@directivegames/genesys.js 3.1.24
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +123 -0
- package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
- package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
- package/assets/character/SKM_SB_MediumHuman.glb +0 -0
- package/assets/character/config/AnimationStateMachineComponent.md +107 -0
- package/assets/character/config/mannequin-anim.json +53 -0
- package/assets/character/mannequin.glb +0 -0
- package/assets/character/mannequinG.glb +0 -0
- package/assets/default.genesys-scene +194 -0
- package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
- package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
- package/assets/models/SM_Capsule.glb +0 -0
- package/assets/models/SM_ChamferCube.glb +0 -0
- package/assets/models/SM_Cone.glb +0 -0
- package/assets/models/SM_Cube.glb +0 -0
- package/assets/models/SM_Cylinder.glb +0 -0
- package/assets/models/SM_Plane.glb +0 -0
- package/assets/models/SM_Pyramid.glb +0 -0
- package/assets/models/SM_Sphere.glb +0 -0
- package/assets/models/SM_Torus.glb +0 -0
- package/assets/models/SM_Wedge.glb +0 -0
- package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
- package/assets/models/demo/Characters/Knightdude.glb +0 -0
- package/assets/models/demo/Characters/Spacedude.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
- package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
- package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
- package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
- package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
- package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimC.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimD.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimE.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimF.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimG.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimH.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimI.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimJ.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Brick01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_BrickBlock01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_BrickBlock02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Vineswall01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_WallDecoA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_01B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_01_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02C_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02D_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_03B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_03_128x96.glb +0 -0
- package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
- package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
- package/assets/prefabs/actors/test.prefab.json +87 -0
- package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
- package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
- package/assets/shaders/M_Chrome.material.json +18 -0
- package/assets/shaders/M_Emissive_Blue.material.json +26 -0
- package/assets/shaders/M_Glass_Frosted.material.json +24 -0
- package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
- package/assets/shaders/M_Glossy_Grey.material.json +20 -0
- package/assets/shaders/M_Matte_White.material.json +20 -0
- package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
- package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
- package/assets/shaders/M_Metal_Brushed.material.json +61 -0
- package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
- package/assets/shaders/M_Stone_Mossy.material.json +153 -0
- package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
- package/assets/shaders/M_Toon_Anime.material.json +49 -0
- package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
- package/assets/shaders/M_Toon_Cel.material.json +49 -0
- package/assets/shaders/M_Transmission.material.json +42 -0
- package/assets/shaders/M_Velvet_Blue.material.json +33 -0
- package/assets/shaders/M_Velvet_Purple.material.json +30 -0
- package/assets/shaders/M_Velvet_Red.material.json +33 -0
- package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
- package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
- package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
- package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
- package/assets/sounds/birds.mp3 +0 -0
- package/assets/sounds/explosion.mp3 +0 -0
- package/assets/sounds/game-gun-short.mp3 +0 -0
- package/assets/sounds/laser.mp3 +0 -0
- package/assets/sounds/pickup.mp3 +0 -0
- package/assets/sounds/tuba.mp3 +0 -0
- package/assets/textures/Checkerboard.png +0 -0
- package/assets/textures/Grid_10x10.png +0 -0
- package/assets/textures/T_AnisotropyMap_Radial.png +0 -0
- package/assets/textures/T_Anisotropy_Roughness.png +0 -0
- package/assets/textures/T_Gradient.png +0 -0
- package/assets/textures/T_Grid_01.png +0 -0
- package/assets/textures/T_Grid_01.texture.json +7 -0
- package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
- package/assets/textures/T_Normal.png +0 -0
- package/assets/textures/T_Stone_Mossy_AmbientOcclusion.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_BaseColor.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Normal.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Roughness.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_AmbientOcclusion.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_BaseColor.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_Normal.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_Roughness.jpg +0 -0
- package/assets/textures/T_Toon_Anime_4Step.png +0 -0
- package/assets/textures/T_Toon_Anime_5Step.png +0 -0
- package/assets/textures/T_Toon_Cel_2Step.png +0 -0
- package/assets/textures/T_Wax_Thickness.png +0 -0
- package/assets/textures/matcaps/T_Matcap_Rainbow.png.png +0 -0
- package/assets/textures/matcaps/beige.png +0 -0
- package/assets/textures/matcaps/black.png +0 -0
- package/assets/textures/matcaps/blue.png +0 -0
- package/assets/textures/matcaps/brown.png +0 -0
