#pragma once #include "ComponentPanel.h" #include #include "src/FileSystem/FileSystem.h" class CharacterControllerPanel : ComponentPanel { public: CharacterControllerPanel() {} void Draw(Nuake::Entity entity) override { if (!entity.HasComponent()) return; using namespace Nuake; auto& component = entity.GetComponent(); BeginComponentTable(CHARACTER CONTROLLER, Nuake::CharacterControllerComponent); { { ImGui::Text("Friction"); ImGui::TableNextColumn(); ImGui::DragFloat("##Friction", &component.Friction, 0.00f, 0.1f, 100.0f); ImGui::TableNextColumn(); ComponentTableReset(component.Friction, 0.5f) } ImGui::TableNextColumn(); { ImGui::Text("Max Slope Angle"); ImGui::TableNextColumn(); ImGui::DragFloat("##MaxSlopeAngle", &component.MaxSlopeAngle, 0.01f, 0.1f, 90.0f); ImGui::TableNextColumn(); ComponentTableReset(component.MaxSlopeAngle, 0.45f) } ImGui::TableNextColumn(); { ImGui::Text("Auto stepping"); ImGui::TableNextColumn(); ImGui::Checkbox("##AutoStepping", &component.AutoStepping); ImGui::TableNextColumn(); ComponentTableReset(component.AutoStepping, true) } if (component.AutoStepping) { ImGui::TableNextColumn(); { ImGui::Text("Stick to floor step down"); ImGui::TableNextColumn(); ImGui::DragFloat("##StickToFloorStepDown", &component.StickToFloorStepDown.y, -10.0f, 0.01f, 0.0f); ImGui::TableNextColumn(); ComponentTableReset(component.StickToFloorStepDown.y, -0.5f); } ImGui::TableNextColumn(); { ImGui::Text("Step down extra"); ImGui::TableNextColumn(); ImGui::DragFloat("##StepDownExtra", &component.StepDownExtra.y, -10.0f, 0.01f, 0.0f); ImGui::TableNextColumn(); ComponentTableReset(component.StepDownExtra.y, 0.0f); } ImGui::TableNextColumn(); { ImGui::Text("Step up"); ImGui::TableNextColumn(); ImGui::DragFloat("##StepUp", &component.SteppingStepUp.y, 0.0f, 0.01f, 10.0f); ImGui::TableNextColumn(); ComponentTableReset(component.SteppingStepUp.y, 0.4f); } ImGui::TableNextColumn(); { ImGui::Text("Step distance"); ImGui::TableNextColumn(); ImGui::DragFloat("##StepDistance", &component.SteppingForwardDistance, 0.0f, 0.01f, 10.0f); ImGui::TableNextColumn(); ComponentTableReset(component.SteppingForwardDistance, 0.250f) } ImGui::TableNextColumn(); { ImGui::Text("Step min distance"); ImGui::TableNextColumn(); ImGui::DragFloat("##StepMinDistance", &component.SteppingMinDistance, 0.0f, 0.01f, component.SteppingForwardDistance); ImGui::TableNextColumn(); ComponentTableReset(component.SteppingMinDistance, 0.125f) } } } EndComponentTable() } };