@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 +1,89 @@
1
+ import { Delegate } from '../utils/Delegate.js';
2
+ import { SceneComponent } from './SceneComponent.js';
3
+ import type { SceneComponentOptions } from './SceneComponent.js';
4
+ import type * as THREE from 'three';
5
+ /**
6
+ * Interface defining the configuration options for character stats
7
+ */
8
+ export interface CharacterStatsOptions extends SceneComponentOptions {
9
+ maxHealth?: number;
10
+ healthRegen?: number;
11
+ attackCooldown?: number;
12
+ attackRange?: number;
13
+ attackDamage?: number;
14
+ speed?: number;
15
+ }
16
+ /**
17
+ * Interface defining the hit information
18
+ */
19
+ export interface DamageHitInfo {
20
+ /**
21
+ * The location of the hit
22
+ */
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+ hitLocation: THREE.Vector3;
24
+ /**
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+ * The normal of the hit on the surface of the hit actor
26
+ */
27
+ hitNormal: THREE.Vector3;
28
+ }
29
+ /**
30
+ * Component responsible for managing character statistics and combat-related attributes
31
+ */
32
+ export declare class CharacterStatsComponent extends SceneComponent<CharacterStatsOptions> {
33
+ private maxHealth;
34
+ private currentHealth;
35
+ private healthRegen;
36
+ private isDead;
37
+ private attackCooldown;
38
+ private attackRange;
39
+ private attackDamage;
40
+ private speed;
41
+ readonly onHealthChanged: Delegate<[number, number], void>;
42
+ readonly onDeath: Delegate<[DamageHitInfo | undefined], void>;
43
+ protected handleDeath(hitInfo?: DamageHitInfo): void;
44
+ static get DEFAULT_OPTIONS(): CharacterStatsOptions;
45
+ constructor(options?: CharacterStatsOptions);
46
+ /**
47
+ * Called when the component starts playing
48
+ * @override
49
+ */
50
+ beginPlay(): void;
51
+ /**
52
+ * Called before physics simulation each frame
53
+ * @param deltaTime Time in seconds since the last frame
54
+ * @override
55
+ */
56
+ tickPrePhysics(deltaTime: number): void;
57
+ /**
58
+ * Updates the component's state
59
+ * @param deltaTime Time elapsed since the last frame in seconds
60
+ */
61
+ private tick;
62
+ /**
63
+ * Applies damage to the character
64
+ * @param amount Amount of damage to apply
65
+ * @param hitInfo Optional hit information
66
+ * @returns The actual amount of damage dealt
67
+ */
68
+ takeDamage(amount: number, hitInfo?: DamageHitInfo): number;
69
+ /**
70
+ * Heals the character
71
+ * @param amount Amount of healing to apply
72
+ * @returns The actual amount healed
73
+ */
74
+ heal(amount: number): number;
75
+ getMaxHealth(): number;
76
+ getCurrentHealth(): number;
77
+ getHealthRegen(): number;
78
+ getAttackCooldown(): number;
79
+ getAttackRange(): number;
80
+ getSpeed(): number;
81
+ getAttackDamage(): number;
82
+ setMaxHealth(value: number): void;
83
+ setHealthRegen(value: number): void;
84
+ setAttackCooldown(value: number): void;
85
+ setAttackRange(value: number): void;
86
+ setSpeed(value: number): void;
87
+ setAttackDamage(value: number): void;
88
+ getEditorClassIcon(): string | null;
89
+ }
@@ -0,0 +1,207 @@
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
+ };
7
+ 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 CharacterStatsComponent_1;
11
+ import { EngineClass } from '../systems/ClassRegistry.js';
12
+ import { Delegate } from '../utils/Delegate.js';
13
+ import { SceneComponent } from './SceneComponent.js';
14
+ /**
15
+ * Component responsible for managing character statistics and combat-related attributes
16
+ */
17
+ let CharacterStatsComponent = CharacterStatsComponent_1 = class CharacterStatsComponent extends SceneComponent {
18
+ // Custom death handler
19