- package/assets/textures/matcaps/emeraldGreen.png +0 -0
- package/assets/textures/matcaps/gold.png +0 -0
- package/assets/textures/matcaps/gray.png +0 -0
- package/assets/textures/matcaps/green.png +0 -0
- package/assets/textures/matcaps/metal.png +0 -0
- package/assets/textures/matcaps/orange.png +0 -0
- package/assets/textures/matcaps/purple.png +0 -0
- package/assets/textures/matcaps/red.png +0 -0
- package/assets/textures/matcaps/white.png +0 -0
- package/assets/textures/matcaps/yellow.png +0 -0
- package/assets/textures/skybox/citrus_orchard_road_puresky_2k.hdr +0 -0
- package/assets/textures/skybox/venice_sunset_4k.hdr +0 -0
- package/assets/ui/styles/ammo-counter.css +58 -0
- package/assets/ui/styles/compass.css +54 -0
- package/assets/ui/styles/controls-help.css +21 -0
- package/assets/ui/styles/crosshair.css +51 -0
- package/assets/ui/styles/inventory-bar.css +112 -0
- package/assets/ui/styles/inventory-grid.css +257 -0
- package/assets/ui/styles/main-menu.css +59 -0
- package/assets/ui/styles/minimap.css +12 -0
- package/assets/ui/styles/number-display.css +18 -0
- package/assets/ui/styles/progress-bar.css +199 -0
- package/assets/ui/styles/reload-indicator.css +76 -0
- package/assets/ui/templates/ammo-counter.html +7 -0
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- package/src/npc/behavior-tree/behaviors/actions/utility/LookAtTargetAction.ts +136 -0
- package/src/npc/behavior-tree/behaviors/actions/utility/WaitAction.ts +70 -0
- package/src/npc/behavior-tree/behaviors/actions/utility/index.ts +4 -0
- package/src/npc/behavior-tree/behaviors/conditions/BlackboardValueCondition.ts +144 -0
- package/src/npc/behavior-tree/behaviors/conditions/CanSeeTargetCondition.ts +171 -0
- package/src/npc/behavior-tree/behaviors/conditions/HasLastKnownPositionCondition.ts +63 -0
- package/src/npc/behavior-tree/behaviors/conditions/HpAbovePercentCondition.ts +83 -0
- package/src/npc/behavior-tree/behaviors/conditions/IsPlayerNearCondition.ts +49 -0
- package/src/npc/behavior-tree/behaviors/conditions/TargetBelowHpPercentCondition.ts +61 -0
- package/src/npc/behavior-tree/behaviors/conditions/TargetInConeCondition.ts +106 -0
- package/src/npc/behavior-tree/behaviors/conditions/TimeLimitCondition.ts +65 -0
- package/src/npc/behavior-tree/behaviors/conditions/index.ts +19 -0
- package/src/npc/behavior-tree/behaviors/index.ts +9 -0
- package/src/npc/behavior-tree/blackboard/Blackboard.ts +127 -0
- package/src/npc/behavior-tree/blackboard/BlackboardKey.ts +59 -0
- package/src/npc/behavior-tree/blackboard/index.ts +2 -0
- package/src/npc/behavior-tree/index.ts +27 -0
- package/src/npc/behavior-tree/loader/BehaviorTreeLoader.ts +296 -0
- package/src/npc/behavior-tree/nodes/CompositeNode.ts +100 -0
- package/src/npc/behavior-tree/nodes/LeafNode.ts +11 -0
- package/src/npc/behavior-tree/nodes/composite/SelectorNode.ts +56 -0
- package/src/npc/behavior-tree/nodes/composite/SequenceNode.ts +56 -0
- package/src/physics/BasePhysicsEngine.ts +1486 -0
- package/src/physics/IPhysicsVehicle.ts +162 -0
- package/src/physics/PhysicsEngine.ts +517 -0
- package/src/physics/PhysicsTypes.ts +116 -0
- package/src/physics/implementations/RapierDebugRender.ts +55 -0
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- package/src/physics/implementations/RapierVehicle.ts +267 -0
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- package/src/render/postprocessing/index.ts +2 -0
- package/src/runtime/GameRuntime.ts +153 -0
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- package/src/runtime/materials/MatcapShaderMaterial.ts +242 -0
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- package/src/storage/projectContext.ts +176 -0
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- package/src/systems/Stats.ts +178 -0
- package/src/systems/TimerSystem.ts +353 -0
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- package/src/templates/MyActor.ts +29 -0
- package/src/templates/MySceneComponent.ts +29 -0
- package/src/templates/README.md +1 -0
- package/src/types/rapier-es.d.ts +16 -0
- package/src/types/stats.js.d.ts +22 -0
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- package/src/vfx/types.ts +287 -0
- package/src/vfx/wawa-vfx-reference.md +399 -0
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- package/src/world-commands/index.ts +19 -0
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- package/src/xr/VRControllerHandler.ts +87 -0
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- package/src/xr/VRDeviceHandler.ts +77 -0
- package/src/xr/VRHandHandler.ts +166 -0
- package/src/xr/VRInputDevice.ts +374 -0
- package/src/xr/VRPawn.ts +815 -0
- package/src/xr/actor-components/CanvasUIComponent.ts +425 -0
- package/src/xr/actor-components/VRBaseComponent.ts +26 -0
- package/src/xr/actor-components/VRGrabbableComponent.ts +73 -0
- package/src/xr/actor-components/VRInteractableComponent.ts +43 -0
- package/src/xr/index.ts +17 -0
- package/src/xr/pawn-components/VRGrabComponent.ts +435 -0
- package/src/xr/pawn-components/VRInteractComponent.ts +77 -0
- package/src/xr/pawn-components/VRSnapTurnComponent.ts +103 -0
- package/src/xr/pawn-components/VRTeleportComponent.ts +284 -0
- package/src/xr/ui/CanvasColorPicker.ts +172 -0
- package/src/xr/ui/CanvasKeyboard.ts +283 -0
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import * as ENGINE from 'genesys.js';
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/**
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* Demo game to test door and switch functionality
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*/
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export declare class DoorDemo extends ENGINE.BaseGameLoop {
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private doors;
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private switches;
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private triggerZones;
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private separateDoor;
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private uiContainer;
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protected preStart(): Promise<void>;
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private createTestCollisionShape;
