@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 +1,384 @@
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+ /**
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+ * Pawn - controllable actor that receives input from a PlayerController.
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+ *
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+ * Detailed explanation:
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+ * - Owns a movement component and an optional camera component that define how it moves and what it sees.
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+ * - Implements helper methods like `beginFire` and `jump` that delegate to equipped components.
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+ * - Designed to be subclassed for game-specific behaviors while keeping input routing consistent.
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+ *
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+ * Recommended usage (for humans and AI assistants):
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+ * - Possess an instance with `PlayerController` to drive it via keyboard or gamepad.
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+ * - Override movement or input functions to integrate custom mechanics.
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+ * - Use the provided delegates to intercept input events if you need bespoke logic.
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+ */
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+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
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+ return c > 3 && r && Object.defineProperty(target, key, r), r;
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+ };
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+ var __metadata = (this && this.__metadata) || function (k, v) {
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+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
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+ };
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+ import { isEquipment } from '../components/gameplay/Equipment.js';
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+ import { DirectionalLightComponent } from '../components/lights/DirectionalLightComponent.js';
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+ import { SceneComponent } from '../components/SceneComponent.js';
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+ import { EngineClass } from '../systems/ClassRegistry.js';
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+ import { ConsoleCommand } from '../systems/ConsoleManager.js';
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+ import { Delegate } from '../utils/Delegate.js';
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+ import { Actor } from './Actor.js';
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+ let Pawn = class Pawn extends Actor {
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+ constructor(options) {
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+ options.enableDirectionalLightFollowing ??= true;
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+ super(options);
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+ Object.defineProperty(this, "_movementComponent", {
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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, "playerController", {
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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, "onKeyDown", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: new Delegate()
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+ });
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+ Object.defineProperty(this, "onKeyUp", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: new Delegate()
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+ });
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+ Object.defineProperty(this, "onMouseDown", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: new Delegate()
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+ });
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+ Object.defineProperty(this, "onMouseUp", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: new Delegate()
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+ });
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+ Object.defineProperty(this, "onGamepadButtonDown", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: new Delegate()
75
+ });
76
+ Object.defineProperty(this, "onGamepadButtonUp", {
77
+ enumerable: true,
78
+ configurable: true,
79
+ writable: true,
80
+ value: new Delegate()
81
+ });
82
+ Object.defineProperty(this, "onGamepadAxisChange", {
83
+ enumerable: true,
84
+ configurable: true,
85
+ writable: true,
86
+ value: new Delegate()
87
+ });
88
+ Object.defineProperty(this, "onPossessed", {
89
+ enumerable: true,
90
+ configurable: true,
91
+ writable: true,
92
+ value: new Delegate()
93
+ });
94
+ Object.defineProperty(this, "onUnpossessed", {
95
+ enumerable: true,
96
+ configurable: true,
97
+ writable: true,
