@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,597 @@
1
+ /**
2
+ * BaseWeaponComponent provides common weapon functionality including visual representation,
3
+ * sound management, ammo system, crosshair support, and recoil effects.
4
+ *
5
+ * This base class contains all shared functionality between different weapon types like
6
+ * projectile weapons and instant hit weapons. It extends GenericEquipment to provide
7
+ * timing logic for fire actions.
8
+ *
9
+ * Recommended usage (for humans and AI assistants):
10
+ * - Extend this class for specific weapon implementations.
11
+ * - Override `doFire` to implement weapon-specific firing logic.
12
+ * - Use `canFire` and related methods to implement custom firing conditions.
13
+ */
14
+ import * as THREE from 'three';
15
+
16
+ import { Pawn } from '../../actors/Pawn.js';
17
+ import { Crosshair } from '../../ui/components/Crosshair.js';
18
+ import { Delegate } from '../../utils/Delegate.js';
19
+ import { SoundComponent } from '../audio/SoundComponent.js';
20
+ import { GLTFMeshComponent } from '../visual/GLTFMeshComponent.js';
21
+
22
+ import { GenericEquipment } from './GenericEquipment.js';
23
+
24
+ import type { IEquipment } from './Equipment.js';
25
+ import type { GenericEquipmentOptions } from './GenericEquipment.js';
26
+ import type { CrosshairOptions } from '../../ui/components/Crosshair.js';
27
+
28
+ export interface RecoilOptions {
29
+ /**
30
+ * Weapon model recoil distance (how far back the weapon moves)
31
+ */
32
+ weaponRecoilDistance: number;
33
+ /**
34
+ * Duration of weapon recoil animation in seconds
35
+ */
36
+ weaponRecoilDuration: number;
37
+ /**
38
+ * Weapon model recoil rotation in radians (pitch up)
39
+ */
40
+ weaponRecoilRotation: number;
41
+ }
42
+
43
+ export interface BaseWeaponOptions extends GenericEquipmentOptions {
44
+ /**
45
+ * Optional path to a 3D model for the weapon.
46
+ * If not provided, no visual representation will be created.
47
+ */
48
+ modelPath?: string;
49
+ /**
50
+ * Optional transform for the weapon model relative to the weapon component.
51
+ */
52
+ modelTransform?: {
53
+ position?: THREE.Vector3;
54
+ rotation?: THREE.Euler;
55
+ scale?: THREE.Vector3;
56
+ };
57
+
58
+ /**
59
+ * Optional offset from the weapon component's position for the fire spawn.
60
+ */
61
+ fireSpawnOffset?: THREE.Vector3;
62
+
63
+ /**
64
+ * Optional options for the crosshair.
65
+ * If provided, a crosshair will be created and displayed.
66
+ */
67
+ crosshairOptions?: CrosshairOptions;
68
+
69
+ /**
70
+ * Optional maximum ammo capacity.
71
+ * If not provided, ammo will be infinite.
72
+ */
73
+ ammoCapacity?: number;
74
+ /**
75
+ * Optional reload time in seconds.
76
+ */
77
+ reloadTime?: number;
78
+
79
+ /**
80
+ * Optional sound to play when the weapon is fired.
81
+ */
82
+ fireSoundUrl?: string;
83
+
84
+ /**
85
+ * Optional sound to play when attempting to fire with no ammo.
86
+ */
87
+ emptyFireSoundUrl?: string;
88
+
89
+ /**
90
+ * Optional sound to play during reload.
91
+ */
92
+ reloadSoundUrl?: string;
93
+
94
+ /**
95
+ * Optional recoil configuration for visual effects.
96
+ */
97
+ recoilOptions?: RecoilOptions;
98
+
99
+ /**
100
+ * Maximum range for target acquisition raycasting.