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private createTestDoors;
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private createTestSwitches;
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/**
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* Creates a jump pad trigger zone
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*/
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private createTestTriggerZones;
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private createSeparateDoor;
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private spawnFallingCube;
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private setupDirectTesting;
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private createUIHints;
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/**
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* 🏷️ Creates additional doors to demonstrate tag-based control
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* Shows how multiple doors can be controlled with a single switch using tags
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*/
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private createTaggedDoors;
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destroy(): void;
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protected postStart(): void;
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}
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import * as ENGINE from 'genesys.js';
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import * as THREE from 'three';
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/**
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* Demo game to test door and switch functionality
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*/
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export class DoorDemo extends ENGINE.BaseGameLoop {
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constructor() {
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super(...arguments);
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Object.defineProperty(this, "doors", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: []
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});
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Object.defineProperty(this, "switches", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: []
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});
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Object.defineProperty(this, "triggerZones", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: []
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});
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Object.defineProperty(this, "separateDoor", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: null
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});
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Object.defineProperty(this, "uiContainer", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: null
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});
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}
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async preStart() {
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// Create basic scene
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ENGINE.GameBuilder.createDefaultLighting(this.world);
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ENGINE.GameBuilder.createDefaultGround(this.world);
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// Create various types of doors for testing
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this.createTestDoors();
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// Create various types of switches for testing
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this.createTestSwitches();
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// 🏷️ Create additional doors to demonstrate multi-door control with tags
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this.createTaggedDoors();
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// Create trigger zones to test trigger zone system
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this.createTestTriggerZones();
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// Create test collision shape for debugging
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this.createTestCollisionShape();
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// Create player
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const { pawn, controller } = ENGINE.GameBuilder.createDefaultPawnWithPhysics(this.world, ENGINE.CharacterMovementType.ThirdPerson);
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pawn.rootComponent.position.set(0, 1, 10);
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}
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createTestCollisionShape() {
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console.log('[DoorDemo] Creating test collision shape for debugging...');
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// Create a test actor with CollisionShapeComponent as root component
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const testCollisionActor = new ENGINE.Actor({
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position: new THREE.Vector3(0, 0, 0), // At world origin (player starts at 0,1,10)
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rootComponent: new ENGINE.CollisionShapeComponent({
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shapeType: ENGINE.CollisionShapeType.Cube,
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scale: new THREE.Vector3(10, 10, 10), // 10x10x10 cube for testing
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physicsOptions: {
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enabled: true,
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generateCollisionEvents: true, // Required for overlap events
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collisionProfile: ENGINE.DefaultCollisionProfile.Trigger,
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motionType: ENGINE.PhysicsMotionType.Static,