98
+ value: new Delegate()
99
+ });
100
+ Object.defineProperty(this, "directionalLight", {
101
+ enumerable: true,
102
+ configurable: true,
103
+ writable: true,
104
+ value: null
105
+ });
106
+ if (options.movementComponent) {
107
+ this._movementComponent = options.movementComponent;
108
+ this.rootComponent.add(options.movementComponent);
109
+ }
110
+ if (options.camera) {
111
+ this.rootComponent.add(options.camera);
112
+ }
113
+ }
114
+ /**
115
+ * Gets the movement component
116
+ */
117
+ get movementComponent() {
118
+ return this._movementComponent;
119
+ }
120
+ /**
121
+ * Sets the movement component
122
+ */
123
+ set movementComponent(component) {
124
+ if (this._movementComponent) {
125
+ this._movementComponent.removeFromParent();
126
+ }
127
+ this._movementComponent = component;
128
+ if (component) {
129
+ this.rootComponent.add(component);
130
+ }
131
+ }
132
+ getExportedConstructor() {
133
+ return {
134
+ ...super.getExportedConstructor(),
135
+ // no need to export the camera component as it will be exported as part of the actor
136
+ camera: undefined,
137
+ };
138
+ }
139
+ /**
140
+ * Adds input for forward/backward movement
141
+ * @param value The input value (positive for forward, negative for backward)
142
+ * @param isAbsolute True if the value represents an absolute amount, false if it represents a speed/rate
143
+ */
144
+ addForwardInput(value, isAbsolute = false) {
145
+ this.movementComponent?.addForwardInput(value, isAbsolute);
146
+ }
147
+ /**
148
+ * Adds input for right/left movement
149
+ * @param value The input value (positive for right, negative for left)
150
+ * @param isAbsolute True if the value represents an absolute amount, false if it represents a speed/rate
151
+ */
152
+ addRightInput(value, isAbsolute = false) {
153
+ this.movementComponent?.addRightInput(value, isAbsolute);
154
+ }
155
+ /**
156
+ * Adds input for looking up/down
157
+ * @param value The input value (positive for up, negative for down)
158
+ * @param isAbsolute True if the value represents an absolute amount, false if it represents a speed/rate
159
+ */
160
+ addLookUpInput(value, isAbsolute = false) {
161
+ this.movementComponent?.addLookUpInput(value, isAbsolute);
162
+ }
163
+ /**
164
+ * Adds input for looking right/left
165
+ * @param value The input value (positive for right, negative for left)
166
+ * @param isAbsolute True if the value represents an absolute amount, false if it represents a speed/rate
167
+ */
168
+ addLookRightInput(value, isAbsolute = false) {
169
+ this.movementComponent?.addLookRightInput(value, isAbsolute);
170
+ }
171
+ /**
172
+ * Adds input for zooming in/out
173
+ * @param value The input value (positive for zoom in, negative for zoom out)
174
+ * @param isAbsolute True if the value represents an absolute amount, false if it represents a speed/rate
175
+ */
176
+ addZoomInput(value, isAbsolute = false) {
177
+ this.movementComponent?.addZoomInput(value, isAbsolute);
178
+ }
179
+ /**
180
+ * Sets the player controller that controls this pawn
181
+ * @param playerController The player controller instance or null to clear
182
+ */
183
+ setPlayerController(playerController) {
184
+ if (this.playerController === playerController) {
185
+ return;
186
+ }
187
+ if (this.playerController) {
188
+ this.onUnpossessed.invoke(this, this.playerController);
189
+ }
190
+ this.playerController = playerController;
191
+ if (this.playerController) {
192
+ this.onPossessed.invoke(this, this.playerController);
193
+ }
194
+ }
195
+ /**
196
+ * Gets the player controller that controls this pawn
197
+ * @returns The current player controller or null if none
198
+ */
199
+ getPlayerController() {
200
+ return this.playerController;
201
+ }
202
+ /**
203
+ * Jumps the pawn
204
+ */
205
+ jump(strength = 1) {
206
+ this.movementComponent?.jump(strength);
207
+ }
208
+ /**
209
+ * Stops the pawn's jump
210
+ */
211
+ stopJump() {
212
+ this.movementComponent?.stopJump();
213
+ }
214
+ /**
215
+ * Fire or use the equipment
216
+ * @returns True if the fire was successful, false otherwise
217
+ */
218
+ beginFire() {
219
+ return this.callEquipment('beginFire');
220
+ }
221
+ /**
222
+ * Stop firing or using the equipment
223
+ * @returns True if the stop was successful, false otherwise
224
+ */
225
+ endFire() {
226
+ return this.callEquipment('endFire');
227
+ }
228
+ /**
229
+ * Fire or use the equipment
230
+ * @returns True if the fire was successful, false otherwise
231
+ */
232
+ beginAltFire() {
233
+ return this.callEquipment('beginAltFire');
234
+ }
235
+ /**
236
+ * Stop firing or using the equipment
237
+ * @returns True if the stop was successful, false otherwise
238
+ */
239
+ endAltFire() {
240
+ return this.callEquipment('endAltFire');
241
+ }
242
+ /**
243
+ * Reload the equipped weapon
244
+ * @returns True if the reload was initiated, false otherwise
245
+ */
246
+ reload() {
247
+ return this.callEquipment('reload');
248
+ }
249
+ /**
250
+ * Sets the world transform of the pawn
251
+ * @param transform The transform to set
252
+ */
253
+ setWorldTransform(transform) {
254
