
||||
local TouchJump = setmetatable({}, BaseCharacterController)
|
||||
TouchJump.__index = TouchJump
|
||||
|
||||
function TouchJump.new()
|
||||
local self = setmetatable(BaseCharacterController.new(), TouchJump)
|
||||
|
||||
self.parentUIFrame = nil
|
||||
self.jumpButton = nil
|
||||
self.characterAddedConn = nil
|
||||
self.humanoidStateEnabledChangedConn = nil
|
||||
self.humanoidJumpPowerConn = nil
|
||||
self.humanoidParentConn = nil
|
||||
self.externallyEnabled = false
|
||||
self.jumpPower = 0
|
||||
self.jumpStateEnabled = true
|
||||
self.isJumping = false
|
||||
self.humanoid = nil -- saved reference because property change connections are made using it
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function TouchJump:EnableButton(enable)
|
||||
if enable then
|
||||
if not self.jumpButton then
|
||||
self:Create()
|
||||
end
|
||||
local humanoid = Players.LocalPlayer.Character and Players.LocalPlayer.Character:FindFirstChildOfClass("Humanoid")
|
||||
if humanoid and self.externallyEnabled then
|
||||
if self.externallyEnabled then
|
||||
if humanoid.JumpPower > 0 then
|
||||
self.jumpButton.Visible = true
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
self.jumpButton.Visible = false
|
||||
self.isJumping = false
|
||||
self.jumpButton.ImageRectOffset = Vector2.new(1, 146)
|
||||
end
|
||||
end
|
||||
|
||||
function TouchJump:UpdateEnabled()
|
||||
if self.jumpPower > 0 and self.jumpStateEnabled then
|
||||
self:EnableButton(true)
|
||||
else
|
||||
self:EnableButton(false)
|
||||
end
|
||||
end
|
||||
|
||||
function TouchJump:HumanoidChanged(prop)
|
||||
local humanoid = Players.LocalPlayer.Character and Players.LocalPlayer.Character:FindFirstChildOfClass("Humanoid")
|
||||
if humanoid then
|
||||
if prop == "JumpPower" then
|
||||
self.jumpPower = humanoid.JumpPower
|
||||
self:UpdateEnabled()
|
||||
elseif prop == "Parent" then
|
||||
if not humanoid.Parent then
|
||||
self.humanoidChangeConn:Disconnect()
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function TouchJump:HumanoidStateEnabledChanged(state, isEnabled)
|
||||
if state == Enum.HumanoidStateType.Jumping then
|
||||
self.jumpStateEnabled = isEnabled
|
||||
self:UpdateEnabled()
|
||||
end
|
||||
end
|
||||
|
||||
function TouchJump:CharacterAdded(char)
|
||||
if self.humanoidChangeConn then
|
||||
self.humanoidChangeConn:Disconnect()
|
||||
self.humanoidChangeConn = nil
|
||||
end
|
||||
|
||||
self.humanoid = char:FindFirstChildOfClass("Humanoid")
|
||||
while not self.humanoid do
|
||||
char.ChildAdded:wait()
|
||||
self.humanoid = char:FindFirstChildOfClass("Humanoid")
|
||||
end
|
||||
|
||||
self.humanoidJumpPowerConn = self.humanoid:GetPropertyChangedSignal("JumpPower"):Connect(function()
|
||||
self.jumpPower = self.humanoid.JumpPower
|
||||
self:UpdateEnabled()
|
||||
end)
|
||||
|
||||
self.humanoidParentConn = self.humanoid:GetPropertyChangedSignal("Parent"):Connect(function()
|
||||
if not self.humanoid.Parent then
|
||||
self.humanoidJumpPowerConn:Disconnect()
|
||||
self.humanoidJumpPowerConn = nil
|
||||
self.humanoidParentConn:Disconnect()
|
||||
self.humanoidParentConn = nil
|
||||
end
|
||||
end)
|
||||
|
||||
self.humanoidStateEnabledChangedConn = self.humanoid.StateEnabledChanged:Connect(function(state, enabled)
|
||||
self:HumanoidStateEnabledChanged(state, enabled)
|
||||
end)
|
||||
|
||||
self.jumpPower = self.humanoid.JumpPower
|
||||
self.jumpStateEnabled = self.humanoid:GetStateEnabled(Enum.HumanoidStateType.Jumping)
|
||||
self:UpdateEnabled()
|
||||
end
|
||||
|
||||
function TouchJump:SetupCharacterAddedFunction()
|
||||
self.characterAddedConn = Players.LocalPlayer.CharacterAdded:Connect(function(char)
|
||||
self:CharacterAdded(char)
|
||||
end)
|
||||
if Players.LocalPlayer.Character then
|
||||
self:CharacterAdded(Players.LocalPlayer.Character)
|
||||
end
|
||||
end
|
||||
|
||||
function TouchJump:Enable(enable, parentFrame)
|
||||
if parentFrame then
|
||||
self.parentUIFrame = parentFrame
|
||||
end
|
||||
self.externallyEnabled = enable
|
||||
self:EnableButton(enable)
|
||||
end
|
||||
|
||||
function TouchJump:Create()
|
||||
if not self.parentUIFrame then
|
||||
return
|
||||
end
|
||||
|
||||
if self.jumpButton then
|
||||
self.jumpButton:Destroy()
|
||||
self.jumpButton = nil
|
||||
end
|
||||
|
||||
local minAxis = math.min(self.parentUIFrame.AbsoluteSize.x, self.parentUIFrame.AbsoluteSize.y)
|
||||
local isSmallScreen = minAxis <= 500
|
||||
local jumpButtonSize = isSmallScreen and 70 or 120
|
||||
|
||||
self.jumpButton = Instance.new("ImageButton")
|
||||
self.jumpButton.Name = "JumpButton"
|
||||
self.jumpButton.Visible = false
|
||||
self.jumpButton.BackgroundTransparency = 1
|
||||