+ handleDeath(hitInfo) {
20
+ const actor = this.getActor();
21
+ if (actor) {
22
+ actor.handleDeath(hitInfo);
23
+ }
24
+ }
25
+ static get DEFAULT_OPTIONS() {
26
+ return {
27
+ ...SceneComponent.DEFAULT_OPTIONS,
28
+ maxHealth: 100,
29
+ healthRegen: 1,
30
+ attackCooldown: 1.0,
31
+ attackRange: 2.0,
32
+ attackDamage: 10,
33
+ speed: 5.0,
34
+ };
35
+ }
36
+ constructor(options = {}) {
37
+ super(options);
38
+ // Core stats
39
+ Object.defineProperty(this, "maxHealth", {
40
+ enumerable: true,
41
+ configurable: true,
42
+ writable: true,
43
+ value: void 0
44
+ });
45
+ Object.defineProperty(this, "currentHealth", {
46
+ enumerable: true,
47
+ configurable: true,
48
+ writable: true,
49
+ value: void 0
50
+ });
51
+ Object.defineProperty(this, "healthRegen", {
52
+ enumerable: true,
53
+ configurable: true,
54
+ writable: true,
55
+ value: void 0
56
+ });
57
+ Object.defineProperty(this, "isDead", {
58
+ enumerable: true,
59
+ configurable: true,
60
+ writable: true,
61
+ value: false
62
+ });
63
+ // Combat stats
64
+ Object.defineProperty(this, "attackCooldown", {
65
+ enumerable: true,
66
+ configurable: true,
67
+ writable: true,
68
+ value: void 0
69
+ });
70
+ Object.defineProperty(this, "attackRange", {
71
+ enumerable: true,
72
+ configurable: true,
73
+ writable: true,
74
+ value: void 0
75
+ });
76
+ Object.defineProperty(this, "attackDamage", {
77
+ enumerable: true,
78
+ configurable: true,
79
+ writable: true,
80
+ value: void 0
81
+ });
82
+ // Movement stats
83
+ Object.defineProperty(this, "speed", {
84
+ enumerable: true,
85
+ configurable: true,
86
+ writable: true,
87
+ value: void 0
88
+ });
89
+ // Events
90
+ Object.defineProperty(this, "onHealthChanged", {
91
+ enumerable: true,
92
+ configurable: true,
93
+ writable: true,
94
+ value: new Delegate()
95
+ });
96
+ Object.defineProperty(this, "onDeath", {
97
+ enumerable: true,
98
+ configurable: true,
99
+ writable: true,
100
+ value: new Delegate()
101
+ });
102
+ // Initialize with default values or provided options
103
+ this.maxHealth = options.maxHealth ?? CharacterStatsComponent_1.DEFAULT_OPTIONS.maxHealth;
104
+ this.currentHealth = this.maxHealth;
105
+ this.healthRegen = options.healthRegen ?? CharacterStatsComponent_1.DEFAULT_OPTIONS.healthRegen;
106
+ this.attackCooldown = options.attackCooldown ?? CharacterStatsComponent_1.DEFAULT_OPTIONS.attackCooldown;
107
+ this.attackRange = options.attackRange ?? CharacterStatsComponent_1.DEFAULT_OPTIONS.attackRange;
108
+ this.attackDamage = options.attackDamage ?? CharacterStatsComponent_1.DEFAULT_OPTIONS.attackDamage;
109
+ this.speed = options.speed ?? CharacterStatsComponent_1.DEFAULT_OPTIONS.speed;
110
+ }
111
+ /**
112
+ * Called when the component starts playing
113
+ * @override
114
+ */
115
+ beginPlay() {
116
+ super.beginPlay();
117
+ // Reset health and cooldowns when play begins
118
+ this.currentHealth = this.maxHealth;
119
+ }
120
+ /**
121
+ * Called before physics simulation each frame
122
+ * @param deltaTime Time in seconds since the last frame
123
+ * @override
124
+ */
125
+ tickPrePhysics(deltaTime) {
126
+ super.tickPrePhysics(deltaTime);
127
+ this.tick(deltaTime);
128
+ }
129
+ /**
130
+ * Updates the component's state
131
+ * @param deltaTime Time elapsed since the last frame in seconds
132
+ */
133
+ tick(deltaTime) {
134
+ // Apply health regeneration
135
+ if (this.currentHealth < this.maxHealth) {
136
+ this.heal(this.healthRegen * deltaTime);
137
+ }
138
+ }
139
+ /**
140
+ * Applies damage to the character
141
+ * @param amount Amount of damage to apply
142
+ * @param hitInfo Optional hit information
143
+ * @returns The actual amount of damage dealt
144
+ */
145
+ takeDamage(amount, hitInfo) {