+ this.movementComponent?.setPawnWorldTransform(transform);
255
+ }
256
+ /**
257
+ * Handles key down events from the input system
258
+ * @param e The keyboard event
259
+ * @returns True if the event was handled, false otherwise
260
+ */
261
+ handleKeyDown(e) {
262
+ return this.onKeyDown.invokeWithPredicate(result => result, e).at(-1) ?? false;
263
+ }
264
+ /**
265
+ * Handles key up events from the input system
266
+ * @param e The keyboard event
267
+ * @returns True if the event was handled, false otherwise
268
+ */
269
+ handleKeyUp(e) {
270
+ return this.onKeyUp.invokeWithPredicate(result => result, e).at(-1) ?? false;
271
+ }
272
+ /**
273
+ * Handles mouse down events from the input system
274
+ * @param button The mouse button
275
+ * @param e The mouse event
276
+ * @returns True if the event was handled, false otherwise
277
+ */
278
+ handleMouseDown(button, e) {
279
+ return this.onMouseDown.invokeWithPredicate(result => result, button, e).at(-1) ?? false;
280
+ }
281
+ /**
282
+ * Handles mouse up events from the input system
283
+ * @param button The mouse button
284
+ * @param e The mouse event
285
+ * @returns True if the event was handled, false otherwise
286
+ */
287
+ handleMouseUp(button, e) {
288
+ return this.onMouseUp.invokeWithPredicate(result => result, button, e).at(-1) ?? false;
289
+ }
290
+ /**
291
+ * Handles gamepad button down events
292
+ * @param gamepadIndex The index of the gamepad
293
+ * @param buttonIndex The button that was pressed
294
+ * @param value The intensity of the button press (0.0 to 1.0)
295
+ * @returns True if the event was handled, false otherwise
296
+ */
297
+ handleGamepadButtonDown(gamepadIndex, buttonIndex, value) {
298
+ return this.onGamepadButtonDown.invokeWithPredicate(result => result, gamepadIndex, buttonIndex, value).at(-1) ?? false;
299
+ }
300
+ /**
301
+ * Handles gamepad button up events
302
+ * @param gamepadIndex The index of the gamepad
303
+ * @param buttonIndex The button that was released
304
+ * @returns True if the event was handled, false otherwise
305
+ */
306
+ handleGamepadButtonUp(gamepadIndex, buttonIndex) {
307
+ return this.onGamepadButtonUp.invokeWithPredicate(result => result, gamepadIndex, buttonIndex, 0).at(-1) ?? false;
308
+ }
309
+ /**
310
+ * Handles gamepad axis change events
311
+ * @param gamepadIndex The index of the gamepad
312
+ * @param axisIndex The axis that changed
313
+ * @param value The new value of the axis (-1.0 to 1.0)
314
+ * @returns True if the event was handled, false otherwise
315
+ */
316
+ handleGamepadAxisChange(gamepadIndex, axisIndex, value) {
317
+ return this.onGamepadAxisChange.invokeWithPredicate(result => result, gamepadIndex, axisIndex, value).at(-1) ?? false;
318
+ }
319
+ isNetRelevant() {
320
+ return this.playerController !== null || super.isNetRelevant();
321
+ }
322
+ getNetDynamicState(lastReplicatedState) {
323
+ return null;
324
+ }
325
+ setNetDynamicState(dynamicState) {
326
+ }
327
+ tickPrePhysics(deltaTime) {
328
+ super.tickPrePhysics(deltaTime);
329
+ // make the directional light follow the pawn when it's possessed
330
+ if (this.options.enableDirectionalLightFollowing && this.getPlayerController()) {
331
+ if (!this.directionalLight) {
332
+ const actors = this.getWorld()?.getActors() ?? [];
333
+ for (const actor of actors) {
334
+ this.directionalLight = actor.getComponent(DirectionalLightComponent);
335
+ if (this.directionalLight) {
336
+ break;
337
+ }
338
+ }
339
+ }
340
+ if (this.directionalLight) {
341
+ this.directionalLight.moveTargetTo(this.getWorldPosition());
342
+ }
343
+ }
344
+ }
345
+ //====================================================================================================
346
+ callEquipment(method) {
347
+ for (const component of this.getComponents(SceneComponent)) {
348
+ if (isEquipment(component) && component[method]()) {
349
+ return true;
350
+ }
351
+ }
352
+ return false;
353
+ }
354
+ doBeginPlay() {
355
+ super.doBeginPlay();
356
+ this.getWorld()?.consoleManager.addCommandHandler(this);
357
+ }
358
+ doEndPlay() {
359
+ super.doEndPlay();
360
+ this.getWorld()?.consoleManager.removeCommandHandler(this);
361
+ }
362
+ jumpCommand(strength = '1') {
363
+ this.jump(Number(strength));
364
+ return 'Jumped';
365
+ }
366
+ //====================================================================================================
367
+ // Editor Functions
368
+ //====================================================================================================
369
+ getEditorClassIcon() {
370
+ return 'Icon_Pawn';
371
+ }
372
+ };
373
+ __decorate([
374
+ ConsoleCommand('jump', 'Make the pawn jump (usage: jump [strength])'),
375
+ __metadata("design:type", Function),
376
+ __metadata("design:paramtypes", [String]),
377
+ __metadata("design:returntype", String)
378
+ ], Pawn.prototype, "jumpCommand", null);
379
+ Pawn = __decorate([
380
+ EngineClass('Pawn'),
381
+ __metadata("design:paramtypes", [Object])
382
+ ], Pawn);
383
+ export { Pawn };
384
+ //# 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@@ -0,0 +1,177 @@
1
+ /**
2
+ * PlayerController - actor that translates user input into pawn movement.