self.jumpButton.Image = TOUCH_CONTROL_SHEET
|
||||
self.jumpButton.ImageRectOffset = Vector2.new(1, 146)
|
||||
self.jumpButton.ImageRectSize = Vector2.new(144, 144)
|
||||
self.jumpButton.Size = UDim2.new(0, jumpButtonSize, 0, jumpButtonSize)
|
||||
|
||||
self.jumpButton.Position = isSmallScreen and UDim2.new(1, -(jumpButtonSize*1.5-10), 1, -jumpButtonSize - 20) or
|
||||
UDim2.new(1, -(jumpButtonSize*1.5-10), 1, -jumpButtonSize * 1.75)
|
||||
|
||||
local touchObject = nil
|
||||
self.jumpButton.InputBegan:connect(function(inputObject)
|
||||
--A touch that starts elsewhere on the screen will be sent to a frame's InputBegan event
|
||||
--if it moves over the frame. So we check that this is actually a new touch (inputObject.UserInputState ~= Enum.UserInputState.Begin)
|
||||
if touchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch
|
||||
or inputObject.UserInputState ~= Enum.UserInputState.Begin then
|
||||
return
|
||||
end
|
||||
|
||||
touchObject = inputObject
|
||||
self.jumpButton.ImageRectOffset = Vector2.new(146, 146)
|
||||
self.isJumping = true
|
||||
end)
|
||||
|
||||
local OnInputEnded = function()
|
||||
touchObject = nil
|
||||
self.isJumping = false
|
||||
self.jumpButton.ImageRectOffset = Vector2.new(1, 146)
|
||||
end
|
||||
|
||||
self.jumpButton.InputEnded:connect(function(inputObject)
|
||||
if inputObject == touchObject then
|
||||
OnInputEnded()
|
||||
end
|
||||
end)
|
||||
|
||||
GuiService.MenuOpened:connect(function()
|
||||
if touchObject then
|
||||
OnInputEnded()
|
||||
end
|
||||
end)
|
||||
|
||||
if not self.characterAddedConn then
|
||||
self:SetupCharacterAddedFunction()
|
||||
end
|
||||
|
||||
self.jumpButton.Parent = self.parentUIFrame
|
||||
end
|
||||
|
||||
return TouchJump
|
||||
+188
@@ -0,0 +1,188 @@
|
||||
--[[
|
||||
|
||||
TouchThumbstick
|
||||
|
||||
--]]
|
||||
local Players = game:GetService("Players")
|
||||
local GuiService = game:GetService("GuiService")
|
||||
local UserInputService = game:GetService("UserInputService")
|
||||
--[[ Constants ]]--
|
||||
local ZERO_VECTOR3 = Vector3.new(0,0,0)
|
||||
local TOUCH_CONTROL_SHEET = "rbxasset://textures/ui/TouchControlsSheet.png"
|
||||
--[[ The Module ]]--
|
||||
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
|
||||
local TouchThumbstick = setmetatable({}, BaseCharacterController)
|
||||
TouchThumbstick.__index = TouchThumbstick
|
||||
function TouchThumbstick.new()
|
||||
local self = setmetatable(BaseCharacterController.new(), TouchThumbstick)
|
||||
|
||||
self.isFollowStick = false
|
||||
|
||||
self.thumbstickFrame = nil
|
||||
self.moveTouchObject = nil
|
||||
self.onTouchMovedConn = nil
|
||||
self.onTouchEndedConn = nil
|
||||
self.screenPos = nil
|
||||
self.stickImage = nil
|
||||
self.thumbstickSize = nil -- Float
|
||||
|
||||
return self
|
||||
end
|
||||
function TouchThumbstick:Enable(enable, uiParentFrame)
|
||||
if enable == nil then return false end -- If nil, return false (invalid argument)
|
||||
enable = enable and true or false -- Force anything non-nil to boolean before comparison
|
||||
if self.enabled == enable then return true end -- If no state change, return true indicating already in requested state
|
||||
|
||||
self.moveVector = ZERO_VECTOR3
|
||||
self.isJumping = false
|
||||
|
||||
if enable then
|
||||
-- Enable
|
||||
if not self.thumbstickFrame then
|
||||
self:Create(uiParentFrame)
|
||||
end
|
||||
self.thumbstickFrame.Visible = true
|
||||
else
|
||||
-- Disable
|
||||
self.thumbstickFrame.Visible = false
|
||||
self:OnInputEnded()
|
||||
end
|
||||
self.enabled = enable
|
||||
end
|
||||
function TouchThumbstick:OnInputEnded()
|
||||
self.thumbstickFrame.Position = self.screenPos
|
||||
self.stickImage.Position = UDim2.new(0, self.thumbstickFrame.Size.X.Offset/2 - self.thumbstickSize/4, 0, self.thumbstickFrame.Size.Y.Offset/2 - self.thumbstickSize/4)
|
||||
|
||||
self.moveVector = ZERO_VECTOR3
|
||||
self.isJumping = false
|
||||
self.thumbstickFrame.Position = self.screenPos
|
||||
self.moveTouchObject = nil
|
||||
end
|
||||
function TouchThumbstick:Create(parentFrame)
|
||||
|
||||
if self.thumbstickFrame then
|
||||
self.thumbstickFrame:Destroy()
|
||||
self.thumbstickFrame = nil
|
||||
if self.onTouchMovedConn then
|
||||
self.onTouchMovedConn:Disconnect()
|
||||
self.onTouchMovedConn = nil
|
||||
end
|
||||
if self.onTouchEndedConn then
|
||||
self.onTouchEndedConn:Disconnect()
|
||||
self.onTouchEndedConn = nil
|
||||
end
|
||||
end
|
||||
|
||||
local minAxis = math.min(parentFrame.AbsoluteSize.x, parentFrame.AbsoluteSize.y)
|
||||
local isSmallScreen = minAxis <= 500
|
||||
self.thumbstickSize = isSmallScreen and 70 or 120
|
||||
