@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 +1,763 @@
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ 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;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
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+ var __metadata = (this && this.__metadata) || function (k, v) {
8
+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
9
+ };
10
+ var PlayerController_1;
11
+ /**
12
+ * PlayerController - actor that translates user input into pawn movement.
13
+ *
14
+ * Detailed explanation:
15
+ * - Reads keyboard, mouse, and gamepad events, applying sensitivity and pointer lock options.
16
+ * - Forwards movement axes and button presses to the currently possessed `Pawn` instance.
17
+ * - Exposes delegate hooks so games can intercept raw input or extend processing logic.
18
+ *
19
+ * 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.
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+ */
24
+ import * as THREE from 'three';
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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 { GamepadAxis, GamepadButton } from '../systems/InputManager.js';
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+ import { MouseButton } from '../systems/InputManager.js';
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+ import { VirtualJoystickIndex } from '../systems/InputManager.js';
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+ import { Delegate } from '../utils/Delegate.js';
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+ import { ensure } from '../utils/Utils.js';
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+ import { Actor } from './Actor.js';
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+ let PlayerController = PlayerController_1 = class PlayerController extends Actor {
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+ constructor() {
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+ super(...arguments);
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+ Object.defineProperty(this, "pawn", {
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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, "forward", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: 0
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+ });
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+ Object.defineProperty(this, "backward", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: 0
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+ });
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+ Object.defineProperty(this, "left", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: 0
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+ });
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+ Object.defineProperty(this, "right", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: 0
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+ });
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+ Object.defineProperty(this, "zoom", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: 0
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+ });
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+ Object.defineProperty(this, "forwardKeys", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
76
+ value: ['w', 'ArrowUp'].map(key => key.toLowerCase())
77
+ });
78
+ Object.defineProperty(this, "backwardKeys", {
79
+ enumerable: true,
80
+ configurable: true,
81
+ writable: true,
82
+ value: ['s', 'ArrowDown'].map(key => key.toLowerCase())
83
+ });
84
+ Object.defineProperty(this, "leftKeys", {