101
+ */
102
+ range?: number;
103
+ }
104
+
105
+ export type ReloadStartedDelegate = Delegate<[], void>;
106
+ export type ReloadCompletedDelegate = Delegate<[], void>;
107
+ export type BaseWeaponDefaultOptions = GenericEquipmentOptions & Partial<BaseWeaponOptions>;
108
+
109
+ enum WeaponSounds {
110
+ Fire = 'fire',
111
+ EmptyFire = 'emptyFire',
112
+ Reload = 'reload',
113
+ }
114
+
115
+
116
+ export abstract class BaseWeaponComponent<TOptions extends BaseWeaponOptions> extends GenericEquipment<TOptions> implements IEquipment {
117
+ protected targetPosition: THREE.Vector3 | null = null;
118
+ protected weaponMesh: THREE.Object3D | null = null;
119
+ protected crosshair: Crosshair | null = null;
120
+
121
+ // Ammo management
122
+ protected currentAmmo: number = 0;
123
+ protected isReloading: boolean = false;
124
+ protected raycaster: THREE.Raycaster | null = null;
125
+ protected soundComponent: SoundComponent | null = null;
126
+
127
+ // Recoil effect properties
128
+ protected originalWeaponPosition: THREE.Vector3 = new THREE.Vector3();
129
+ protected originalWeaponRotation: THREE.Euler = new THREE.Euler();
130
+
131
+ // Reload animation properties
132
+ protected reloadAnimationTimer: any = null;
133
+
134
+ static override get DEFAULT_OPTIONS(): BaseWeaponDefaultOptions {
135
+ return {
136
+ ...GenericEquipment.DEFAULT_OPTIONS,
137
+ ammoCapacity: 0,
138
+ reloadTime: 2.0,
139
+ range: 1000,
140
+ recoilOptions: {
141
+ weaponRecoilDistance: 0.1,
142
+ weaponRecoilDuration: 0.15,
143
+ weaponRecoilRotation: 0.05,
144
+ },
145
+ };
146
+ }
147
+
148
+ public readonly onReloadStarted: ReloadStartedDelegate = new Delegate<[], void>();
149
+ public readonly onReloadCompleted: ReloadCompletedDelegate = new Delegate<[], void>();
150
+
151
+ constructor(options: TOptions) {
152
+ super(options);
153
+
154
+ // Initialize ammo based on capacity
155
+ this.currentAmmo = this.options.ammoCapacity ?? 0;
156
+
157
+ // Create the weapon visual representation
158
+ this.createWeaponMesh();
159
+ }
160
+
161
+ public override beginPlay(): void {
162
+ super.beginPlay();
163
+ const owner = this.getActor();
164
+ if (owner?.getPlayerController() && this.options.crosshairOptions) {
165
+ this.crosshair = new Crosshair(this.getWorld()!.uiManager, this.options.crosshairOptions);
166
+ this.crosshair.initialize();
167
+ }
168
+
169
+ // Setup sound component with all weapon sounds
170
+ const audioClips = [];
171
+ if (this.options.fireSoundUrl) {
172
+ audioClips.push({ key: WeaponSounds.Fire, audioUrl: this.options.fireSoundUrl, maxDuration: this.options.fireInterval });
173
+ }
174
+ if (this.options.emptyFireSoundUrl) {
175
+ audioClips.push({ key: WeaponSounds.EmptyFire, audioUrl: this.options.emptyFireSoundUrl, maxDuration: 1.0 });
176
+ }
177
+ if (this.options.reloadSoundUrl) {
178
+ audioClips.push({ key: WeaponSounds.Reload, audioUrl: this.options.reloadSoundUrl, maxDuration: this.options.reloadTime ?? 2.0 });
179
+ }
180
+
181
+ if (audioClips.length > 0) {
182
+ this.soundComponent = new SoundComponent({
183
+ audioClips: audioClips,
184
+ });
185
+ this.add(this.soundComponent);
186
+ }
187
+
188
+ // Store original weapon transform for recoil reset
189
+ if (this.weaponMesh) {
190
+ this.originalWeaponPosition.copy(this.weaponMesh.position);