self.screenPos = isSmallScreen and UDim2.new(0, (self.thumbstickSize/2) - 10, 1, -self.thumbstickSize - 20) or
|
||||
UDim2.new(0, self.thumbstickSize/2, 1, -self.thumbstickSize * 1.75)
|
||||
|
||||
self.thumbstickFrame = Instance.new("Frame")
|
||||
self.thumbstickFrame.Name = "ThumbstickFrame"
|
||||
self.thumbstickFrame.Active = true
|
||||
self.thumbstickFrame.Visible = false
|
||||
self.thumbstickFrame.Size = UDim2.new(0, self.thumbstickSize, 0, self.thumbstickSize)
|
||||
self.thumbstickFrame.Position = self.screenPos
|
||||
self.thumbstickFrame.BackgroundTransparency = 1
|
||||
|
||||
local outerImage = Instance.new("ImageLabel")
|
||||
outerImage.Name = "OuterImage"
|
||||
outerImage.Image = TOUCH_CONTROL_SHEET
|
||||
outerImage.ImageRectOffset = Vector2.new()
|
||||
outerImage.ImageRectSize = Vector2.new(220, 220)
|
||||
outerImage.BackgroundTransparency = 1
|
||||
outerImage.Size = UDim2.new(0, self.thumbstickSize, 0, self.thumbstickSize)
|
||||
outerImage.Position = UDim2.new(0, 0, 0, 0)
|
||||
outerImage.Parent = self.thumbstickFrame
|
||||
|
||||
self.stickImage = Instance.new("ImageLabel")
|
||||
self.stickImage.Name = "StickImage"
|
||||
self.stickImage.Image = TOUCH_CONTROL_SHEET
|
||||
self.stickImage.ImageRectOffset = Vector2.new(220, 0)
|
||||
self.stickImage.ImageRectSize = Vector2.new(111, 111)
|
||||
self.stickImage.BackgroundTransparency = 1
|
||||
self.stickImage.Size = UDim2.new(0, self.thumbstickSize/2, 0, self.thumbstickSize/2)
|
||||
self.stickImage.Position = UDim2.new(0, self.thumbstickSize/2 - self.thumbstickSize/4, 0, self.thumbstickSize/2 - self.thumbstickSize/4)
|
||||
self.stickImage.ZIndex = 2
|
||||
self.stickImage.Parent = self.thumbstickFrame
|
||||
|
||||
local centerPosition = nil
|
||||
local deadZone = 0.05
|
||||
|
||||
local function DoMove(direction)
|
||||
|
||||
local currentMoveVector = direction / (self.thumbstickSize/2)
|
||||
|
||||
-- Scaled Radial Dead Zone
|
||||
local inputAxisMagnitude = currentMoveVector.magnitude
|
||||
if inputAxisMagnitude < deadZone then
|
||||
currentMoveVector = Vector3.new()
|
||||
else
|
||||
currentMoveVector = currentMoveVector.unit * ((inputAxisMagnitude - deadZone) / (1 - deadZone))
|
||||
-- NOTE: Making currentMoveVector a unit vector will cause the player to instantly go max speed
|
||||
-- must check for zero length vector is using unit
|
||||
currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y)
|
||||
end
|
||||
|
||||
self.moveVector = currentMoveVector
|
||||
end
|
||||
|
||||
local function MoveStick(pos)
|
||||
local relativePosition = Vector2.new(pos.x - centerPosition.x, pos.y - centerPosition.y)
|
||||
local length = relativePosition.magnitude
|
||||
local maxLength = self.thumbstickFrame.AbsoluteSize.x/2
|
||||
if self.isFollowStick and length > maxLength then
|
||||
local offset = relativePosition.unit * maxLength
|
||||
self.thumbstickFrame.Position = UDim2.new(
|
||||
0, pos.x - self.thumbstickFrame.AbsoluteSize.x/2 - offset.x,
|
||||
0, pos.y - self.thumbstickFrame.AbsoluteSize.y/2 - offset.y)
|
||||
else
|
||||
length = math.min(length, maxLength)
|
||||
relativePosition = relativePosition.unit * length
|
||||
end
|
||||
self.stickImage.Position = UDim2.new(0, relativePosition.x + self.stickImage.AbsoluteSize.x/2, 0, relativePosition.y + self.stickImage.AbsoluteSize.y/2)
|
||||
end
|
||||
|
||||
-- input connections
|
||||
self.thumbstickFrame.InputBegan:Connect(function(inputObject)
|
||||
--A touch that starts elsewhere on the screen will be sent to a frame's InputBegan event
|
||||
--if it moves over the frame. So we check that this is actually a new touch (inputObject.UserInputState ~= Enum.UserInputState.Begin)
|
||||
if self.moveTouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch
|
||||
or inputObject.UserInputState ~= Enum.UserInputState.Begin then
|
||||
return
|
||||
end
|
||||
|
||||
self.moveTouchObject = inputObject
|
||||
self.thumbstickFrame.Position = UDim2.new(0, inputObject.Position.x - self.thumbstickFrame.Size.X.Offset/2, 0, inputObject.Position.y - self.thumbstickFrame.Size.Y.Offset/2)
|
||||
centerPosition = Vector2.new(self.thumbstickFrame.AbsolutePosition.x + self.thumbstickFrame.AbsoluteSize.x/2,
|
||||
self.thumbstickFrame.AbsolutePosition.y + self.thumbstickFrame.AbsoluteSize.y/2)
|
||||
local direction = Vector2.new(inputObject.Position.x - centerPosition.x, inputObject.Position.y - centerPosition.y)
|
||||
end)
|
||||
|
||||
self.onTouchMovedConn = UserInputService.TouchMoved:Connect(function(inputObject, isProcessed)
|
||||
if inputObject == self.moveTouchObject then
|
||||
centerPosition = Vector2.new(self.thumbstickFrame.AbsolutePosition.x + self.thumbstickFrame.AbsoluteSize.x/2,
|
||||