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}
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})
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});
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// Add to world
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this.world.addActors(testCollisionActor);
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console.log('[DoorDemo] Test collision shape actor added at world origin (0, 0, 0)');
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}
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createTestDoors() {
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console.log('[DoorDemo] Creating test doors...');
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// Door 1: Hinged door - Manual interaction (proximity + key press)
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const hingedDoor = new ENGINE.Actor({
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position: new THREE.Vector3(0, 0, 0),
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rootComponent: new ENGINE.GLTFMeshComponent({
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modelUrl: '@engine/assets/dev/models/Props/Furniture/SM_Door_Closed.glb'
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})
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});
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const hingedDoorComponent = new ENGINE.DoorComponent({
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doorType: ENGINE.DoorType.Hinged,
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interactionType: ENGINE.DoorInteractionType.KeyPress,
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animationDuration: 1.5,
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maxOpenAngle: 90,
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slideDistance: 2.0, // Not used for hinged doors but required by interface
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startLocked: false,
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proximityRange: 2.5,
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interactionKey: 'e'
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});
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hingedDoor.rootComponent.add(hingedDoorComponent);
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// Door 2: Sliding door - Automatic proximity interaction
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const slidingDoor = new ENGINE.Actor({
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position: new THREE.Vector3(5, 0, 0), // Position to the right of the hinged door
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rootComponent: new ENGINE.GLTFMeshComponent({
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modelUrl: '@engine/assets/dev/models/Props/Furniture/SM_Door_Closed.glb'
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})
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});
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const slidingDoorComponent = new ENGINE.DoorComponent({
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doorType: ENGINE.DoorType.Sliding,
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interactionType: ENGINE.DoorInteractionType.Proximity,
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animationDuration: 2.0, // Slightly slower for smooth sliding
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maxOpenAngle: 90, // Not used for sliding doors but required by interface
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slideDistance: 2.5, // Distance to slide sideways
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startLocked: false,
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proximityRange: 3.0, // Larger range for automatic doors
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interactionKey: 'e' // Not used for proximity doors but required by interface
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});
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slidingDoor.rootComponent.add(slidingDoorComponent);
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// Door 3: Sliding door with collision-based detection - Demonstrates standalone DoorComponent usage
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// This shows vanilla setup with CollisionShapeComponent for proximity detection
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// Using SceneComponent as root with both mesh and collision as siblings
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const vanillaSlidingDoorActor = new ENGINE.Actor({
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position: new THREE.Vector3(-8, 0, 0), // Position to the left of other doors
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rootComponent: new ENGINE.SceneComponent({
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// Root scene component - acts as a pure transform container (SceneComponents don't have physics)
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})
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});
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// Create the visual mesh component
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const doorMesh = new ENGINE.GLTFMeshComponent({
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modelUrl: '@engine/assets/dev/models/Props/Furniture/SM_Door_Closed.glb',
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physicsOptions: {
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enabled: true,
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motionType: ENGINE.PhysicsMotionType.KinematicPositionBased, // Can be moved by code for animation
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generateCollisionEvents: false, // Don't need collision events from the door itself
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collisionMeshType: ENGINE.CollisionMeshType.ConvexHull,
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}
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});
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// Create a CollisionShapeComponent for proximity detection (as sibling, not child)
