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95 lines
3.8 KiB
C++
95 lines
3.8 KiB
C++
#pragma once
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#include "ComponentPanel.h"
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#include <Nuake/Scene/Components/CharacterControllerComponent.h>
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#include "Nuake/FileSystem/FileSystem.h"
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class CharacterControllerPanel
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{
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public:
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static void Draw(Nuake::Entity& entity, entt::meta_any& componentInstance)
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{
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using namespace Nuake;
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Nuake::CharacterControllerComponent* componentPtr = componentInstance.try_cast<Nuake::CharacterControllerComponent>();
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if (componentPtr == nullptr)
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{
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return;
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}
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Nuake::CharacterControllerComponent& component = *componentPtr;
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BeginComponentTable(CHARACTER CONTROLLER, Nuake::CharacterControllerComponent);
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{
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{
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ImGui::Text("Friction");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##Friction", &component.Friction, 0.00f, 0.1f, 100.0f);
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ImGui::TableNextColumn();
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ComponentTableReset(component.Friction, 0.5f)
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}
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ImGui::TableNextColumn();
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{
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ImGui::Text("Max Slope Angle");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##MaxSlopeAngle", &component.MaxSlopeAngle, 0.01f, 0.1f, 90.0f);
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ImGui::TableNextColumn();
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ComponentTableReset(component.MaxSlopeAngle, 0.45f)
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}
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ImGui::TableNextColumn();
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{
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ImGui::Text("Auto stepping");
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ImGui::TableNextColumn();
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ImGui::Checkbox("##AutoStepping", &component.AutoStepping);
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ImGui::TableNextColumn();
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ComponentTableReset(component.AutoStepping, true)
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}
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if (component.AutoStepping)
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{
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ImGui::TableNextColumn();
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{
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ImGui::Text("Stick to floor step down");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##StickToFloorStepDown", &component.StickToFloorStepDown.y, -10.0f, 0.01f, 0.0f);
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ImGui::TableNextColumn();
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ComponentTableReset(component.StickToFloorStepDown.y, -0.5f);
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}
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ImGui::TableNextColumn();
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{
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ImGui::Text("Step down extra");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##StepDownExtra", &component.StepDownExtra.y, -10.0f, 0.01f, 0.0f);
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ImGui::TableNextColumn();
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ComponentTableReset(component.StepDownExtra.y, 0.0f);
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}
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ImGui::TableNextColumn();
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{
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ImGui::Text("Step up");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##StepUp", &component.SteppingStepUp.y, 0.0f, 0.01f, 10.0f);
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ImGui::TableNextColumn();
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ComponentTableReset(component.SteppingStepUp.y, 0.4f);
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}
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ImGui::TableNextColumn();
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{
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ImGui::Text("Step distance");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##StepDistance", &component.SteppingForwardDistance, 0.0f, 0.01f, 10.0f);
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ImGui::TableNextColumn();
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ComponentTableReset(component.SteppingForwardDistance, 0.250f)
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}
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ImGui::TableNextColumn();
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{
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ImGui::Text("Step min distance");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##StepMinDistance", &component.SteppingMinDistance, 0.0f, 0.01f, component.SteppingForwardDistance);
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ImGui::TableNextColumn();
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ComponentTableReset(component.SteppingMinDistance, 0.125f)
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}
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}
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}
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EndComponentTable()
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}
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}; |