85
+ enumerable: true,
86
+ configurable: true,
87
+ writable: true,
88
+ value: ['a', 'ArrowLeft'].map(key => key.toLowerCase())
89
+ });
90
+ Object.defineProperty(this, "rightKeys", {
91
+ enumerable: true,
92
+ configurable: true,
93
+ writable: true,
94
+ value: ['d', 'ArrowRight'].map(key => key.toLowerCase())
95
+ });
96
+ Object.defineProperty(this, "zoomInKeys", {
97
+ enumerable: true,
98
+ configurable: true,
99
+ writable: true,
100
+ value: ['q'].map(key => key.toLowerCase())
101
+ });
102
+ Object.defineProperty(this, "zoomOutKeys", {
103
+ enumerable: true,
104
+ configurable: true,
105
+ writable: true,
106
+ value: ['e'].map(key => key.toLowerCase())
107
+ });
108
+ Object.defineProperty(this, "jumpKeys", {
109
+ enumerable: true,
110
+ configurable: true,
111
+ writable: true,
112
+ value: [' '].map(key => key.toLowerCase())
113
+ });
114
+ Object.defineProperty(this, "reloadKeys", {
115
+ enumerable: true,
116
+ configurable: true,
117
+ writable: true,
118
+ value: ['r'].map(key => key.toLowerCase())
119
+ });
120
+ Object.defineProperty(this, "inputManager", {
121
+ enumerable: true,
122
+ configurable: true,
123
+ writable: true,
124
+ value: null
125
+ });
126
+ // Add properties to track different input sources
127
+ Object.defineProperty(this, "mouseLookUp", {
128
+ enumerable: true,
129
+ configurable: true,
130
+ writable: true,
131
+ value: 0
132
+ });
133
+ Object.defineProperty(this, "mouseLookRight", {
134
+ enumerable: true,
135
+ configurable: true,
136
+ writable: true,
137
+ value: 0
138
+ });
139
+ Object.defineProperty(this, "gamepadLookUp", {
140
+ enumerable: true,
141
+ configurable: true,
142
+ writable: true,
143
+ value: 0
144
+ });
145
+ Object.defineProperty(this, "gamepadLookRight", {
146
+ enumerable: true,
147
+ configurable: true,
148
+ writable: true,
149
+ value: 0
150
+ });
151
+ Object.defineProperty(this, "joystickLookUp", {
152
+ enumerable: true,
153
+ configurable: true,
154
+ writable: true,
155
+ value: 0
156
+ });
157
+ Object.defineProperty(this, "joystickLookRight", {
158
+ enumerable: true,
159
+ configurable: true,
160
+ writable: true,
161
+ value: 0
162
+ });
163
+ Object.defineProperty(this, "lastInputDevice", {
164
+ enumerable: true,
165
+ configurable: true,
166
+ writable: true,
167
+ value: 'keyboard'
168
+ });
169
+ Object.defineProperty(this, "joystickStartData", {
170
+ enumerable: true,
171
+ configurable: true,
172
+ writable: true,
173
+ value: new Map()
174
+ });
175
+ Object.defineProperty(this, "onKeyDown", {
176
+ enumerable: true,
177
+ configurable: true,
178
+ writable: true,
179
+ value: new Delegate()
180
+ });
181
+ Object.defineProperty(this, "onKeyUp", {
182
+ enumerable: true,
183
+ configurable: true,
184
+ writable: true,
185
+ value: new Delegate()
186
+ });
187
+ Object.defineProperty(this, "onMouseDown", {
188
+ enumerable: true,
189
+ configurable: true,
190
+ writable: true,
191
+ value: new Delegate()
192
+ });
193
+ Object.defineProperty(this, "onMouseUp", {
194
+ enumerable: true,
195
+ configurable: true,
196
+ writable: true,
197
+ value: new Delegate()
198
+ });
199
+ // Add gamepad delegate events
200
+ Object.defineProperty(this, "onGamepadButtonDown", {
201
+ enumerable: true,
202
+ configurable: true,
203
+ writable: true,
204
+ value: new Delegate()
205
+ });
206
+ Object.defineProperty(this, "onGamepadButtonUp", {
207
+ enumerable: true,
208
+ configurable: true,
209
+ writable: true,
210
+ value: new Delegate()
211
+ });
212
+ Object.defineProperty(this, "onGamepadAxisChange", {
213
+ enumerable: true,
214
+ configurable: true,
215