191
+ this.originalWeaponRotation.copy(this.weaponMesh.rotation);
192
+ }
193
+ }
194
+
195
+ public override endPlay(): void {
196
+ if (this.crosshair) {
197
+ this.crosshair.destroy();
198
+ this.crosshair = null;
199
+ }
200
+
201
+ // Cancel any ongoing reload animation
202
+ if (this.reloadAnimationTimer) {
203
+ const world = this.getWorld();
204
+ if (world) {
205
+ world.timerSystem.clearTimer(this.reloadAnimationTimer);
206
+ }
207
+ this.reloadAnimationTimer = null;
208
+ }
209
+
210
+ super.endPlay();
211
+ }
212
+
213
+ protected createWeaponMesh(): void {
214
+ if (this.options.modelPath) {
215
+ // Load 3D model using GLTFMeshComponent
216
+ console.log(`Loading weapon model: ${this.options.modelPath}`);
217
+ const gltfComponent = new GLTFMeshComponent({
218
+ modelUrl: this.options.modelPath,
219
+ position: this.options.modelTransform?.position,
220
+ rotation: this.options.modelTransform?.rotation,
221
+ scale: this.options.modelTransform?.scale,
222
+ physicsOptions: {
223
+ enabled: false, // Disable physics for weapon visuals
224
+ }
225
+ });
226
+ this.weaponMesh = gltfComponent;
227
+ this.add(this.weaponMesh);
228
+ }
229
+ }
230
+
231
+ public tryFireAtTarget(targetPosition: THREE.Vector3): void {
232
+ this.targetPosition = targetPosition;
233
+ this.beginFire();
234
+ this.endFire();
235
+ this.targetPosition = null;
236
+ }
237
+
238
+ /**
239
+ * Override this method to add custom firing conditions.
240
+ * @returns true if the weapon can fire, false otherwise
241
+ */
242
+ protected canFire(): boolean {
243
+ // Check if reloading
244
+ if (this.isReloading) {
245
+ return false;
246
+ }
247
+
248
+ // Check ammo if not infinite
249
+ const capacity = this.options.ammoCapacity ?? 0;
250
+ if (capacity > 0 && this.currentAmmo <= 0) {
251
+ return false;
252
+ }
253
+
254
+ return true;
255
+ }
256
+
257
+ /**
258
+ * Override this method to add custom reload conditions.
259
+ * @returns true if the weapon can reload, false otherwise
260
+ */
261
+ protected canReload(): boolean {
262
+ const capacity = this.options.ammoCapacity ?? 0;
263
+
264
+ // Can't reload infinite ammo weapons
265
+ if (capacity <= 0) {
266
+ return false;
267
+ }
268
+
269
+ // Can't reload if already reloading
270
+ if (this.isReloading) {
271
+ return false;
272
+ }
273
+
274
+ // Can't reload if already at full capacity
275
+ if (this.currentAmmo >= capacity) {
276
+ return false;
277
+ }
278
+
279
+ return true;
280
+ }
281
+
282
+ // Ammo management methods
283
+ public override beginFire(): boolean {
284
+ if (!this.canFire()) {
285
+ // Play empty fire sound if ammo is depleted
286
+ const capacity = this.options.ammoCapacity ?? 0;
287
+ if (capacity > 0 && this.currentAmmo <= 0 && this.soundComponent) {
288
+ this.soundComponent.play(WeaponSounds.EmptyFire, 1.0, true);
289
+ }
290
+ return false;
291
+ }
292
+
293
+ return super.beginFire();
294
+ }
295
+
296
+ public getCurrentAmmo(): number {
297
+ return this.currentAmmo;
298
+ }
299
+
300
+ public getMaxAmmo(): number {
301
+ return this.options.ammoCapacity ?? 0;
302
+ }
303
+
304
+ public isAmmoInfinite(): boolean {
305
+ return (this.options.ammoCapacity ?? 0) <= 0;
306
+ }
307
+
308
+ /**
309
+ * Sets the current ammo count directly without reloading.