3
+ *
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+ * Detailed explanation:
5
+ * - Reads keyboard, mouse, and gamepad events, applying sensitivity and pointer lock options.
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+ * - Forwards movement axes and button presses to the currently possessed `Pawn` instance.
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+ * - Exposes delegate hooks so games can intercept raw input or extend processing logic.
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+ *
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+ * Recommended usage (for humans and AI assistants):
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+ * - Spawn one per player and call `possess` with a pawn instance to begin controlling it.
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+ * - Bind to delegates like `onKeyDown` when you need custom handling beyond the default movement.
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+ * - Disable pointer lock with the `noPointerLock` option for menu-driven or top-down games.
13
+ */
14
+ import * as THREE from 'three';
15
+ import { MouseButton } from '../systems/InputManager.js';
16
+ import { VirtualJoystickIndex } from '../systems/InputManager.js';
17
+ import { Actor } from './Actor.js';
18
+ import type { ActorOptions } from './Actor.js';
19
+ import type { Pawn } from './Pawn.js';
20
+ import type { GamepadAxisEventDelegate, GamepadButtonEventDelegate, IInputHandler, InputManager, KeyboardEventDelegate, MouseEventDelegate, VirtualJoystickData } from '../systems/InputManager.js';
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+ /**
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+ * Options for the PlayerController actor
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+ */
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+ export interface PlayerControllerOptions extends ActorOptions {
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+ /**
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+ * If true, the player controller will not request pointer lock
27
+ */
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+ noPointerLock?: boolean;
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+ }
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+ export declare class PlayerController extends Actor<PlayerControllerOptions> implements IInputHandler {
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+ private pawn;
32
+ private forward;
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+ private backward;
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+ private left;
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+ private right;
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+ private zoom;
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+ private forwardKeys;
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+ private backwardKeys;
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+ private leftKeys;
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+ private rightKeys;
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+ private zoomInKeys;
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+ private zoomOutKeys;
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+ private jumpKeys;
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+ private reloadKeys;
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+ private inputManager;
46
+ static inputSettings: {
47
+ lookSensitivity: number;
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+ gamepadLookSensitivity: number;
49
+ joystickLookSensitivity: number;
50
+ joystickMovementSensitivity: number;
51
+ };
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+ private mouseLookUp;
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+ private mouseLookRight;
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+ private gamepadLookUp;
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+ private gamepadLookRight;
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+ private joystickLookUp;
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+ private joystickLookRight;
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+ private lastInputDevice;
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+ private joystickStartData;
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+ readonly onKeyDown: KeyboardEventDelegate;
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+ readonly onKeyUp: KeyboardEventDelegate;
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+ readonly onMouseDown: MouseEventDelegate;
63
+ readonly onMouseUp: MouseEventDelegate;
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+ readonly onGamepadButtonDown: GamepadButtonEventDelegate;
65
+ readonly onGamepadButtonUp: GamepadButtonEventDelegate;
66
+ readonly onGamepadAxisChange: GamepadAxisEventDelegate;
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+ /**
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+ * Sets the input manager for this controller