146
+ if (this.isDead) {
147
+ return 0;
148
+ }
149
+ const previousHealth = this.currentHealth;
150
+ this.currentHealth = Math.max(0, this.currentHealth - amount);
151
+ this.onHealthChanged.invoke(this.currentHealth, this.maxHealth);
152
+ if (this.currentHealth <= 0) {
153
+ this.isDead = true;
154
+ this.onDeath.invoke(hitInfo);
155
+ this.handleDeath(hitInfo);
156
+ }
157
+ return previousHealth - this.currentHealth;
158
+ }
159
+ /**
160
+ * Heals the character
161
+ * @param amount Amount of healing to apply
162
+ * @returns The actual amount healed
163
+ */
164
+ heal(amount) {
165
+ if (this.isDead) {
166
+ return 0;
167
+ }
168
+ if (!amount) {
169
+ return 0;
170
+ }
171
+ const previousHealth = this.currentHealth;
172
+ this.currentHealth = Math.min(this.maxHealth, this.currentHealth + amount);
173
+ this.onHealthChanged.invoke(this.currentHealth, this.maxHealth);
174
+ return this.currentHealth - previousHealth;
175
+ }
176
+ // Getters
177
+ getMaxHealth() { return this.maxHealth; }
178
+ getCurrentHealth() { return this.currentHealth; }
179
+ getHealthRegen() { return this.healthRegen; }
180
+ getAttackCooldown() { return this.attackCooldown; }
181
+ getAttackRange() { return this.attackRange; }
182
+ getSpeed() { return this.speed; }
183
+ getAttackDamage() { return this.attackDamage; }
184
+ // Setters
185
+ setMaxHealth(value) {
186
+ this.maxHealth = value;
187
+ this.currentHealth = Math.min(this.currentHealth, this.maxHealth);
188
+ this.onHealthChanged.invoke(this.currentHealth, this.maxHealth);
189
+ }
190
+ setHealthRegen(value) { this.healthRegen = value; }
191
+ setAttackCooldown(value) { this.attackCooldown = value; }
192
+ setAttackRange(value) { this.attackRange = value; }
193
+ setSpeed(value) { this.speed = value; }
194
+ setAttackDamage(value) { this.attackDamage = value; }
195
+ //====================================================================================================
196
+ // Editor Functions
197
+ //====================================================================================================
198
+ getEditorClassIcon() {
199
+ return 'Icon_CharacterStats';
200
+ }
201
+ };
202
+ CharacterStatsComponent = CharacterStatsComponent_1 = __decorate([
203
+ EngineClass('CharacterStatsComponent'),
204
+ __metadata("design:paramtypes", [Object])
205
+ ], CharacterStatsComponent);
206
+ export { CharacterStatsComponent };
207
+ //# sourceMappingURL=data:application/json;base64,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
@@ -0,0 +1,102 @@
1
+ import { PrimitiveComponent } from './PrimitiveComponent.js';
2
+ import type { PrimitiveComponentOptions } from './PrimitiveComponent.js';
3
+ import type { EditorClassMeta, EditorPropertyChangedResult } from '../utils/EditorClassMeta.js';
4
+ /**
5
+ * Supported collision shape types
6
+ */
7
+ export declare enum CollisionShapeType {
8
+ Cube = "cube",
9
+ Sphere = "sphere"
10
+ }
11
+ /**
12
+ * Configuration options for the collision shape component
13
+ */
14
+ export interface CollisionShapeComponentOptions extends PrimitiveComponentOptions {
15
+ /**
16
+ * The type of collision shape (cube or sphere)
17
+ * @default CollisionShapeType.Cube
18
+ */
19
+ shapeType?: CollisionShapeType;
20
+ /**
21
+ * Whether to enable debug visualization of the collision shape
22
+ * @default false
23
+ */
24
+ enableDebugVisualization?: boolean;
25
+ }
26
+ /**
27
+ * Component that adds collision detection capability to an actor
28
+ * Creates invisible collision geometry for physics interaction
29
+ *
30
+ * The collision shape size is controlled by the component's transform scale.
31
+ * Use setScale() on the component to resize the collision shape.