310
+ * @param ammo The new ammo count
311
+ */
312
+ public setCurrentAmmo(ammo: number): void {
313
+ const capacity = this.options.ammoCapacity ?? 0;
314
+ if (capacity > 0) {
315
+ this.currentAmmo = Math.max(0, Math.min(ammo, capacity));
316
+ }
317
+ }
318
+
319
+ /**
320
+ * Implements IEquipment.reload() interface method.
321
+ * @returns true if reload was initiated, false otherwise
322
+ */
323
+ public override reload(): boolean {
324
+ if (this.canReload()) {
325
+ this.startReload();
326
+ return true;
327
+ }
328
+ return false;
329
+ }
330
+
331
+ protected startReload(): void {
332
+ if (!this.canReload()) {
333
+ return;
334
+ }
335
+
336
+ const capacity = this.options.ammoCapacity ?? 0;
337
+ this.isReloading = true;
338
+ console.log('Reloading weapon...');
339
+
340
+ // Emit reload started event
341
+ this.onReloadStarted.invoke();
342
+
343
+ // Play reload sound
344
+ if (this.soundComponent) {
345
+ this.soundComponent.play(WeaponSounds.Reload, 1.0, true);
346
+ }
347
+
348
+ // Start weapon rotation animation during reload
349
+ this.startReloadAnimation();
350
+
351
+ // Use timer system for reload
352
+ const world = this.getWorld();
353
+ if (world) {
354
+ world.timerSystem.setTimeout(() => {
355
+ this.currentAmmo = capacity;
356
+ this.isReloading = false;
357
+ console.log(`Reload complete - ${capacity} rounds ready`);
358
+
359
+ // Emit reload completed event
360
+ this.onReloadCompleted.invoke();
361
+ }, this.options.reloadTime ?? 2.0);
362
+ }
363
+ }
364
+
365
+ /**
366
+ * Starts weapon rotation animation during reload
367
+ */
368
+ protected startReloadAnimation(): void {
369
+ if (!this.weaponMesh) {
370
+ return;
371
+ }
372
+
373
+ const world = this.getWorld();
374
+ if (!world) {
375
+ return;
376
+ }
377
+
378
+ // Cancel any existing reload animation
379
+ if (this.reloadAnimationTimer) {
380
+ world.timerSystem.clearTimer(this.reloadAnimationTimer);
381
+ }
382
+
383
+ const reloadDuration = this.options.reloadTime ?? 2.0;
384
+ const startTime = world.getGameTime();
385
+
386
+ this.reloadAnimationTimer = world.timerSystem.setInterval(() => {
387
+ if (!this.weaponMesh || !this.isReloading) {
388
+ if (this.reloadAnimationTimer) {
389
+ world.timerSystem.clearTimer(this.reloadAnimationTimer);
390
+ this.reloadAnimationTimer = null;
391
+ }
392
+ return;
393
+ }
394
+
395
+ const currentTime = world.getGameTime();
396
+ const elapsed = currentTime - startTime;
397
+ const progress = Math.min(elapsed / reloadDuration, 1);
398
+
399
+ // Create a smooth rotation animation - rotate around Y axis (spin)
400
+ const rotationAmount = Math.sin(progress * Math.PI * 2) * 0.3; // Oscillating rotation
401
+ this.weaponMesh.rotation.y = this.originalWeaponRotation.y + rotationAmount;
402
+
403
+ // Also add a slight tilt animation
404
+ const tiltAmount = Math.sin(progress * Math.PI * 4) * 0.1; // Faster oscillation for tilt
405
+ this.weaponMesh.rotation.z = this.originalWeaponRotation.z + tiltAmount;
406
+
407
+ // Clean up when reload is complete
408
+ if (progress >= 1 || !this.isReloading) {
409
+ // Reset weapon to original rotation
410
+ this.weaponMesh.rotation.copy(this.originalWeaponRotation);
411
+ world.timerSystem.clearTimer(this.reloadAnimationTimer);
412
+ this.reloadAnimationTimer = null;
413
+ }
414
+ }, 1 / 60); // 60 FPS animation
415
+ }
416
+
417
+ /**
418