+ writable: true,
216
+ value: new Delegate()
217
+ });
218
+ }
219
+ /**
220
+ * Sets the input manager for this controller
221
+ * @param manager The input manager to use, or null to remove
222
+ */
223
+ setInputManager(manager) {
224
+ this.inputManager = manager;
225
+ }
226
+ /**
227
+ * Gets the current input manager
228
+ * @returns The current input manager or null if none is set
229
+ */
230
+ getInputManager() {
231
+ return this.inputManager;
232
+ }
233
+ /**
234
+ * Gets the currently possessed pawn
235
+ * @returns The possessed pawn or null if no pawn is possessed
236
+ */
237
+ getPawn() {
238
+ return this.pawn;
239
+ }
240
+ /**
241
+ * Handles key down events from the input system
242
+ * @param e The keyboard event
243
+ * @returns True if the event was handled, false otherwise
244
+ */
245
+ handleKeyDown(e) {
246
+ // Track the active input device
247
+ this.setActiveInputDevice('keyboard');
248
+ if (this.pawn?.handleKeyDown(e)) {
249
+ return true;
250
+ }
251
+ if (this.onKeyDown.invokeWithPredicate(result => result, e).at(-1) ?? false) {
252
+ return true;
253
+ }
254
+ const key = e.key.toLocaleLowerCase();
255
+ if (this.forwardKeys.includes(key)) {
256
+ this.forward = 1;
257
+ return true;
258
+ }
259
+ else if (this.backwardKeys.includes(key)) {
260
+ this.backward = 1;
261
+ return true;
262
+ }
263
+ else if (this.leftKeys.includes(key)) {
264
+ this.left = 1;
265
+ return true;
266
+ }
267
+ else if (this.rightKeys.includes(key)) {
268
+ this.right = 1;
269
+ return true;
270
+ }
271
+ else if (this.zoomInKeys.includes(key)) {
272
+ this.zoom = 1;
273
+ return true;
274
+ }
275
+ else if (this.zoomOutKeys.includes(key)) {
276
+ this.zoom = -1;
277
+ return true;
278
+ }
279
+ else if (this.jumpKeys.includes(key)) {
280
+ if (this.pawn) {
281
+ this.pawn.jump();
282
+ return true;
283
+ }
284
+ }
285
+ else if (this.reloadKeys.includes(key)) {
286
+ if (this.pawn) {
287
+ this.pawn.reload();
288
+ return true;
289
+ }
290
+ }
291
+ return false;
292
+ }
293
+ /**
294
+ * Handles key up events from the input system
295
+ * @param e The keyboard event
296
+ * @returns True if the event was handled, false otherwise
297
+ */
298
+ handleKeyUp(e) {
299
+ if (this.pawn?.handleKeyUp(e)) {
300
+ return true;
301
+ }
302
+ if (this.onKeyUp.invokeWithPredicate(result => result, e).at(-1) ?? false) {
303
+ return true;
304
+ }
305
+ const key = e.key.toLocaleLowerCase();
306
+ if (this.forwardKeys.includes(key)) {
307
+ this.forward = 0;
308
+ return true;
309
+ }
310
+ else if (this.backwardKeys.includes(key)) {
311
+ this.backward = 0;
312
+ return true;
313
+ }
314
+ else if (this.leftKeys.includes(key)) {
315
+ this.left = 0;
316
+ return true;
317
+ }
318
+ else if (this.rightKeys.includes(key)) {
319
+ this.right = 0;
320
+ return true;
321
+ }
322
+ else if (this.zoomInKeys.includes(key)) {
323
+ this.zoom = 0;
324
+ return true;
325
+ }
326
+ else if (this.zoomOutKeys.includes(key)) {
327
+ this.zoom = 0;
328
+ return true;
329
+ }
330
+ else if (this.jumpKeys.includes(key)) {
331
+ if (this.pawn) {
332
+ this.pawn.stopJump();
333
+ return true;
334
+ }
335
+ }
336
+ return false;
337
+ }
338
+ /**
339
+ * Handles mouse down events from the input system
340
+ * @param button The mouse event
341
+ * @returns True if the event was handled, false otherwise
342
+ */
343
+ handleMouseDown(button, e) {
344
+ if (this.pawn?.handleMouseDown(button, e)) {
345
+ return true;
346
+ }
347
+ if (this.onMouseDown.invokeWithPredicate(result => result, button, e).at(-1) ?? false) {
348
+ return true;
349
+ }
350