32
+ */
33
+ export declare class CollisionShapeComponent extends PrimitiveComponent<CollisionShapeComponentOptions> {
34
+ /** The invisible mesh used for collision detection */
35
+ private collisionMesh;
36
+ /** The collision shape type */
37
+ private shapeType;
38
+ /** Whether debug visualization is currently enabled */
39
+ private debugVisualizationEnabled;
40
+ static readonly EDITOR_CLASS_META: EditorClassMeta;
41
+ static get DEFAULT_OPTIONS(): CollisionShapeComponentOptions;
42
+ /**
43
+ * Creates a new CollisionShapeComponent with the specified options
44
+ * @param options Configuration options for the collision shape
45
+ */
46
+ constructor(options?: CollisionShapeComponentOptions);
47
+ /**
48
+ * Create the collision mesh for the shape
49
+ * Creates a unit-sized shape that scales with the component's transform
50
+ */
51
+ private createCollisionMesh;
52
+ /**
53
+ * Update the visibility of the collision mesh based on current settings
54
+ */
55
+ private updateCollisionMeshVisibility;
56
+ /**
57
+ * Initialize component when play begins
58
+ */
59
+ beginPlay(): void;
60
+ /**
61
+ * Change the type of collision shape
62
+ * @param type The new collision shape type
63
+ */
64
+ setShapeType(type: CollisionShapeType): void;
65
+ /**
66
+ * Enable or disable debug visualization of the collision shape
67
+ * @param enabled Whether to enable debug visualization
68
+ */
69
+ setDebugVisualizationEnabled(enabled: boolean): void;
70
+ /**
71
+ * Toggle debug visualization on/off
72
+ */
73
+ toggleDebugVisualization(): void;
74
+ /**
75
+ * Get the current debug visualization state
76
+ * @returns Whether debug visualization is enabled
77
+ */
78
+ isDebugVisualizationEnabled(): boolean;
79
+ /**
80
+ * Enable or disable physics for this collision shape
81
+ * @param enable Whether to enable physics
82
+ */
83
+ enablePhysics(enable: boolean): void;
84
+ /**
85
+ * Get the collision shape type
86
+ * @returns The current collision shape type
87
+ */
88
+ getShapeType(): CollisionShapeType;
89
+ /**
90
+ * Handle property changes from the editor
91
+ * @param path The property path that changed
92
+ * @param value The new value
93
+ * @param result Result object for editor feedback
94
+ */
95
+ onEditorPropertyChanged(path: string, value: any, result: EditorPropertyChangedResult): void;
96
+ /**
97
+ * Called when the component is added to the world in the editor
98
+ * This ensures visibility is set correctly once the world context is available
99
+ */
100
+ onEditorAddToWorld(): void;
101
+ getEditorClassIcon(): string | null;
102
+ }
@@ -0,0 +1,232 @@
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
+ };
7
+ 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 CollisionShapeComponent_1;
11
+ import * as THREE from 'three';
12
+ import { PhysicsMotionType } from '../physics/PhysicsTypes.js';
13
+ import { EngineClass } from '../systems/ClassRegistry.js';
14
+ import { MaterialHelpers } from '../utils/MaterialHelpers.js';
15
+ import { PrimitiveComponent } from './PrimitiveComponent.js';
16
+ /**
17
+ * Supported collision shape types
18
+ */
19
+ export var CollisionShapeType;
20
+ (function (CollisionShapeType) {
21
+ CollisionShapeType["Cube"] = "cube";
22
+ CollisionShapeType["Sphere"] = "sphere";
23
+ })(CollisionShapeType || (CollisionShapeType = {}));
24
+ /**
25
+ * Component that adds collision detection capability to an actor
26
+ * Creates invisible collision geometry for physics interaction
27
+ *
28
+ * The collision shape size is controlled by the component's transform scale.
29
+ * Use setScale() on the component to resize the collision shape.