+ * Gets the target location by shooting a ray from the center of the camera
419
+ * @param maxDistance Maximum distance for the raycast
420
+ * @returns The world position where the ray intersects with objects, or null if no intersection is found
421
+ */
422
+ public getTargetLocationFromCamera(maxDistance: number): THREE.Vector3 | null {
423
+ const world = this.getWorld();
424
+ const actor = this.getActor();
425
+ if (!world || !actor) {
426
+ return null;
427
+ }
428
+
429
+ // Get the active camera
430
+ const camera = actor.getComponent(THREE.Camera);
431
+ if (!camera) {
432
+ return null;
433
+ }
434
+
435
+ const cameraPosition = camera.getWorldPosition();
436
+ const cameraDirection = new THREE.Vector3(0, 0, 0);
437
+ camera.getWorldDirection(cameraDirection);
438
+
439
+ const hitTestResult = this.getPhysicsEngine()?.performHitTest({
440
+ origin: cameraPosition,
441
+ direction: cameraDirection,
442
+ maxDistance: maxDistance,
443
+ stopOnFirstHit: true,
444
+ ignoredActors: [actor],
445
+ });
446
+
447
+ return hitTestResult?.[0]?.hitLocation ?? null;
448
+ }
449
+
450
+ /**
451
+ * Applies visual recoil effects including camera shake and weapon model animation
452
+ */
453
+ protected applyRecoilEffects(): void {
454
+ const recoilOptions = this.options.recoilOptions;
455
+ if (!recoilOptions) {
456
+ return;
457
+ }
458
+ const world = this.getWorld();
459
+ const actor = this.getActor();
460
+
461
+ if (!world || !actor) return;
462
+
463
+ // Apply weapon model recoil (can overlap for rapid fire effect)
464
+ this.applyWeaponRecoil(recoilOptions);
465
+ }
466
+
467
+ /**
468
+ * Applies weapon model recoil animation
469
+ */
470
+ protected applyWeaponRecoil(recoilOptions: RecoilOptions): void {
471
+ if (!this.weaponMesh) {
472
+ return;
473
+ }
474
+
475
+ const recoilDistance = recoilOptions.weaponRecoilDistance;
476
+ const recoilRotation = recoilOptions.weaponRecoilRotation;
477
+ const duration = recoilOptions.weaponRecoilDuration;
478
+ const world = this.getWorld();
479
+
480
+ if (!world || recoilDistance <= 0) {
481
+ return;
482
+ }
483
+
484
+ // Get current weapon position (might be mid-recoil from previous shot)
485
+ const currentPosition = this.weaponMesh.position.clone();
486
+ const currentRotation = this.weaponMesh.rotation.clone();
487
+
488
+ // Calculate recoil target position (move backward along local Z axis)
489
+ const recoilTargetPosition = this.originalWeaponPosition.clone();
490
+ recoilTargetPosition.z += recoilDistance;
491
+
492
+ // Calculate recoil target rotation (pitch up)
493
+ const recoilTargetRotation = this.originalWeaponRotation.clone();
494
+ recoilTargetRotation.x -= recoilRotation;
495
+
496
+ // Use faster animation for rapid fire (minimum 30fps for smoothness)
497
+ const minStepDuration = 1 / 30;
498
+ const animationSteps = Math.max(Math.floor(duration * 60), 2); // At least 2 steps
499
+ const stepDuration = Math.max(duration / animationSteps, minStepDuration);
500
+ let currentStep = 0;
501
+
502
+ const recoilTimer = world.timerSystem.setInterval(() => {
503
+ currentStep++;
504
+ const progress = currentStep / animationSteps;
505
+
506
+ if (progress <= 0.4) {
507
+ // First 40% of animation: quick snap to recoil position
508
+ const recoilProgress = progress / 0.4;
509
+ // Use ease-out for snappy recoil
510
+ const easedProgress = 1 - Math.pow(1 - recoilProgress, 2);