self.thumbstickFrame.AbsolutePosition.y + self.thumbstickFrame.AbsoluteSize.y/2)
|
||||
local direction = Vector2.new(inputObject.Position.x - centerPosition.x, inputObject.Position.y - centerPosition.y)
|
||||
DoMove(direction)
|
||||
MoveStick(inputObject.Position)
|
||||
end
|
||||
end)
|
||||
|
||||
self.onTouchEndedConn = UserInputService.TouchEnded:Connect(function(inputObject, isProcessed)
|
||||
if inputObject == self.moveTouchObject then
|
||||
self:OnInputEnded()
|
||||
end
|
||||
end)
|
||||
|
||||
GuiService.MenuOpened:Connect(function()
|
||||
if self.moveTouchObject then
|
||||
self:OnInputEnded()
|
||||
end
|
||||
end)
|
||||
|
||||
self.thumbstickFrame.Parent = parentFrame
|
||||
end
|
||||
return TouchThumbstick
|
||||
+456
@@ -0,0 +1,456 @@
|
||||
|
||||
--[[
|
||||
VRNavigation
|
||||
--]]
|
||||
|
||||
local VRService = game:GetService("VRService")
|
||||
local UserInputService = game:GetService("UserInputService")
|
||||
local RunService = game:GetService("RunService")
|
||||
local Players = game:GetService("Players")
|
||||
local PathfindingService = game:GetService("PathfindingService")
|
||||
local ContextActionService = game:GetService("ContextActionService")
|
||||
local StarterGui = game:GetService("StarterGui")
|
||||
|
||||
--local MasterControl = require(script.Parent)
|
||||
local PathDisplay = nil
|
||||
local LocalPlayer = Players.LocalPlayer
|
||||
|
||||
--[[ Constants ]]--
|
||||
local RECALCULATE_PATH_THRESHOLD = 4
|
||||
local NO_PATH_THRESHOLD = 12
|
||||
local MAX_PATHING_DISTANCE = 200
|
||||
local POINT_REACHED_THRESHOLD = 1
|
||||
local OFFTRACK_TIME_THRESHOLD = 2
|
||||
local THUMBSTICK_DEADZONE = 0.22
|
||||
|
||||
local ZERO_VECTOR3 = Vector3.new(0,0,0)
|
||||
local XZ_VECTOR3 = Vector3.new(1,0,1)
|
||||
|
||||
--[[ Utility Functions ]]--
|
||||
local function IsFinite(num)
|
||||
return num == num and num ~= 1/0 and num ~= -1/0
|
||||
end
|
||||
|
||||
local function IsFiniteVector3(vec3)
|
||||
return IsFinite(vec3.x) and IsFinite(vec3.y) and IsFinite(vec3.z)
|
||||
end
|
||||
|
||||
local movementUpdateEvent = Instance.new("BindableEvent")
|
||||
movementUpdateEvent.Name = "MovementUpdate"
|
||||
movementUpdateEvent.Parent = script
|
||||
|
||||
coroutine.wrap(function()
|
||||
local PathDisplayModule = script.Parent:WaitForChild("PathDisplay")
|
||||
if PathDisplayModule then
|
||||
PathDisplay = require(PathDisplayModule)
|
||||
end
|
||||
end)()
|
||||
|
||||
|
||||
--[[ The Class ]]--
|
||||
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
|
||||
local VRNavigation = setmetatable({}, BaseCharacterController)
|
||||
VRNavigation.__index = VRNavigation
|
||||
|
||||
function VRNavigation.new(CONTROL_ACTION_PRIORITY)
|
||||
local self = setmetatable(BaseCharacterController.new(), VRNavigation)
|
||||
|
||||
self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY
|
||||
|
||||
self.navigationRequestedConn = nil
|
||||
self.heartbeatConn = nil
|
||||
|
||||
self.currentDestination = nil
|
||||
self.currentPath = nil
|
||||
self.currentPoints = nil
|
||||
self.currentPointIdx = 0
|
||||
|
||||
self.expectedTimeToNextPoint = 0
|
||||
self.timeReachedLastPoint = tick()
|
||||
self.moving = false
|
||||
|
||||
self.isJumpBound = false
|
||||
self.moveLatch = false
|
||||
|
||||
self.userCFrameEnabledConn = nil
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function VRNavigation:SetLaserPointerMode(mode)
|
||||
pcall(function()
|
||||
StarterGui:SetCore("VRLaserPointerMode", mode)
|
||||
end)
|
||||
end
|
||||
|
||||
function VRNavigation:GetLocalHumanoid()
|
||||
local character = LocalPlayer.Character
|
||||
if not character then
|
||||
return
|
||||
end
|
||||
|
||||
for _, child in pairs(character:GetChildren()) do
|
||||
if child:IsA("Humanoid") then
|
||||
return child
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
function VRNavigation:HasBothHandControllers()
|
||||
return VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) and VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand)
|
||||
end
|
||||
|
||||
function VRNavigation:HasAnyHandControllers()
|
||||
return VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) or VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand)
|
||||
end
|
||||
|
||||
function VRNavigation:IsMobileVR()
|
||||
return UserInputService.TouchEnabled
|
||||
end
|
||||
|
||||
function VRNavigation:HasGamepad()
|
||||
return UserInputService.GamepadEnabled
|
||||
end
|
||||
|
||||
function VRNavigation:ShouldUseNavigationLaser()
|
||||
--Places where we use the navigation laser:
|
||||
-- mobile VR with any number of hands tracked
|
||||
-- desktop VR with only one hand tracked
|
||||
-- desktop VR with no hands and no gamepad (i.e. with Oculus remote?)