30
+ */
31
+ let CollisionShapeComponent = CollisionShapeComponent_1 = class CollisionShapeComponent extends PrimitiveComponent {
32
+ static get DEFAULT_OPTIONS() {
33
+ return {
34
+ ...PrimitiveComponent.DEFAULT_OPTIONS,
35
+ shapeType: CollisionShapeType.Cube,
36
+ enableDebugVisualization: false,
37
+ };
38
+ }
39
+ /**
40
+ * Creates a new CollisionShapeComponent with the specified options
41
+ * @param options Configuration options for the collision shape
42
+ */
43
+ constructor(options = {}) {
44
+ super(options);
45
+ /** The invisible mesh used for collision detection */
46
+ Object.defineProperty(this, "collisionMesh", {
47
+ enumerable: true,
48
+ configurable: true,
49
+ writable: true,
50
+ value: null
51
+ });
52
+ /** The collision shape type */
53
+ Object.defineProperty(this, "shapeType", {
54
+ enumerable: true,
55
+ configurable: true,
56
+ writable: true,
57
+ value: void 0
58
+ });
59
+ /** Whether debug visualization is currently enabled */
60
+ Object.defineProperty(this, "debugVisualizationEnabled", {
61
+ enumerable: true,
62
+ configurable: true,
63
+ writable: true,
64
+ value: void 0
65
+ });
66
+ // Clean up any existing collision mesh (important for editor property changes)
67
+ if (this.collisionMesh) {
68
+ this.remove(this.collisionMesh);
69
+ this.collisionMesh = null;
70
+ }
71
+ // Set default values
72
+ this.shapeType = options.shapeType ?? CollisionShapeComponent_1.DEFAULT_OPTIONS.shapeType;
73
+ this.debugVisualizationEnabled = options.enableDebugVisualization ?? CollisionShapeComponent_1.DEFAULT_OPTIONS.enableDebugVisualization;
74
+ // Create the collision mesh
75
+ this.createCollisionMesh();
76
+ }
77
+ /**
78
+ * Create the collision mesh for the shape
79
+ * Creates a unit-sized shape that scales with the component's transform
80
+ */
81
+ createCollisionMesh() {
82
+ let collisionGeometry;
83
+ // Create unit-sized geometry based on shape type
84
+ // Scaling is handled by the component's transform scale
85
+ if (this.shapeType === CollisionShapeType.Sphere) {
86
+ collisionGeometry = new THREE.SphereGeometry(1, 8, 6); // Unit sphere (radius 1)
87
+ }
88
+ else {
89
+ // Default to cube
90
+ collisionGeometry = new THREE.BoxGeometry(1, 1, 1); // Unit cube (1x1x1)
91
+ }
92
+ // Always use wireframe material - visibility is controlled separately
93
+ const collisionMaterial = MaterialHelpers.createWireframeMaterial(0x00ff00); // Green wireframe
94
+ this.collisionMesh = new THREE.Mesh(collisionGeometry, collisionMaterial);
95
+ // Mark mesh as transient so it's not included in serialization
96
+ this.collisionMesh.setTransient(true);
97
+ // Set initial visibility
98
+ this.updateCollisionMeshVisibility();
99
+ this.add(this.collisionMesh);
100
+ }
101
+ /**
102
+ * Update the visibility of the collision mesh based on current settings
103
+ */
104
+ updateCollisionMeshVisibility() {
105
+ if (!this.collisionMesh)
106
+ return;
107
+ const world = this.getWorld();
108
+ const isEditorMode = world?.isEditorWorld ?? false;
109
+ const shouldShowDebug = this.debugVisualizationEnabled || isEditorMode;
110
+ this.collisionMesh.visible = shouldShowDebug;
111
+ }
112
+ /**
113
+ * Initialize component when play begins
114
+ */
115
+ beginPlay() {
116
+ super.beginPlay();
117
+ // Update visibility based on current editor state
118
+ this.updateCollisionMeshVisibility();
119
+ }
120
+ /**
121
+ * Change the type of collision shape
122
+ * @param type The new collision shape type
123
+ */
124
+ setShapeType(type) {
125
+ this.shapeType = type;
126
+ // Remove existing collision mesh
127
+ if (this.collisionMesh) {
128
+ this.remove(this.collisionMesh);
129
+ this.collisionMesh = null;
130
+ }
131
+ // Create new collision mesh
132
+ this.createCollisionMesh();
133
+ // Update physics if actor is playing
134
+ if (this.getActor()?.isPlaying() && this.isPhysicsEnabled()) {
135
+ // Use the safer physics update method
136
+ this.setPhysicsEnabled(false, false);
137