511
+ this.weaponMesh!.position.lerpVectors(currentPosition, recoilTargetPosition, easedProgress);
512
+ this.weaponMesh!.rotation.x = THREE.MathUtils.lerp(currentRotation.x, recoilTargetRotation.x, easedProgress);
513
+ } else {
514
+ // Remaining 60% of animation: smooth return to original position
515
+ const returnProgress = (progress - 0.4) / 0.6;
516
+ // Use ease-in for smooth return
517
+ const easedProgress = returnProgress * returnProgress;
518
+ this.weaponMesh!.position.lerpVectors(recoilTargetPosition, this.originalWeaponPosition, easedProgress);
519
+ this.weaponMesh!.rotation.x = THREE.MathUtils.lerp(recoilTargetRotation.x, this.originalWeaponRotation.x, easedProgress);
520
+ }
521
+
522
+ // Stop animation when complete
523
+ if (progress >= 1) {
524
+ world.timerSystem.clearTimer(recoilTimer);
525
+ // Ensure weapon is back to original position
526
+ this.weaponMesh!.position.copy(this.originalWeaponPosition);
527
+ this.weaponMesh!.rotation.copy(this.originalWeaponRotation);
528
+ }
529
+ }, stepDuration);
530
+ }
531
+
532
+ /**
533
+ * Consumes ammo and handles reload logic. Call this from doFire implementations.
534
+ */
535
+ protected consumeAmmo(): void {
536
+ // Consume ammo if not infinite
537
+ const capacity = this.options.ammoCapacity ?? 0;
538
+ if (capacity > 0) {
539
+ this.currentAmmo--;
540
+
541
+ if (this.currentAmmo <= 0) {
542
+ this.startReload();
543
+ }
544
+ }
545
+ }
546
+
547
+ /**
548
+ * Plays the fire sound. Call this from doFire implementations.
549
+ */
550
+ protected playFireSound(): void {
551
+ if (this.soundComponent) {
552
+ this.soundComponent.play(WeaponSounds.Fire, 1.0, true);
553
+ }
554
+ }
555
+
556
+ /**
557
+ * Gets the fire position and direction for this weapon.
558
+ * Override this method to customize spawn point offset from the component's transform.
559
+ */
560
+ protected getFirePositionAndDirection(): { position: THREE.Vector3, direction: THREE.Vector3 } {
561
+ const worldPosition = new THREE.Vector3();
562
+ const worldDirection = new THREE.Vector3();
563
+ this.getWorldPosition(worldPosition);
564
+
565
+ const camera = this.getActor()?.getComponent(THREE.Camera);
566
+ if (camera) {
567
+ camera.getWorldDirection(worldDirection);
568
+ } else {
569
+ this.getWorldDirection(worldDirection);
570
+ }
571
+
572
+ if (this.options.fireSpawnOffset) {
573
+ worldPosition.add(this.options.fireSpawnOffset.clone().applyQuaternion(this.getWorldQuaternion()));
574
+ }
575
+ return { position: worldPosition, direction: worldDirection };
576
+ }
577
+
578
+ /**
579
+ * Gets the effective target direction based on target position or camera aim.
580
+ */
581
+ protected getTargetDirection(): THREE.Vector3 | null {
582
+ const { position } = this.getFirePositionAndDirection();
583
+ const targetPosition = this.targetPosition ?? this.getTargetLocationFromCamera(this.options.range ?? 1000);
584
+ if (targetPosition) {
585
+ return targetPosition.clone().sub(position).normalize();
586
+ }
587
+ return null;
588
+ }
589
+
590
+ //====================================================================================================
591
+ // Editor Functions
592
+ //====================================================================================================
593
+
594
+ public override getEditorClassIcon(): string | null {
595
+ return 'Icon_Weapon';
596
+ }
597
+ }