|
||||
--using an Xbox controller with a desktop VR headset means no laser since the user has a thumbstick.
|
||||
--in the future, we should query thumbstick presence with a features API
|
||||
if self:IsMobileVR() then
|
||||
return true
|
||||
else
|
||||
if self:HasBothHandControllers() then
|
||||
return false
|
||||
end
|
||||
if not self:HasAnyHandControllers() then
|
||||
return not self:HasGamepad()
|
||||
end
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
function VRNavigation:StartFollowingPath(newPath)
|
||||
currentPath = newPath
|
||||
currentPoints = currentPath:GetPointCoordinates()
|
||||
currentPointIdx = 1
|
||||
moving = true
|
||||
|
||||
timeReachedLastPoint = tick()
|
||||
|
||||
local humanoid = self:GetLocalHumanoid()
|
||||
if humanoid and humanoid.Torso and #currentPoints >= 1 then
|
||||
local dist = (currentPoints[1] - humanoid.Torso.Position).magnitude
|
||||
expectedTimeToNextPoint = dist / humanoid.WalkSpeed
|
||||
end
|
||||
|
||||
movementUpdateEvent:Fire("targetPoint", self.currentDestination)
|
||||
end
|
||||
|
||||
function VRNavigation:GoToPoint(point)
|
||||
currentPath = true
|
||||
currentPoints = { point }
|
||||
currentPointIdx = 1
|
||||
moving = true
|
||||
|
||||
local humanoid = self:GetLocalHumanoid()
|
||||
local distance = (humanoid.Torso.Position - point).magnitude
|
||||
local estimatedTimeRemaining = distance / humanoid.WalkSpeed
|
||||
|
||||
timeReachedLastPoint = tick()
|
||||
expectedTimeToNextPoint = estimatedTimeRemaining
|
||||
|
||||
movementUpdateEvent:Fire("targetPoint", point)
|
||||
end
|
||||
|
||||
function VRNavigation:StopFollowingPath()
|
||||
currentPath = nil
|
||||
currentPoints = nil
|
||||
currentPointIdx = 0
|
||||
moving = false
|
||||
self.moveVector = ZERO_VECTOR3
|
||||
end
|
||||
|
||||
function VRNavigation:TryComputePath(startPos, destination)
|
||||
local numAttempts = 0
|
||||
local newPath = nil
|
||||
|
||||
while not newPath and numAttempts < 5 do
|
||||
newPath = PathfindingService:ComputeSmoothPathAsync(startPos, destination, MAX_PATHING_DISTANCE)
|
||||
numAttempts = numAttempts + 1
|
||||
|
||||
if newPath.Status == Enum.PathStatus.ClosestNoPath or newPath.Status == Enum.PathStatus.ClosestOutOfRange then
|
||||
newPath = nil
|
||||
break
|
||||
end
|
||||
|
||||
if newPath and newPath.Status == Enum.PathStatus.FailStartNotEmpty then
|
||||
startPos = startPos + (destination - startPos).unit
|
||||
newPath = nil
|
||||
end
|
||||
|
||||
if newPath and newPath.Status == Enum.PathStatus.FailFinishNotEmpty then
|
||||
destination = destination + Vector3.new(0, 1, 0)
|
||||
newPath = nil
|
||||
end
|
||||
end
|
||||
|
||||
return newPath
|
||||
end
|
||||
|
||||
function VRNavigation:OnNavigationRequest(destinationCFrame, inputUserCFrame )
|
||||
local destinationPosition = destinationCFrame.p
|
||||
local lastDestination = self.currentDestination
|
||||
|
||||
if not IsFiniteVector3(destinationPosition) then
|
||||
return
|
||||
end
|
||||
|
||||
self.currentDestination = destinationPosition
|
||||
|
||||
local humanoid = self:GetLocalHumanoid()
|
||||
if not humanoid or not humanoid.Torso then
|
||||
return
|
||||
end
|
||||
|
||||
local currentPosition = humanoid.Torso.Position
|
||||
local distanceToDestination = (self.currentDestination - currentPosition).magnitude
|
||||
|
||||
if distanceToDestination < NO_PATH_THRESHOLD then
|
||||
self:GoToPoint(self.currentDestination)
|
||||
return
|
||||
end
|
||||
|
||||
if not lastDestination or (self.currentDestination - lastDestination).magnitude > RECALCULATE_PATH_THRESHOLD then
|
||||
local newPath = self:TryComputePath(currentPosition, self.currentDestination)
|
||||
if newPath then
|
||||
self:StartFollowingPath(newPath)
|
||||
if PathDisplay then
|
||||
PathDisplay.setCurrentPoints(self.currentPoints)
|
||||
PathDisplay.renderPath()
|
||||
end
|
||||
else
|
||||
self:StopFollowingPath()
|
||||
if PathDisplay then
|
||||
PathDisplay.clearRenderedPath()
|
||||
end
|
||||
end
|
||||
else
|
||||
if moving then
|
||||
self.currentPoints[#currentPoints] = self.currentDestination
|
||||
else
|
||||
self:GoToPoint(self.currentDestination)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function VRNavigation:OnJumpAction(actionName, inputState, inputObj)
|
||||
if inputState == Enum.UserInputState.Begin then
|
||||
self.isJumping = true
|
||||
end
|
||||
return Enum.ContextActionResult.Sink
|
||||
end
|
||||
function VRNavigation:BindJumpAction(active)
|
||||
if active then
|
||||
if not self.isJumpBound then
|
||||
self.isJumpBound = true
|
||||
ContextActionService:BindActionAtPriority("VRJumpAction", (function() return self:OnJumpAction() end), false,
|
||||
self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA)