+ this.setPhysicsEnabled(true, false);
138
+ }
139
+ }
140
+ /**
141
+ * Enable or disable debug visualization of the collision shape
142
+ * @param enabled Whether to enable debug visualization
143
+ */
144
+ setDebugVisualizationEnabled(enabled) {
145
+ this.debugVisualizationEnabled = enabled;
146
+ this.updateCollisionMeshVisibility();
147
+ }
148
+ /**
149
+ * Toggle debug visualization on/off
150
+ */
151
+ toggleDebugVisualization() {
152
+ this.setDebugVisualizationEnabled(!this.debugVisualizationEnabled);
153
+ }
154
+ /**
155
+ * Get the current debug visualization state
156
+ * @returns Whether debug visualization is enabled
157
+ */
158
+ isDebugVisualizationEnabled() {
159
+ return this.debugVisualizationEnabled;
160
+ }
161
+ /**
162
+ * Enable or disable physics for this collision shape
163
+ * @param enable Whether to enable physics
164
+ */
165
+ enablePhysics(enable) {
166
+ if (!this.options.physicsOptions) {
167
+ this.options.physicsOptions = {
168
+ enabled: enable,
169
+ motionType: PhysicsMotionType.Dynamic,
170
+ density: 1.0
171
+ };
172
+ }
173
+ else {
174
+ this.options.physicsOptions.enabled = enable;
175
+ }
176
+ // Use the safer setPhysicsEnabled method from parent class
177
+ // This handles the physics registration/unregistration properly
178
+ this.setPhysicsEnabled(enable, false);
179
+ }
180
+ /**
181
+ * Get the collision shape type
182
+ * @returns The current collision shape type
183
+ */
184
+ getShapeType() {
185
+ return this.shapeType;
186
+ }
187
+ /**
188
+ * Handle property changes from the editor
189
+ * @param path The property path that changed
190
+ * @param value The new value
191
+ * @param result Result object for editor feedback
192
+ */
193
+ onEditorPropertyChanged(path, value, result) {
194
+ super.onEditorPropertyChanged(path, value, result);
195
+ if (path === 'shapeType') {
196
+ this.setShapeType(value);
197
+ }
198
+ else if (path === 'enableDebugVisualization') {
199
+ this.setDebugVisualizationEnabled(value);
200
+ }
201
+ }
202
+ /**
203
+ * Called when the component is added to the world in the editor
204
+ * This ensures visibility is set correctly once the world context is available
205
+ */
206
+ onEditorAddToWorld() {
207
+ super.onEditorAddToWorld();
208
+ // Update visibility now that world context is available
209
+ this.updateCollisionMeshVisibility();
210
+ }
211
+ //====================================================================================================
212
+ // Editor Functions
213
+ //====================================================================================================
214
+ getEditorClassIcon() {
215
+ return 'Icon_CollisionShape';
216
+ }
217
+ };
218
+ Object.defineProperty(CollisionShapeComponent, "EDITOR_CLASS_META", {
219
+ enumerable: true,
220
+ configurable: true,
221
+ writable: true,
222
+ value: {
223
+ ...PrimitiveComponent.EDITOR_CLASS_META,
224
+ shapeType: { select: Object.values(CollisionShapeType) },
225
+ }
226
+ });
227
+ CollisionShapeComponent = CollisionShapeComponent_1 = __decorate([
228
+ EngineClass('CollisionShapeComponent'),
229
+ __metadata("design:paramtypes", [Object])
230
+ ], CollisionShapeComponent);
231
+ export { CollisionShapeComponent };
232
+ //# 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NBQUMsS0FBSyxDQUFDLENBQUM7UUFDM0IsQ0FBQzthQUFNLElBQUksSUFBSSxLQUFLLDBCQUEwQixFQUFFLENBQUM7WUFDL0MsSUFBSSxDQUFDLDRCQUE0QixDQUFDLEtBQUssQ0FBQyxDQUFDO1FBQzNDLENBQUM7SUFDSCxDQUFDO0lBRUQ7OztPQUdHO0lBQ2Esa0JBQWtCO1FBQ2hDLEtBQUssQ0FBQyxrQkFBa0IsRUFBRSxDQUFDO1FBRTNCLHdEQUF3RDtRQUN4RCxJQUFJLENBQUMsNkJBQTZCLEVBQUUsQ0FBQztJQUN2QyxDQUFDO0lBRUQsc0dBQXNHO0lBQ3RHLG1CQUFtQjtJQUNuQixzR0FBc0c7SUFFdEYsa0JBQWtCO1FBQ2hDLE9BQU8scUJBQXFCLENBQUM7SUFDL0IsQ0FBQzs7QUF0TXdCOzs7O1dBQXFDO1FBQzVELEdBQUcsa0JBQWtCLENBQUMsaUJBQWlCO1FBQ3ZDLFNBQVMsRUFBRSxFQUFFLE1BQU0sRUFBRSxNQUFNLENBQUMsTUFBTSxDQUFDLGtCQUFrQixDQUFDLEVBQUU7S0FDaEQ7RUFIZ0MsQ0FHL0I7QUFiQSx1QkFBdUI7SUFEbkMsV0FBVyxDQUFDLHlCQUF5QixDQUFDOztHQUMxQix1QkFBdUIsQ0FpTm5DIn0=