+ if (button === MouseButton.Left) {
351
+ if (this.pawn?.beginFire() ?? false) {
352
+ return true;
353
+ }
354
+ }
355
+ else if (button === MouseButton.Right) {
356
+ if (this.pawn?.beginAltFire() ?? false) {
357
+ return true;
358
+ }
359
+ }
360
+ return false;
361
+ }
362
+ /**
363
+ * Handles mouse up events from the input system
364
+ * @param button The mouse event
365
+ * @returns True if the event was handled, false otherwise
366
+ */
367
+ handleMouseUp(button, e) {
368
+ if (this.pawn?.handleMouseUp(button, e)) {
369
+ return true;
370
+ }
371
+ if (this.onMouseUp.invokeWithPredicate(result => result, button, e).at(-1) ?? false) {
372
+ return true;
373
+ }
374
+ if (button === MouseButton.Left) {
375
+ if (this.pawn?.endFire() ?? false) {
376
+ return true;
377
+ }
378
+ }
379
+ else if (button === MouseButton.Right) {
380
+ if (this.pawn?.endAltFire() ?? false) {
381
+ return true;
382
+ }
383
+ }
384
+ return false;
385
+ }
386
+ /**
387
+ * Handles mouse movement events from the input system
388
+ * @param e The mouse event
389
+ * @returns True if the event was handled, false otherwise
390
+ */
391
+ handleMouseMove(e) {
392
+ if (!this.inputManager?.isPointerLocked()) {
393
+ return false;
394
+ }
395
+ // Track the active input device
396
+ this.setActiveInputDevice('mouse');
397
+ this.mouseLookUp += -e.movementY * PlayerController_1.inputSettings.lookSensitivity;
398
+ this.mouseLookRight += e.movementX * PlayerController_1.inputSettings.lookSensitivity;
399
+ return true;
400
+ }
401
+ /**
402
+ * Handles mouse click events from the input system
403
+ * @param button The mouse button that was clicked
404
+ * @param e The mouse event
405
+ * @returns True if the event was handled, false otherwise
406
+ */
407
+ handleMouseClick(button, e) {
408
+ return false;
409
+ }
410
+ /**
411
+ * Handles virtual joystick events from the input system
412
+ * @param index The index of the virtual joystick
413
+ * @param joystickData The data from the virtual joystick
414
+ * @returns True if the event was handled, false otherwise
415
+ */
416
+ handleVirtualJoystick(index, joystickData) {
417
+ const inputSettings = PlayerController_1.inputSettings;
418
+ this.setActiveInputDevice('joystick');
419
+ if (joystickData.type === 'start') {
420
+ this.joystickStartData.set(index, joystickData);
421
+ }
422
+ else if (joystickData.type === 'end') {
423
+ this.joystickStartData.delete(index);
424
+ if (index === VirtualJoystickIndex.Left) {
425
+ this.forward = 0;
426
+ this.backward = 0;
427
+ this.left = 0;
428
+ this.right = 0;
429
+ }
430
+ else if (index === VirtualJoystickIndex.Right) {
431
+ this.joystickLookRight = 0;
432
+ this.joystickLookUp = 0;
433
+ }
434
+ }
435
+ else if (joystickData.type === 'move') {
436
+ const startData = this.joystickStartData.get(index);
437
+ if (startData) {
438
+ const deltaX = joystickData.position.x - startData.position.x;
439
+ const deltaY = joystickData.position.y - startData.position.y;
440
+ if (index === VirtualJoystickIndex.Left) {
441
+ this.forward = THREE.MathUtils.clamp(-deltaY * inputSettings.joystickMovementSensitivity, 0, 1);
442
+ this.backward = THREE.MathUtils.clamp(deltaY * inputSettings.joystickMovementSensitivity, 0, 1);
443
+ this.left = THREE.MathUtils.clamp(-deltaX * inputSettings.joystickMovementSensitivity, 0, 1);
444
+ this.right = THREE.MathUtils.clamp(deltaX * inputSettings.joystickMovementSensitivity, 0, 1);
445
+ }
446
+ else if (index === VirtualJoystickIndex.Right) {
447
+ this.joystickLookRight = deltaX * inputSettings.joystickLookSensitivity;
448