|
||||
end
|
||||
else
|
||||
if self.isJumpBound then
|
||||
self.isJumpBound = false
|
||||
ContextActionService:UnbindAction("VRJumpAction")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function VRNavigation:ControlCharacterGamepad(actionName, inputState, inputObject)
|
||||
if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end
|
||||
|
||||
if inputState == Enum.UserInputState.Cancel then
|
||||
self.moveVector = ZERO_VECTOR3
|
||||
return
|
||||
end
|
||||
|
||||
if inputState ~= Enum.UserInputState.End then
|
||||
self:StopFollowingPath()
|
||||
if PathDisplay then
|
||||
PathDisplay.clearRenderedPath()
|
||||
end
|
||||
|
||||
if self:ShouldUseNavigationLaser() then
|
||||
self:BindJumpAction(true)
|
||||
self:SetLaserPointerMode("Hidden")
|
||||
end
|
||||
|
||||
if inputObject.Position.magnitude > THUMBSTICK_DEADZONE then
|
||||
self.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)
|
||||
if self.moveVector.magnitude > 0 then
|
||||
self.moveVector = self.moveVector.unit * math.min(1, inputObject.Position.magnitude)
|
||||
end
|
||||
|
||||
self.moveLatch = true
|
||||
end
|
||||
else
|
||||
self.moveVector = ZERO_VECTOR3
|
||||
|
||||
if self:ShouldUseNavigationLaser() then
|
||||
self:BindJumpAction(false)
|
||||
self:SetLaserPointerMode("Navigation")
|
||||
end
|
||||
|
||||
if self.moveLatch then
|
||||
self.moveLatch = false
|
||||
movementUpdateEvent:Fire("offtrack")
|
||||
end
|
||||
end
|
||||
return Enum.ContextActionResult.Sink
|
||||
end
|
||||
|
||||
function VRNavigation:OnHeartbeat(dt)
|
||||
local newMoveVector = self.moveVector
|
||||
local humanoid = self:GetLocalHumanoid()
|
||||
if not humanoid or not humanoid.Torso then
|
||||
return
|
||||
end
|
||||
|
||||
if self.moving and self.currentPoints then
|
||||
local currentPosition = humanoid.Torso.Position
|
||||
local goalPosition = currentPoints[1]
|
||||
local vectorToGoal = (goalPosition - currentPosition) * XZ_VECTOR3
|
||||
local moveDist = vectorToGoal.magnitude
|
||||
local moveDir = vectorToGoal / moveDist
|
||||
|
||||
if moveDist < POINT_REACHED_THRESHOLD then
|
||||
local estimatedTimeRemaining = 0
|
||||
local prevPoint = currentPoints[1]
|
||||
for i, point in pairs(currentPoints) do
|
||||
if i ~= 1 then
|
||||
local dist = (point - prevPoint).magnitude
|
||||
prevPoint = point
|
||||
estimatedTimeRemaining = estimatedTimeRemaining + (dist / humanoid.WalkSpeed)
|
||||
end
|
||||
end
|
||||
|
||||
table.remove(currentPoints, 1)
|
||||
currentPointIdx = currentPointIdx + 1
|
||||
|
||||
if #currentPoints == 0 then
|
||||
self:StopFollowingPath()
|
||||
if PathDisplay then
|
||||
PathDisplay.clearRenderedPath()
|
||||
end
|
||||
return
|
||||
else
|
||||
if PathDisplay then
|
||||
PathDisplay.setCurrentPoints(currentPoints)
|
||||
PathDisplay.renderPath()
|
||||
end
|
||||
|
||||
local newGoal = currentPoints[1]
|
||||
local distanceToGoal = (newGoal - currentPosition).magnitude
|
||||
expectedTimeToNextPoint = distanceToGoal / humanoid.WalkSpeed
|
||||
timeReachedLastPoint = tick()
|
||||
end
|
||||
else
|
||||
local ignoreTable = {
|
||||
game.Players.LocalPlayer.Character,
|
||||
workspace.CurrentCamera
|
||||
}
|
||||
local obstructRay = Ray.new(currentPosition - Vector3.new(0, 1, 0), moveDir * 3)
|
||||
local obstructPart, obstructPoint, obstructNormal = workspace:FindPartOnRayWithIgnoreList(obstructRay, ignoreTable)
|
||||
|
||||
if obstructPart then
|
||||
local heightOffset = Vector3.new(0, 100, 0)
|
||||
local jumpCheckRay = Ray.new(obstructPoint + moveDir * 0.5 + heightOffset, -heightOffset)
|
||||
local jumpCheckPart, jumpCheckPoint, jumpCheckNormal = workspace:FindPartOnRayWithIgnoreList(jumpCheckRay, ignoreTable)
|
||||
|
||||
local heightDifference = jumpCheckPoint.Y - currentPosition.Y
|
||||
if heightDifference < 6 and heightDifference > -2 then
|
||||
humanoid.Jump = true
|
||||
end
|
||||
end
|
||||
|
||||
local timeSinceLastPoint = tick() - timeReachedLastPoint
|
||||
if timeSinceLastPoint > expectedTimeToNextPoint + OFFTRACK_TIME_THRESHOLD then
|
||||
self:StopFollowingPath()
|
||||
if PathDisplay then
|
||||
PathDisplay.clearRenderedPath()
|
||||
end
|
||||
|
||||
movementUpdateEvent:Fire("offtrack")
|
||||
end
|
||||
|
||||
newMoveVector = self.moveVector:Lerp(moveDir, dt * 10)
|
||||
end
|
||||
end
|
||||
|
||||
if IsFiniteVector3(newMoveVector) then
|
||||
self.moveVector = newMoveVector
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function VRNavigation:OnUserCFrameEnabled()
|
||||
if self:ShouldUseNavigationLaser() then
|
||||
self:BindJumpAction(false)
|
||||
self:SetLaserPointerMode("Navigation")
|
||||
else
|
||||
self:BindJumpAction(true)
|
||||
self:SetLaserPointerMode("Hidden")
|
||||