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const collisionShape = new ENGINE.CollisionShapeComponent({
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shapeType: ENGINE.CollisionShapeType.Cube,
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scale: new THREE.Vector3(10, 10, 10), // Larger area for easy testing
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physicsOptions: {
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enabled: true,
|
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141
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generateCollisionEvents: true, // Required for overlap events
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collisionProfile: ENGINE.DefaultCollisionProfile.Trigger,
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motionType: ENGINE.PhysicsMotionType.Static,
|
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}
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145
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});
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// Add both components as siblings to the root
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147
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vanillaSlidingDoorActor.rootComponent.add(doorMesh);
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148
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vanillaSlidingDoorActor.rootComponent.add(collisionShape);
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149
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// Create DoorComponent - it will automatically detect and use the CollisionShapeComponent
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const vanillaSlidingDoorComponent = new ENGINE.DoorComponent({
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151
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doorType: ENGINE.DoorType.Sliding,
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+
interactionType: ENGINE.DoorInteractionType.Proximity,
|
|
153
|
+
animationDuration: 2.0, // Smooth sliding animation
|
|
154
|
+
maxOpenAngle: 90, // Not used for sliding doors, but required by interface
|
|
155
|
+
slideDistance: 2.5, // Distance to slide sideways
|
|
156
|
+
proximityRange: 2.5, // Not used for collision-based, but kept for fallback
|
|
157
|
+
interactionKey: 'e', // Not used for proximity doors, but required by interface
|
|
158
|
+
startLocked: false,
|
|
159
|
+
});
|
|
160
|
+
// Add the DoorComponent to the actor
|
|
161
|
+
vanillaSlidingDoorActor.rootComponent.add(vanillaSlidingDoorComponent);
|
|
162
|
+
// Door 4: Sliding door - Same as door 2 but rotated 90 degrees
|
|
163
|
+
const rotatedSlidingDoor = new ENGINE.Actor({
|
|
164
|
+
position: new THREE.Vector3(0, 0, -5), // Position behind the other doors
|
|
165
|
+
rotation: new THREE.Euler(0, Math.PI / 2, 0), // 90 degrees rotation around Y-axis
|
|
166
|
+
rootComponent: new ENGINE.GLTFMeshComponent({
|
|
167
|
+
modelUrl: '@engine/assets/dev/models/Props/Furniture/SM_Door_Closed.glb'
|
|
168
|
+
})
|
|
169
|
+
});
|
|
170
|
+
const rotatedSlidingDoorComponent = new ENGINE.DoorComponent({
|
|
171
|
+
doorType: ENGINE.DoorType.Sliding,
|
|
172
|
+
interactionType: ENGINE.DoorInteractionType.Proximity,
|
|
173
|
+
animationDuration: 2.0, // Same as door 2
|
|
174
|
+
maxOpenAngle: 90, // Not used for sliding doors but required by interface
|
|
175
|
+
slideDistance: 2.5, // Same distance to slide sideways
|
|
176
|
+
startLocked: false,
|
|
177
|
+
proximityRange: 3.0, // Same range as door 2
|
|
178
|
+
interactionKey: 'e' // Not used for proximity doors but required by interface
|
|
179
|
+
});
|
|
180
|
+
rotatedSlidingDoor.rootComponent.add(rotatedSlidingDoorComponent);
|
|
181
|
+
// Door 5: Hinged door - Rotated 90 degrees to test hinge orientation issue
|
|
182
|
+
const rotatedHingedDoor = new ENGINE.Actor({
|
|
183
|
+
position: new THREE.Vector3(-10, 0, 0), // Position to the far left
|
|
184
|
+
rotation: new THREE.Euler(0, Math.PI / 2, 0), // 90 degrees rotation around Y-axis
|
|
185
|
+
rootComponent: new ENGINE.GLTFMeshComponent({
|
|
186
|
+
modelUrl: '@engine/assets/dev/models/Props/Furniture/SM_Door_Closed.glb'
|
|
187
|
+
})
|
|
188
|
+
});
|
|
189
|
+
const rotatedHingedDoorComponent = new ENGINE.DoorComponent({
|
|
190
|
+
doorType: ENGINE.DoorType.Hinged,
|
|
191
|
+
interactionType: ENGINE.DoorInteractionType.KeyPress,
|
|
192
|
+
animationDuration: 1.5,
|
|
193
|
+
maxOpenAngle: 90,
|
|
194
|
+
slideDistance: 2.0, // Not used for hinged doors but required by interface
|
|
195
|
+
startLocked: false,
|
|
196
|
+
proximityRange: 2.5,
|
|
197
|
+
interactionKey: 'e'
|
|
198
|
+
});
|
|
199
|
+
rotatedHingedDoor.rootComponent.add(rotatedHingedDoorComponent);
|
|
200
|
+
this.doors = [hingedDoor, slidingDoor, rotatedSlidingDoor, rotatedHingedDoor];
|
|
201
|
+
this.world.addActors(...this.doors);
|
|
202
|
+
this.world.addActors(vanillaSlidingDoorActor);
|
|
203
|
+
console.log('[DoorDemo] Door actors added to world (5 doors total: hinged, sliding, vanilla sliding, rotated sliding, and rotated hinged)');
|
|
204
|
+
// Add direct input handler for testing
|
|
205
|
+
this.setupDirectTesting(hingedDoor);
|
|
206
|
+
// Set up UI hints
|
|
207
|
+
this.createUIHints();
|
|
208
|
+
}
|
|
209
|
+
createTestSwitches() {
|
|
210
|
+
console.log('[DoorDemo] Creating test switches...');
|
|
211
|
+
// Switch 1: Toggle switch that spawns falling cubes
|
|
212
|
+
const cubeSpawnerSwitch = new ENGINE.Actor({
|
|
213
|
+
position: new THREE.Vector3(15, 1.2, 0), // Much further to the right, well away from doors
|
|
214
|
+
rootComponent: new ENGINE.MeshComponent({
|
|
215
|
+
geometry: new THREE.CylinderGeometry(0.5, 0.5, 0.2, 16),
|
|
216
|
+
material: new THREE.MeshStandardMaterial({ color: 0xff0000 }) // Red when off
|
|
217
|
+
})
|
|
218
|
+
});
|
|
219
|
+
const cubeSpawnerSwitchComponent = new ENGINE.SwitchComponent({
|
|
220
|
+
switchType: ENGINE.SwitchType.Toggle,
|
|
221
|
+
initialState: ENGINE.SwitchState.Off,
|
|
222
|
+
proximityRange: 2.0,
|
|
223
|
+
interactionKey: 'e'
|
|
224
|
+
});
|
|
225
|
+