+ this.joystickLookUp = -deltaY * inputSettings.joystickLookSensitivity;
449
+ }
450
+ }
451
+ else {
452
+ this.joystickStartData.set(index, joystickData);
453
+ }
454
+ }
455
+ return true;
456
+ }
457
+ /**
458
+ * Track the active input device with a timestamp
459
+ * @param device The input device that was just used
460
+ */
461
+ setActiveInputDevice(device) {
462
+ this.lastInputDevice = device;
463
+ }
464
+ /**
465
+ * Handles gamepad button down events from the gamepad system
466
+ * @param gamepadIndex The index of the gamepad
467
+ * @param buttonIndex The index of the button
468
+ * @param value The value of the button press (0.0 to 1.0)
469
+ * @returns True if the event was handled, false otherwise
470
+ */
471
+ handleGamepadButtonDown(gamepadIndex, buttonIndex, value) {
472
+ // Only handle gamepad 0 by default (first connected gamepad)
473
+ if (gamepadIndex !== 0)
474
+ return false;
475
+ // Track the active input device
476
+ this.setActiveInputDevice('gamepad');
477
+ if (this.pawn?.handleGamepadButtonDown(gamepadIndex, buttonIndex, value)) {
478
+ return true;
479
+ }
480
+ if (this.onGamepadButtonDown.invokeWithPredicate(result => result, gamepadIndex, buttonIndex, value).at(-1) ?? false) {
481
+ return true;
482
+ }
483
+ if (buttonIndex === GamepadButton.FaceBottom) {
484
+ // Jump with bottom face button (A on Xbox, X on PlayStation)
485
+ if (this.pawn) {
486
+ this.pawn.jump();
487
+ return true;
488
+ }
489
+ }
490
+ else if (buttonIndex === GamepadButton.FaceLeft) {
491
+ // Reload with left face button (X on Xbox, Square on PlayStation)
492
+ if (this.pawn) {
493
+ this.pawn.reload();
494
+ return true;
495
+ }
496
+ }
497
+ else if (buttonIndex === GamepadButton.LeftTrigger) {
498
+ // Begin zoom in
499
+ this.zoom = value;
500
+ return true;
501
+ }
502
+ else if (buttonIndex === GamepadButton.RightTrigger) {
503
+ // Begin fire
504
+ if (this.pawn?.beginFire() ?? false) {
505
+ return true;
506
+ }
507
+ }
508
+ else if (buttonIndex === GamepadButton.LeftBumper) {
509
+ // Begin zoom out
510
+ this.zoom = -value;
511
+ return true;
512
+ }
513
+ else if (buttonIndex === GamepadButton.RightBumper) {
514
+ // Begin alt fire
515
+ if (this.pawn?.beginAltFire() ?? false) {
516
+ return true;
517
+ }
518
+ }
519
+ return false;
520
+ }
521
+ /**
522
+ * Handles gamepad button up events from the gamepad system
523
+ * @param gamepadIndex The index of the gamepad
524
+ * @param buttonIndex The index of the button
525
+ * @returns True if the event was handled, false otherwise
526
+ */
527
+ handleGamepadButtonUp(gamepadIndex, buttonIndex) {
528
+ // Only handle gamepad 0 by default (first connected gamepad)
529
+ if (gamepadIndex !== 0)
530
+ return false;
531
+ // Track the active input device
532
+ this.setActiveInputDevice('gamepad');
533
+ if (this.pawn?.handleGamepadButtonUp(gamepadIndex, buttonIndex)) {
534
+ return true;
535
+ }
536
+ if (this.onGamepadButtonUp.invokeWithPredicate(result => result, gamepadIndex, buttonIndex, 0).at(-1) ?? false) {
537
+ return true;
538
+ }
539
+ if (buttonIndex === GamepadButton.LeftTrigger || buttonIndex === GamepadButton.LeftBumper) {
540
+ // End zoom
541
+ this.zoom = 0;
542
+ return true;
543
+ }
544
+ else if (buttonIndex === GamepadButton.RightTrigger) {
545
+ // End fire
546
+ if (this.pawn?.endFire() ?? false) {
547
+ return true;
548
+ }
549
+ }
550
+ else if (buttonIndex === GamepadButton.RightBumper) {
551
+ // End alt fire
552
+ if (this.pawn?.endAltFire() ?? false) {
553
+ return true;
554
+ }
555
+ }
556
+ return false;
557
+ }
558
+ /**
559
+ * Handles gamepad axis change events from the gamepad system