end
|
||||
end
|
||||
|
||||
function VRNavigation:Enable(enable)
|
||||
|
||||
self.moveVector = ZERO_VECTOR3
|
||||
self.isJumping = false
|
||||
|
||||
if enable then
|
||||
self.navigationRequestedConn = VRService.NavigationRequested:Connect(function(destinationCFrame, inputUserCFrame) self:OnNavigationRequest(destinationCFrame, inputUserCFrame) end)
|
||||
self.heartbeatConn = RunService.Heartbeat:Connect(function(dt) self:OnHeartbeat(dt) end)
|
||||
|
||||
ContextActionService:BindAction("MoveThumbstick", (function(actionName, inputState, inputObject) return self:ControlCharacterGamepad(actionName, inputState, inputObject) end),
|
||||
false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1)
|
||||
ContextActionService:BindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)
|
||||
|
||||
self.userCFrameEnabledConn = VRService.UserCFrameEnabled:Connect(function() self:OnUserCFrameEnabled() end)
|
||||
self:OnUserCFrameEnabled()
|
||||
|
||||
VRService:SetTouchpadMode(Enum.VRTouchpad.Left, Enum.VRTouchpadMode.VirtualThumbstick)
|
||||
VRService:SetTouchpadMode(Enum.VRTouchpad.Right, Enum.VRTouchpadMode.ABXY)
|
||||
|
||||
self.enabled = true
|
||||
else
|
||||
-- Disable
|
||||
self:StopFollowingPath()
|
||||
|
||||
ContextActionService:UnbindAction("MoveThumbstick")
|
||||
ContextActionService:UnbindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)
|
||||
|
||||
self:BindJumpAction(false)
|
||||
self:SetLaserPointerMode("Disabled")
|
||||
|
||||
if self.navigationRequestedConn then
|
||||
self.navigationRequestedConn:Disconnect()
|
||||
self.navigationRequestedConn = nil
|
||||
end
|
||||
if self.heartbeatConn then
|
||||
self.heartbeatConn:Disconnect()
|
||||
self.heartbeatConn = nil
|
||||
end
|
||||
if self.userCFrameEnabledConn then
|
||||
self.userCFrameEnabledConn:Disconnect()
|
||||
self.userCFrameEnabledConn = nil
|
||||
end
|
||||
self.enabled = false
|
||||
end
|
||||
end
|
||||
|
||||
return VRNavigation
|
||||
+188
@@ -0,0 +1,188 @@
|
||||
--[[
|
||||
// FileName: VehicleControl
|
||||
// Version 1.0
|
||||
// Written by: jmargh
|
||||
// Description: Implements in-game vehicle controls for all input devices
|
||||
|
||||
// NOTE: This works for basic vehicles (single vehicle seat). If you use custom VehicleSeat code,
|
||||
// multiple VehicleSeats or your own implementation of a VehicleSeat this will not work.
|
||||
--]]
|
||||
local ContextActionService = game:GetService("ContextActionService")
|
||||
|
||||
--[[ Constants ]]--
|
||||
-- Set this to true if you want to instead use the triggers for the throttle
|
||||
local useTriggersForThrottle = true
|
||||
-- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected
|
||||
local onlyTriggersForThrottle = false
|
||||
local ZERO_VECTOR3 = Vector3.new(0,0,0)
|
||||
|
||||
local AUTO_PILOT_DEFAULT_MAX_STEERING_ANGLE = 35
|
||||
|
||||
|
||||
-- Note that VehicleController does not derive from BaseCharacterController, it is a special case
|
||||
local VehicleController = {}
|
||||
VehicleController.__index = VehicleController
|
||||
|
||||
function VehicleController.new(CONTROL_ACTION_PRIORITY)
|
||||
local self = setmetatable({}, VehicleController)
|
||||
|
||||
self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY
|
||||
|
||||
self.enabled = false
|
||||
self.vehicleSeat = nil
|
||||
self.throttle = 0
|
||||
self.steer = 0
|
||||
|
||||
self.acceleration = 0
|
||||
self.decceleration = 0
|
||||
self.turningRight = 0
|
||||
self.turningLeft = 0
|
||||
|
||||
self.vehicleMoveVector = ZERO_VECTOR3
|
||||
|
||||
self.autoPilot = {}
|
||||
self.autoPilot.MaxSpeed = 0
|
||||
self.autoPilot.MaxSteeringAngle = 0
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function VehicleController:BindContextActions()
|
||||
if useTriggersForThrottle then
|
||||
ContextActionService:BindActionAtPriority("throttleAccel", (function(actionName, inputState, inputObject)
|
||||
self:OnThrottleAccel(actionName, inputState, inputObject)
|
||||
return Enum.ContextActionResult.Pass
|
||||
end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonR2)
|
||||
ContextActionService:BindActionAtPriority("throttleDeccel", (function(actionName, inputState, inputObject)
|
||||
self:OnThrottleDeccel(actionName, inputState, inputObject)
|
||||
return Enum.ContextActionResult.Pass
|
||||
end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonL2)
|
||||
end
|
||||
ContextActionService:BindActionAtPriority("arrowSteerRight", (function(actionName, inputState, inputObject)
|
||||
self:OnSteerRight(actionName, inputState, inputObject)
|
||||
return Enum.ContextActionResult.Pass
|
||||
end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Right)
|
||||