cubeSpawnerSwitch.rootComponent.add(cubeSpawnerSwitchComponent);
|
|
226
|
+
// Set up event handlers
|
|
227
|
+
cubeSpawnerSwitchComponent.onActivated.add(() => {
|
|
228
|
+
console.log('[DoorDemo] Cube spawner switch activated - spawning falling cube!');
|
|
229
|
+
// Update visual feedback
|
|
230
|
+
const mesh = cubeSpawnerSwitch.rootComponent;
|
|
231
|
+
mesh.getMesh().material.color.set(0x00ff00); // Green when on
|
|
232
|
+
this.spawnFallingCube();
|
|
233
|
+
});
|
|
234
|
+
cubeSpawnerSwitchComponent.onDeactivated.add(() => {
|
|
235
|
+
console.log('[DoorDemo] Cube spawner switch deactivated');
|
|
236
|
+
// Update visual feedback
|
|
237
|
+
const mesh = cubeSpawnerSwitch.rootComponent;
|
|
238
|
+
mesh.getMesh().material.color.set(0xff0000); // Red when off
|
|
239
|
+
});
|
|
240
|
+
// Switch 2: Toggle switch that opens a separate door
|
|
241
|
+
const doorControlSwitch = new ENGINE.Actor({
|
|
242
|
+
position: new THREE.Vector3(-18, 1.2, 0), // Much further to the left, well away from doors
|
|
243
|
+
rootComponent: new ENGINE.MeshComponent({
|
|
244
|
+
geometry: new THREE.CylinderGeometry(0.5, 0.5, 0.2, 16),
|
|
245
|
+
material: new THREE.MeshStandardMaterial({ color: 0x0000ff }) // Blue when inactive
|
|
246
|
+
})
|
|
247
|
+
});
|
|
248
|
+
const doorControlSwitchComponent = new ENGINE.SwitchComponent({
|
|
249
|
+
switchType: ENGINE.SwitchType.Toggle,
|
|
250
|
+
initialState: ENGINE.SwitchState.Off,
|
|
251
|
+
proximityRange: 2.0,
|
|
252
|
+
interactionKey: 'e'
|
|
253
|
+
});
|
|
254
|
+
doorControlSwitch.rootComponent.add(doorControlSwitchComponent);
|
|
255
|
+
// Set up event handlers using the new tag system 🏷️
|
|
256
|
+
doorControlSwitchComponent.onActivated.add(() => {
|
|
257
|
+
console.log('[DoorDemo] Door control switch activated - opening door using tag system!');
|
|
258
|
+
// Update visual feedback
|
|
259
|
+
const mesh = doorControlSwitch.rootComponent;
|
|
260
|
+
mesh.getMesh().material.color.set(0xffff00); // Yellow when active
|
|
261
|
+
// 🏷️ NEW: Use tag system to find the door instead of direct reference
|
|
262
|
+
const doorActor = this.world.getFirstActorByTag('controllable-door');
|
|
263
|
+
if (doorActor) {
|
|
264
|
+
console.log('[DoorDemo] 🏷️ Door found by tag "controllable-door", calling open()...');
|
|
265
|
+
const doorComponent = doorActor.getComponent(ENGINE.DoorComponent);
|
|
266
|
+
doorComponent?.open();
|
|
267
|
+
console.log('[DoorDemo] Door opened successfully using tag system!');
|
|
268
|
+
}
|
|
269
|
+
else {
|
|
270
|
+
console.log('[DoorDemo] ERROR: No door found with tag "controllable-door"!');
|
|
271
|
+
}
|
|
272
|
+
});
|
|
273
|
+
doorControlSwitchComponent.onDeactivated.add(() => {
|
|
274
|
+
console.log('[DoorDemo] Door control switch deactivated - closing door using tag system!');
|
|
275
|
+
// Update visual feedback
|
|
276
|
+
const mesh = doorControlSwitch.rootComponent;
|
|
277
|
+
mesh.getMesh().material.color.set(0x0000ff); // Blue when inactive
|
|
278
|
+
// 🏷️ NEW: Use tag system to find the door instead of direct reference
|
|
279
|
+
const doorActor = this.world.getFirstActorByTag('controllable-door');
|
|
280
|
+
if (doorActor) {
|
|
281
|
+
console.log('[DoorDemo] 🏷️ Door found by tag "controllable-door", calling close()...');
|
|
282
|
+
const doorComponent = doorActor.getComponent(ENGINE.DoorComponent);
|
|
283
|
+
doorComponent?.close();
|
|
284
|
+
console.log('[DoorDemo] Door closed successfully using tag system!');
|
|
285
|
+
}
|
|
286
|
+
});
|
|
287
|
+
// Switch 3: Proximity switch that activates when player is near
|
|
288
|
+
const proximitySwitch = new ENGINE.Actor({
|
|
289
|
+
position: new THREE.Vector3(0, 1.2, 15), // Center but much further back, well away from doors
|
|
290
|
+
rootComponent: new ENGINE.MeshComponent({
|
|
291
|
+
geometry: new THREE.BoxGeometry(0.8, 0.4, 0.8), // Slightly larger box for visibility
|
|
292
|
+
material: new THREE.MeshStandardMaterial({ color: 0xff6600 }) // Orange when off
|
|
293
|
+
})
|
|
294
|
+
});
|
|
295
|
+
const proximitySwitchComponent = new ENGINE.SwitchComponent({
|
|
296
|
+
switchType: ENGINE.SwitchType.Proximity,
|
|
297
|
+
initialState: ENGINE.SwitchState.Off,
|
|
298
|
+
proximityRange: 3.0, // Larger range for automatic activation
|
|
299
|
+
interactionKey: 'e'
|
|
300
|
+
});
|
|
301
|
+
proximitySwitch.rootComponent.add(proximitySwitchComponent);
|
|
302
|
+
// Set up event handlers
|
|
303
|
+
proximitySwitchComponent.onActivated.add(() => {
|
|
304
|
+
console.log('[DoorDemo] Proximity switch activated - player entered range!');
|
|
305
|
+
console.log('[DoorDemo] 🎯 Welcome to the proximity zone! 🎯');
|
|
306
|
+
// Update visual feedback
|
|
307
|
+
const mesh = proximitySwitch.rootComponent;
|
|
308
|
+
mesh.getMesh().material.color.set(0x00ff00); // Green when on
|
|
309
|
+
});
|
|
310
|
+
proximitySwitchComponent.onDeactivated.add(() => {
|
|
311
|
+
console.log('[DoorDemo] Proximity switch deactivated - player left range!');
|
|
312
|
+
console.log('[DoorDemo] 👋 Goodbye! Come back anytime! 👋');
|
|
313
|
+
// Update visual feedback
|
|
314
|
+
const mesh = proximitySwitch.rootComponent;
|
|
315
|
+
mesh.getMesh().material.color.set(0xff6600); // Orange when off
|
|
316
|
+
});
|
|
317
|
+
this.switches = [cubeSpawnerSwitch, doorControlSwitch, proximitySwitch];
|
|
318
|
+
this.world.addActors(...this.switches);
|
|
319
|
+
// Create a separate door for the door control switch
|
|
320
|
+
this.createSeparateDoor();
|
|
321
|
+
console.log('[DoorDemo] Switch actors added to world (3 switches total: cube spawner, door control, and proximity)');
|
|
322
|
+
}
|
|
323
|
+
/**
|
|
324
|
+
* Creates a jump pad trigger zone
|
|
325
|
+
*/
|
|
326
|
+
createTestTriggerZones() {
|
|
327
|
+
console.log('[DoorDemo] Creating jump pad trigger zone...');
|
|
328
|
+
// Jump Pad: Launches player upward when stepped on
|
|
329
|
+
const jumpPad = new ENGINE.Actor({
|
|
330
|
+
position: new THREE.Vector3(0, 0.5, 5) // Center area
|
|
331
|
+
});
|
|
332
|
+
const triggerComponent = new ENGINE.TriggerZoneComponent({
|
|
333
|
+
size: new THREE.Vector3(2, 1, 2),
|
|
334
|
+
filter: ENGINE.TriggerFilter.PlayerOnly,
|
|
335