560
+ * @param gamepadIndex The index of the gamepad
561
+ * @param axisIndex The index of the axis
562
+ * @param value The value of the axis (-1.0 to 1.0)
563
+ * @returns True if the event was handled, false otherwise
564
+ */
565
+ handleGamepadAxisChange(gamepadIndex, axisIndex, value) {
566
+ // Only handle standard gamepad 0
567
+ if (gamepadIndex !== 0)
568
+ return false;
569
+ // Only track active input device if there's significant input
570
+ // This prevents small axis noise from switching input device
571
+ if (Math.abs(value) > 0.25) {
572
+ this.setActiveInputDevice('gamepad');
573
+ }
574
+ if (this.pawn?.handleGamepadAxisChange(gamepadIndex, axisIndex, value)) {
575
+ return true;
576
+ }
577
+ if (this.onGamepadAxisChange.invokeWithPredicate(result => result, gamepadIndex, axisIndex, value).at(-1) ?? false) {
578
+ return true;
579
+ }
580
+ if (axisIndex === GamepadAxis.LeftStickX) {
581
+ // Left/Right movement
582
+ if (value > 0) {
583
+ this.right = value;
584
+ this.left = 0;
585
+ }
586
+ else {
587
+ this.right = 0;
588
+ this.left = -value;
589
+ }
590
+ return true;
591
+ }
592
+ else if (axisIndex === GamepadAxis.LeftStickY) {
593
+ // Forward/Backward movement
594
+ if (value > 0) {
595
+ this.backward = value;
596
+ this.forward = 0;
597
+ }
598
+ else {
599
+ this.backward = 0;
600
+ this.forward = -value;
601
+ }
602
+ return true;
603
+ }
604
+ else if (axisIndex === GamepadAxis.RightStickX) {
605
+ // Look right/left - store in separate gamepad variable
606
+ this.gamepadLookRight = value * PlayerController_1.inputSettings.gamepadLookSensitivity;
607
+ return true;
608
+ }
609
+ else if (axisIndex === GamepadAxis.RightStickY) {
610
+ // Look up/down - store in separate gamepad variable
611
+ this.gamepadLookUp = -value * PlayerController_1.inputSettings.gamepadLookSensitivity;
612
+ return true;
613
+ }
614
+ return false;
615
+ }
616
+ /**
617
+ * Called before physics simulation to process input and update the controlled pawn
618
+ * @param deltaTime Time elapsed since the last frame in seconds
619
+ */
620
+ tickPrePhysics(deltaTime) {
621
+ super.tickPrePhysics(deltaTime);
622
+ if (this.pawn) {
623
+ const forwardValue = this.forward - this.backward;
624
+ const rightValue = this.right - this.left;
625
+ // Use look values from the active input device
626
+ let lookUpValue = 0;
627
+ let lookRightValue = 0;
628
+ if (this.lastInputDevice === 'mouse') {
629
+ lookUpValue = this.mouseLookUp;
630
+ lookRightValue = this.mouseLookRight;
631
+ }
632
+ else if (this.lastInputDevice === 'gamepad') {
633
+ lookUpValue = this.gamepadLookUp;
634
+ lookRightValue = this.gamepadLookRight;
635
+ }
636
+ else if (this.lastInputDevice === 'joystick') {
637
+ lookUpValue = this.joystickLookUp;
638
+ lookRightValue = this.joystickLookRight;
639
+ }
640
+ // Movement inputs are typically speed-based (normalized range [-1, 1])
641
+ this.pawn.addForwardInput(forwardValue, false);
642
+ this.pawn.addRightInput(rightValue, false);
643
+ // Look inputs: mouse is absolute (accumulated pixels), gamepad/joystick are speed-based
644
+ this.pawn.addLookUpInput(lookUpValue, this.lastInputDevice === 'mouse');
645
+ this.pawn.addLookRightInput(lookRightValue, this.lastInputDevice === 'mouse');
646
+ // Zoom input is typically speed-based
647
+ this.pawn.addZoomInput(this.zoom, false);
648
+ }
649
+ // Always reset mouse look values each frame
650
+ this.mouseLookUp = 0;
651
+ this.mouseLookRight = 0;
652
+ // For gamepad, apply continuous input or decay
653
+ if (this.lastInputDevice === 'gamepad') {
654