ContextActionService:BindActionAtPriority("arrowSteerLeft", (function(actionName, inputState, inputObject)
|
||||
self:OnSteerLeft(actionName, inputState, inputObject)
|
||||
return Enum.ContextActionResult.Pass
|
||||
end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Left)
|
||||
end
|
||||
|
||||
function VehicleController:Enable(enable, vehicleSeat)
|
||||
if enable == self.enabled and vehicleSeat == self.vehicleSeat then
|
||||
return
|
||||
end
|
||||
|
||||
self.enabled = enable
|
||||
self.vehicleMoveVector = ZERO_VECTOR3
|
||||
|
||||
if enable then
|
||||
if vehicleSeat then
|
||||
self.vehicleSeat = vehicleSeat
|
||||
|
||||
self:SetupAutoPilot()
|
||||
self:BindContextActions()
|
||||
end
|
||||
else
|
||||
if useTriggersForThrottle then
|
||||
ContextActionService:UnbindAction("throttleAccel")
|
||||
ContextActionService:UnbindAction("throttleDeccel")
|
||||
end
|
||||
ContextActionService:UnbindAction("arrowSteerRight")
|
||||
ContextActionService:UnbindAction("arrowSteerLeft")
|
||||
self.vehicleSeat = nil
|
||||
end
|
||||
end
|
||||
|
||||
function VehicleController:OnThrottleAccel(actionName, inputState, inputObject)
|
||||
if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then
|
||||
self.acceleration = 0
|
||||
else
|
||||
self.acceleration = -1
|
||||
end
|
||||
self.throttle = self.acceleration + self.decceleration
|
||||
end
|
||||
|
||||
function VehicleController:OnThrottleDeccel(actionName, inputState, inputObject)
|
||||
if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then
|
||||
self.decceleration = 0
|
||||
else
|
||||
self.decceleration = 1
|
||||
end
|
||||
self.throttle = self.acceleration + self.decceleration
|
||||
end
|
||||
|
||||
function VehicleController:OnSteerRight(actionName, inputState, inputObject)
|
||||
if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then
|
||||
self.turningRight = 0
|
||||
else
|
||||
self.turningRight = 1
|
||||
end
|
||||
self.steer = self.turningRight + self.turningLeft
|
||||
end
|
||||
|
||||
function VehicleController:OnSteerLeft(actionName, inputState, inputObject)
|
||||
if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then
|
||||
self.turningLeft = 0
|
||||
else
|
||||
self.turningLeft = -1
|
||||
end
|
||||
self.steer = self.turningRight + self.turningLeft
|
||||
end
|
||||
|
||||
-- Call this from a function bound to Renderstep with Input Priority
|
||||
function VehicleController:Update(moveVector, cameraRelative, usingGamepad)
|
||||
if self.vehicleSeat then
|
||||
if cameraRelative then
|
||||
-- This is the default steering mode
|
||||
moveVector = moveVector + Vector3.new(self.steer, 0, self.throttle)
|
||||
if usingGamepad and onlyTriggersForThrottle and useTriggersForThrottle then
|
||||
self.vehicleSeat.ThrottleFloat = -self.throttle
|
||||
else
|
||||
self.vehicleSeat.ThrottleFloat = -moveVector.Z
|
||||
end
|
||||
self.vehicleSeat.SteerFloat = moveVector.X
|
||||
|
||||
return moveVector, true
|
||||
else
|
||||
-- This is the path following mode
|
||||
local localMoveVector = self.vehicleSeat.Occupant.RootPart.CFrame:VectorToObjectSpace(moveVector)
|
||||
|
||||
self.vehicleSeat.ThrottleFloat = self:ComputeThrottle(localMoveVector)
|
||||
self.vehicleSeat.SteerFloat = self:ComputeSteer(localMoveVector)
|
||||
|
||||
return ZERO_VECTOR3, true
|
||||
end
|
||||
end
|
||||
return moveVector, false
|
||||
end
|
||||
|
||||
function VehicleController:ComputeThrottle(localMoveVector)
|
||||
if localMoveVector ~= ZERO_VECTOR3 then
|
||||
local throttle = -localMoveVector.Z
|
||||
return throttle
|
||||
else
|
||||
return 0.0
|
||||
end
|
||||
end
|
||||
|
||||
function VehicleController:ComputeSteer(localMoveVector)
|
||||
if localMoveVector ~= ZERO_VECTOR3 then
|
||||
local steerAngle = -math.atan2(-localMoveVector.x, -localMoveVector.z) * (180 / math.pi)
|
||||
return steerAngle / self.autoPilot.MaxSteeringAngle
|
||||
else
|
||||
return 0.0
|
||||
end
|
||||
end
|
||||
|
||||
function VehicleController:SetupAutoPilot()
|
||||
-- Setup default
|
||||
self.autoPilot.MaxSpeed = self.vehicleSeat.MaxSpeed
|
||||
self.autoPilot.MaxSteeringAngle = AUTO_PILOT_DEFAULT_MAX_STEERING_ANGLE
|
||||
|
||||
-- VehicleSeat should have a MaxSteeringAngle as well.
|
||||
-- Or we could look for a child "AutoPilotConfigModule" to find these values
|
||||
-- Or allow developer to set them through the API as like the CLickToMove customization API
|
||||
end
|
||||
|
||||
return VehicleController
|
||||
+7
@@ -0,0 +1,7 @@
|
||||
--[[
|
||||
PlayerScriptsLoader - This script requires and instantiates the PlayerModule singleton
|
||||
|
||||
2018 PlayerScripts Update - AllYourBlox
|
||||
--]]
|
||||
|
||||
require(script.Parent:WaitForChild("PlayerModule"))
|
||||
Reference in New Issue
Block a user