|
+
enableDebugVisualization: true
|
|
336
|
+
});
|
|
337
|
+
triggerComponent.onActorEntered.add((actor, triggerZone) => {
|
|
338
|
+
console.log(`[DoorDemo] 🚀 JUMP PAD: Player ${actor.name} activated jump pad!`);
|
|
339
|
+
// Use a much stronger jump for jump pad effect
|
|
340
|
+
if (actor instanceof ENGINE.Pawn) {
|
|
341
|
+
const jumpPadStrength = 4.0; // 4x normal jump strength
|
|
342
|
+
actor.jump(jumpPadStrength);
|
|
343
|
+
console.log('[DoorDemo] 🎯 Player launched!');
|
|
344
|
+
}
|
|
345
|
+
else {
|
|
346
|
+
console.log('[DoorDemo] ❌ Actor is not a controllable pawn');
|
|
347
|
+
}
|
|
348
|
+
});
|
|
349
|
+
jumpPad.rootComponent.add(triggerComponent);
|
|
350
|
+
this.triggerZones = [jumpPad];
|
|
351
|
+
this.world.addActors(...this.triggerZones);
|
|
352
|
+
console.log('[DoorDemo] Jump pad trigger zone added to world');
|
|
353
|
+
}
|
|
354
|
+
createSeparateDoor() {
|
|
355
|
+
console.log('[DoorDemo] Creating separate door for switch control...');
|
|
356
|
+
// Create a separate door that will be controlled by the door control switch
|
|
357
|
+
// Using the new tag system for easier discovery
|
|
358
|
+
this.separateDoor = new ENGINE.Actor({
|
|
359
|
+
position: new THREE.Vector3(-18, 0, -8), // Near the door control switch but well offset
|
|
360
|
+
actorTags: ['controllable-door', 'entrance', 'switch-operated'], // 🏷️ NEW: Multiple tags for flexible discovery
|
|
361
|
+
rootComponent: new ENGINE.GLTFMeshComponent({
|
|
362
|
+
modelUrl: '@engine/assets/dev/models/Props/Furniture/SM_Door_Closed.glb'
|
|
363
|
+
})
|
|
364
|
+
});
|
|
365
|
+
const separateDoorComponent = new ENGINE.DoorComponent({
|
|
366
|
+
doorType: ENGINE.DoorType.Hinged,
|
|
367
|
+
interactionType: ENGINE.DoorInteractionType.KeyPress, // Can still be manually controlled
|
|
368
|
+
animationDuration: 1.5,
|
|
369
|
+
maxOpenAngle: 90,
|
|
370
|
+
slideDistance: 2.0, // Not used for hinged doors but required by interface
|
|
371
|
+
startLocked: false,
|
|
372
|
+
proximityRange: 2.5,
|
|
373
|
+
interactionKey: 'e'
|
|
374
|
+
});
|
|
375
|
+
this.separateDoor.rootComponent.add(separateDoorComponent);
|
|
376
|
+
console.log('[DoorDemo] Separate door actor created, adding to world...');
|
|
377
|
+
this.world.addActors(this.separateDoor);
|
|
378
|
+
console.log('[DoorDemo] Separate door added to world at position:', this.separateDoor.rootComponent.position.toArray());
|
|
379
|
+
console.log('[DoorDemo] 🏷️ Door tagged with multiple tags:', this.separateDoor.getActorTags());
|
|
380
|
+
}
|
|
381
|
+
spawnFallingCube() {
|
|
382
|
+
console.log('[DoorDemo] spawnFallingCube() called - creating physics cube...');
|
|
383
|
+
const spawnPosition = new THREE.Vector3(15 + (Math.random() - 0.5) * 2, // Near the cube spawner switch with some randomness
|
|
384
|
+
10, // High up so it falls down
|
|
385
|
+
(Math.random() - 0.5) * 4 // Random Z position
|
|
386
|
+
);
|
|
387
|
+
console.log('[DoorDemo] Cube spawn position:', spawnPosition);
|
|
388
|
+
// Create a physics-enabled cube that falls from above
|
|
389
|
+
const cubeActor = new ENGINE.Actor({
|
|
390
|
+
position: spawnPosition,
|
|
391
|
+
rootComponent: new ENGINE.MeshComponent({
|
|
392
|
+
geometry: new THREE.BoxGeometry(1, 1, 1),
|
|
393
|
+
material: new THREE.MeshStandardMaterial({
|
|
394
|
+
color: Math.random() * 0xffffff // Random color
|
|
395
|
+
}),
|
|
396
|
+
physicsOptions: {
|
|
397
|
+
enabled: true,
|
|
398
|
+
motionType: ENGINE.PhysicsMotionType.Dynamic, // Affected by gravity
|
|
399
|
+
generateCollisionEvents: true,
|
|
400
|
+
density: 1.0
|
|
401
|
+
}
|
|
402
|
+
})
|
|
403
|
+
});
|
|
404
|
+
console.log('[DoorDemo] Created cube actor, adding to world...');
|
|
405
|
+
this.world.addActors(cubeActor);
|
|
406
|
+
console.log('[DoorDemo] Cube actor added to world successfully! Position:', cubeActor.rootComponent.position.toArray());
|
|
407
|
+
// Remove the cube after 10 seconds to avoid clutter
|
|
408
|
+
setTimeout(() => {
|
|
409
|
+
console.log('[DoorDemo] Cleaning up cube after 10 seconds...');
|
|
410
|
+
if (cubeActor.getWorld()) {
|
|
411
|
+
cubeActor.destroy();
|
|
412
|
+
console.log('[DoorDemo] Cube destroyed');
|
|
413
|
+
}
|
|
414
|
+
}, 10000);
|
|
415
|
+
}
|
|
416
|
+
setupDirectTesting(door) {
|
|
417
|
+
console.log('[DoorDemo] Setting up testing for door interaction');
|
|
418
|
+
// Add a simple input handler for testing only (T key for direct toggle)
|
|
419
|
+
const inputHandler = new ENGINE.BaseInputHandler();
|
|
420
|
+
inputHandler.handleKeyDown = (e) => {
|
|
421
|
+
// console.log('[DoorDemo] Key pressed:', e.key);
|
|
422
|
+
if (e.key.toLowerCase() === 't') {
|
|
423
|
+
console.log('[DoorDemo] Testing door toggle directly (bypassing proximity)');
|
|
424
|
+
const doorComponent = door.getComponent(ENGINE.DoorComponent);
|
|
425
|
+
doorComponent?.toggle();
|
|
426
|
+
return true;
|
|
427
|
+
}
|
|
428
|
+
// Don't handle 'E' key here - let the door component handle it based on proximity
|
|
429
|
+
return false;
|
|
430
|
+
};
|
|
431
|
+
this.world.inputManager.addInputHandler(inputHandler);
|
|
432
|
+
console.log('[DoorDemo] Testing input handler added (T key only)');
|
|
433
|
+
}
|
|
434
|
+
createUIHints() {
|
|
435
|
+
// Create a simple UI overlay with instructions
|
|
436
|
+
const container = document.createElement('div');
|
|
437
|
+
container.style.position = 'absolute';
|
|
438
|
+
container.style.top = '20px';
|
|
439
|
+
container.style.left = '20px';
|
|
440
|
+
container.style.backgroundColor = 'rgba(0, 0, 0, 0.7)';
|
|
441
|
+
container.style.color = 'white';
|
|
442
|
+
container.style.padding = '15px';
|
|
443
|
+
container.style.borderRadius = '5px';
|
|
444
|
+
container.style.fontFamily = 'Arial, sans-serif';
|
|
445
|
+
container.style.fontSize = '14px';
|
|
446
|
+
container.style.zIndex = '1000';
|
|
447
|
+
container.innerHTML = `
|
|
448
|
+
<h3>Demo Controls</h3>
|
|
449
|
+
<div style="margin-bottom: 8px;">
|
|
450
|
+
<strong>Movement:</strong> WASD + Mouse
|
|
451
|
+
</div>
|
|
452
|
+
<div style="margin-bottom: 8px;">
|
|
453
|
+
<strong>Interact:</strong> Press <kbd style="background: #333; padding: 2px 6px; border-radius: 3px;">E</kbd> when near interactive objects