+ // Stick is already at zero or at a maintained value from handleGamepadAxisChange
655
+ // No need for additional decay logic here
656
+ }
657
+ else {
658
+ // If gamepad is not active, decay its values to avoid lingering input
659
+ const GAMEPAD_DECAY = 0.2;
660
+ if (Math.abs(this.gamepadLookUp) < GAMEPAD_DECAY) {
661
+ this.gamepadLookUp = 0;
662
+ }
663
+ else if (this.gamepadLookUp > 0) {
664
+ this.gamepadLookUp -= GAMEPAD_DECAY;
665
+ }
666
+ else {
667
+ this.gamepadLookUp += GAMEPAD_DECAY;
668
+ }
669
+ if (Math.abs(this.gamepadLookRight) < GAMEPAD_DECAY) {
670
+ this.gamepadLookRight = 0;
671
+ }
672
+ else if (this.gamepadLookRight > 0) {
673
+ this.gamepadLookRight -= GAMEPAD_DECAY;
674
+ }
675
+ else {
676
+ this.gamepadLookRight += GAMEPAD_DECAY;
677
+ }
678
+ }
679
+ }
680
+ /**
681
+ * Releases control of the currently possessed pawn
682
+ */
683
+ unpossess() {
684
+ if (this.pawn) {
685
+ this.pawn.setPlayerController(null);
686
+ }
687
+ this.pawn = null;
688
+ }
689
+ /**
690
+ * Takes control of the specified pawn
691
+ * @param pawn The pawn to possess (control)
692
+ */
693
+ possess(pawn) {
694
+ this.pawn = pawn;
695
+ this.pawn.setPlayerController(this);
696
+ }
697
+ /**
698
+ * Restarts the player at the player start or a specified location
699
+ */
700
+ restartPlayer() {
701
+ const playerStart = this.getWorld()?.gameMode.findPlayerStart(this);
702
+ if (playerStart) {
703
+ ensure(this.pawn);
704
+ const playerStartTransform = playerStart.getWorldTransform();
705
+ this.pawn?.setWorldTransform({
706
+ position: playerStartTransform.position,
707
+ rotation: playerStartTransform.rotation,
708
+ });
709
+ }
710
+ }
711
+ getCamera() {
712
+ return this.pawn?.getCamera() ?? super.getCamera();
713
+ }
714
+ //====================================================================================================
715
+ doBeginPlay() {
716
+ super.doBeginPlay();
717
+ const world = this.getWorld();
718
+ world.consoleManager.addCommandHandler(this);
719
+ if (!this.options.noPointerLock) {
720
+ world.inputManager.requestPointerLock({});
721
+ }
722
+ world.inputManager.addInputHandler(this);
723
+ this.restartPlayer();
724
+ }
725
+ doEndPlay() {
726
+ super.doEndPlay();
727
+ this.getWorld()?.consoleManager.removeCommandHandler(this);
728
+ this.inputManager?.removeInputHandler(this);
729
+ }
730
+ restartPlayerCommand() {
731
+ this.restartPlayer();
732
+ return 'Restarted player';
733
+ }
734
+ //====================================================================================================
735
+ // Editor Functions
736
+ //====================================================================================================
737
+ getEditorClassIcon() {
738
+ return 'Icon_Character';
739
+ }
740
+ };
741
+ // Movement settings
742
+ Object.defineProperty(PlayerController, "inputSettings", {
743
+ enumerable: true,
744
+ configurable: true,
745
+ writable: true,
746
+ value: {
747
+ lookSensitivity: 0.02,
748
+ gamepadLookSensitivity: 80.0,
749
+ joystickLookSensitivity: 0.6,
750
+ joystickMovementSensitivity: 0.03,
751
+ }
752
+ });
753
+ __decorate([
754
+ ConsoleCommand('restartplayer', 'Restart the current player'),
755
+ __metadata("design:type", Function),
756
+ __metadata("design:paramtypes", []),
757
+ __metadata("design:returntype", String)
758
+ ], PlayerController.prototype, "restartPlayerCommand", null);
759
+ PlayerController = PlayerController_1 = __decorate([
760
+ EngineClass('PlayerController')
761
+ ], PlayerController);
762
+ export { PlayerController };
763
+ //# 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