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+ * @param manager The input manager to use, or null to remove
70
+ */
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+ setInputManager(manager: InputManager | null): void;
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+ /**
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+ * Gets the current input manager
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+ * @returns The current input manager or null if none is set
75
+ */
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+ getInputManager(): InputManager | null;
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+ /**
78
+ * Gets the currently possessed pawn
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+ * @returns The possessed pawn or null if no pawn is possessed
80
+ */
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+ getPawn(): Pawn | null;
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+ /**
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+ * Handles key down events from the input system
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+ * @param e The keyboard event
85
+ * @returns True if the event was handled, false otherwise
86
+ */
87
+ handleKeyDown(e: KeyboardEvent): boolean;
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+ /**
89
+ * Handles key up events from the input system
90
+ * @param e The keyboard event
91
+ * @returns True if the event was handled, false otherwise
92
+ */
93
+ handleKeyUp(e: KeyboardEvent): boolean;
94
+ /**
95
+ * Handles mouse down events from the input system
96
+ * @param button The mouse event
97
+ * @returns True if the event was handled, false otherwise
98
+ */
99
+ handleMouseDown(button: MouseButton, e: MouseEvent): boolean;
100
+ /**
101
+ * Handles mouse up events from the input system
102
+ * @param button The mouse event
103
+ * @returns True if the event was handled, false otherwise
104
+ */
105
+ handleMouseUp(button: MouseButton, e: MouseEvent): boolean;
106
+ /**
107
+ * Handles mouse movement events from the input system
108
+ * @param e The mouse event
109
+ * @returns True if the event was handled, false otherwise
110
+ */
111
+ handleMouseMove(e: MouseEvent): boolean;
112
+ /**
113
+ * Handles mouse click events from the input system
114
+ * @param button The mouse button that was clicked
115
+ * @param e The mouse event
116
+ * @returns True if the event was handled, false otherwise
117
+ */
118
+ handleMouseClick(button: MouseButton, e: MouseEvent): boolean;
119
+ /**
120
+ * Handles virtual joystick events from the input system
121
+ * @param index The index of the virtual joystick
122
+ * @param joystickData The data from the virtual joystick
123
+ * @returns True if the event was handled, false otherwise
124
+ */
125
+ handleVirtualJoystick(index: VirtualJoystickIndex, joystickData: VirtualJoystickData): boolean;
126
+ /**
127
+ * Track the active input device with a timestamp
128
+ * @param device The input device that was just used
129
+ */
130
+ private setActiveInputDevice;
131
+ /**
132
+ * Handles gamepad button down events from the gamepad system
133
+ * @param gamepadIndex The index of the gamepad
134
+ * @param buttonIndex The index of the button
135
+ * @param value The value of the button press (0.0 to 1.0)
136
+ * @returns True if the event was handled, false otherwise
137
+ */
138
+ handleGamepadButtonDown(gamepadIndex: number, buttonIndex: number, value: number): boolean;
139
+ /**
140
+ * Handles gamepad button up events from the gamepad system
141
+ * @param gamepadIndex The index of the gamepad
142
+ * @param buttonIndex The index of the button
143
+ * @returns True if the event was handled, false otherwise
144
+ */
145
+ handleGamepadButtonUp(gamepadIndex: number, buttonIndex: number): boolean;
146
+ /**
147
+ * Handles gamepad axis change events from the gamepad system
148
+ * @param gamepadIndex The index of the gamepad
149
+ * @param axisIndex The index of the axis
150
+ * @param value The value of the axis (-1.0 to 1.0)
151
+ * @returns True if the event was handled, false otherwise
152
+ */
153
+ handleGamepadAxisChange(gamepadIndex: number, axisIndex: number, value: number): boolean;
154
+ /**
155
+ * Called before physics simulation to process input and update the controlled pawn
156
+ * @param deltaTime Time elapsed since the last frame in seconds
157
+ */
158
+ tickPrePhysics(deltaTime: number): void;
159
+ /**
160
+ * Releases control of the currently possessed pawn
161
+ */
162
+ unpossess(): void;
163
+ /**
164
+ * Takes control of the specified pawn
165
+ * @param pawn The pawn to possess (control)
166
+ */
167
+ possess(pawn: Pawn): void;
168
+ /**
169
+ * Restarts the player at the player start or a specified location
170
+ */
171
+ restartPlayer(): void;
172
+ getCamera(): THREE.Camera | null;
173
+ protected doBeginPlay(): void;
174
+ protected doEndPlay(): void;
175
+ private restartPlayerCommand;
176
+ getEditorClassIcon(): string | null;
177
+ }