|
|
454
|
+
</div>
|
|
455
|
+
<div style="margin-bottom: 8px;">
|
|
456
|
+
<strong>Test:</strong> Press <kbd style="background: #333; padding: 2px 6px; border-radius: 3px;">T</kbd> to test door directly
|
|
457
|
+
</div>
|
|
458
|
+
`;
|
|
459
|
+
// Store reference to the UI container
|
|
460
|
+
this.uiContainer = container;
|
|
461
|
+
// Add to the game container
|
|
462
|
+
const gameContainer = this.container;
|
|
463
|
+
gameContainer.appendChild(container);
|
|
464
|
+
}
|
|
465
|
+
/**
|
|
466
|
+
* 🏷️ Creates additional doors to demonstrate tag-based control
|
|
467
|
+
* Shows how multiple doors can be controlled with a single switch using tags
|
|
468
|
+
*/
|
|
469
|
+
createTaggedDoors() {
|
|
470
|
+
console.log('[DoorDemo] 🏷️ Creating tagged doors for multi-door control demonstration...');
|
|
471
|
+
// Create multiple doors with the same tag for group control
|
|
472
|
+
const groupControlledDoorPositions = [
|
|
473
|
+
new THREE.Vector3(5, 0, -15),
|
|
474
|
+
new THREE.Vector3(10, 0, -15),
|
|
475
|
+
new THREE.Vector3(15, 0, -15)
|
|
476
|
+
];
|
|
477
|
+
groupControlledDoorPositions.forEach((position, index) => {
|
|
478
|
+
const door = new ENGINE.Actor({
|
|
479
|
+
position,
|
|
480
|
+
actorTags: ['security-door', 'automated', `security-${index + 1}`], // 🏷️ Multiple tags for flexible grouping
|
|
481
|
+
rootComponent: new ENGINE.GLTFMeshComponent({
|
|
482
|
+
modelUrl: '@engine/assets/dev/models/Props/Furniture/SM_Door_Closed.glb'
|
|
483
|
+
})
|
|
484
|
+
});
|
|
485
|
+
const doorComponent = new ENGINE.DoorComponent({
|
|
486
|
+
doorType: ENGINE.DoorType.Hinged,
|
|
487
|
+
interactionType: ENGINE.DoorInteractionType.Remote, // Only controlled remotely
|
|
488
|
+
animationDuration: 1.0,
|
|
489
|
+
maxOpenAngle: 90,
|
|
490
|
+
slideDistance: 2.0,
|
|
491
|
+
startLocked: false,
|
|
492
|
+
proximityRange: 2.0,
|
|
493
|
+
interactionKey: 'e'
|
|
494
|
+
});
|
|
495
|
+
door.rootComponent.add(doorComponent);
|
|
496
|
+
this.world.addActors(door);
|
|
497
|
+
console.log(`[DoorDemo] 🏷️ Security door ${index + 1} created with tags:`, door.getActorTags());
|
|
498
|
+
});
|
|
499
|
+
// Create a master switch to control all security doors
|
|
500
|
+
const masterSwitch = new ENGINE.Actor({
|
|
501
|
+
position: new THREE.Vector3(10, 1.2, -10),
|
|
502
|
+
actorTags: ['master-switch', 'control-panel', 'security-system'], // 🏷️ Multiple tags for the switch
|
|
503
|
+
rootComponent: new ENGINE.MeshComponent({
|
|
504
|
+
geometry: new THREE.SphereGeometry(0.6, 16, 8),
|
|
505
|
+
material: new THREE.MeshStandardMaterial({ color: 0x8B4513 }) // Brown
|
|
506
|
+
})
|
|
507
|
+
});
|
|
508
|
+
const masterSwitchComponent = new ENGINE.SwitchComponent({
|
|
509
|
+
switchType: ENGINE.SwitchType.Toggle,
|
|
510
|
+
initialState: ENGINE.SwitchState.Off,
|
|
511
|
+
proximityRange: 3.0,
|
|
512
|
+
interactionKey: 'e'
|
|
513
|
+
});
|
|
514
|
+
masterSwitch.rootComponent.add(masterSwitchComponent);
|
|
515
|
+
// Set up event handlers for multi-door control
|
|
516
|
+
masterSwitchComponent.onActivated.add(() => {
|
|
517
|
+
console.log('[DoorDemo] 🏷️ Master switch activated - opening ALL security doors!');
|
|
518
|
+
const mesh = masterSwitch.rootComponent;
|
|
519
|
+
mesh.getMesh().material.color.set(0x00ff00); // Green when active
|
|
520
|
+
// 🏷️ Find and control ALL doors with the security-door tag
|
|
521
|
+
const securityDoors = this.world.getActorsByTag('security-door');
|
|
522
|
+
console.log(`[DoorDemo] 🏷️ Found ${securityDoors.length} security doors to open`);
|
|
523
|
+
securityDoors.forEach((doorActor, index) => {
|
|
524
|
+
const doorComponent = doorActor.getComponent(ENGINE.DoorComponent);
|
|
525
|
+
doorComponent?.open();
|
|
526
|
+
console.log(`[DoorDemo] 🏷️ Security door ${index + 1} opened`);
|
|
527
|
+
});
|
|
528
|
+
});
|
|
529
|
+
masterSwitchComponent.onDeactivated.add(() => {
|
|
530
|
+
console.log('[DoorDemo] 🏷️ Master switch deactivated - closing ALL security doors!');
|
|
531
|
+
const mesh = masterSwitch.rootComponent;
|
|
532
|
+
mesh.getMesh().material.color.set(0x8B4513); // Brown when inactive
|
|
533
|
+
// 🏷️ Find and control ALL doors with the security-door tag
|
|
534
|
+
const securityDoors = this.world.getActorsByTag('security-door');
|
|
535
|
+
console.log(`[DoorDemo] 🏷️ Found ${securityDoors.length} security doors to close`);
|
|
536
|
+
securityDoors.forEach((doorActor, index) => {
|
|
537
|
+
const doorComponent = doorActor.getComponent(ENGINE.DoorComponent);
|
|
538
|
+
doorComponent?.close();
|
|
539
|
+
console.log(`[DoorDemo] 🏷️ Security door ${index + 1} closed`);
|
|
540
|
+
});
|
|
541
|
+
});
|
|
542
|
+
this.world.addActors(masterSwitch);
|
|
543
|
+
this.switches.push(masterSwitch);
|
|
544
|
+
console.log('[DoorDemo] 🏷️ Tagged doors and master switch system created successfully!');
|
|
545
|
+
console.log('[DoorDemo] 🏷️ Use the brown sphere switch to control all security doors at once');
|
|
546
|
+
}
|
|
547
|
+
destroy() {
|
|
548
|
+
// Clean up UI before calling parent destroy
|
|
549
|
+
if (this.uiContainer && this.uiContainer.parentElement) {
|
|
550
|
+
this.uiContainer.parentElement.removeChild(this.uiContainer);
|
|
551
|
+
this.uiContainer = null;
|
|
552
|
+
}
|
|
553
|
+
// Call parent destroy to handle other cleanup
|
|
554
|
+
super.destroy();
|
|
555
|
+
}
|
|
556
|
+
postStart() {
|
|
557
|
+
super.postStart();
|
|
558
|
+
console.log('Door & Switch Demo started!');
|
|
559
|
+
console.log('Controls: WASD + Mouse to move, E to interact, T to test door directly');
|
|
560
|
+
}
|
|
561
|
+
}
|
|
562
|
+
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|
@@ -0,0 +1,9 @@
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|
|
1
|
+
import * as ENGINE from 'genesys.js';
|
|
2
|
+
export declare class FPSDemo extends ENGINE.BaseGameLoop {
|
|
3
|
+
private weapon;
|
|
4
|
+
constructor(container: HTMLElement);
|
|
5
|
+
protected preStart(): Promise<void>;
|
|
6
|
+
private setupReloadEvents;
|
|
7
|
+
private setupAmmoLogging;
|
|
8
|
+
private logAmmoStatus;
|
|
9
|
+
}
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