private void RecordingButton(PressedActionArgs args) { Rigidbody rig = Owner.GetComponent <Rigidbody>(); if (!hologramRecording && !hologramPlaying && (rig == null || rig.IsGrounded || !rig.GravityEnabled)) { GameObject hologramRecording = new GameObject("HologramRecorder", Owner.LocalPosition, Owner.LocalQuaternionRotation, Owner.LocalScale, Owner.Scene, Owner.Parent); hologramRecording.AddComponent(new HologramRecorder(5.0f, 100, StopRecording)); hologramRecording.AddComponent(new Rigidbody(Owner.GetComponent <Rigidbody>())); Collider holCol = hologramRecording.AddNewComponent <Collider>(); Bounding_Volumes.BoundingBox bound = (Owner.GetComponent <Collider>().bound as Bounding_Volumes.BoundingBox); holCol.bound = new Bounding_Volumes.BoundingBox(holCol, bound.Center, new Vector3(bound.HalfLength, bound.HalfHeight, bound.HalfWidth)); MeshInstance mesh = Owner.GetComponent <MeshInstance>(); if (mesh != null) { hologramRecording.AddComponent(new MeshInstance(mesh)); } if (PlayerMesh != null) { Owner.AddComponent(PlayerMesh); AnimationController contr = Owner.AddNewComponent <AnimationController>(); contr.BindAnimation("idle", isCrouching ? 7 : 6, true); contr.PlayAnimation("idle"); } Stay(null); if (getWeapon() != null) { getWeapon().Owner.IsVisible = false; } player = Owner; playerRotation = Owner.LocalQuaternionRotation; Vector3 rotation = Owner.LocalEulerRotation; Owner.RemoveComponent(this); hologramRecording.AddComponent(this); Owner.Scene.Camera.Parent = hologramRecording; rotation.Y = 0; rotation.Z = 0; player.LocalEulerRotation = rotation; this.hologramRecording = true; } }
private void PreviewHologram(PressedActionArgs args) { if (hologramPreview) { StopPreview(); return; } if (!hologramRecording && !hologramPlaying && recordedPaths[selectedPath].First.HasValue) { preview = new GameObject("HologramPreview", Owner.LocalPosition, Owner.LocalQuaternionRotation, Owner.LocalScale, Owner.Scene, Owner.Parent); Minimap.Hologram = preview; preview.AddComponent(new HologramPlayback(recordedPaths[selectedPath].First.Value, StopPreview)); if (PreviewMesh != null) { preview.AddComponent(PreviewMesh); AnimationController anim = preview.AddNewComponent <AnimationController>(); anim.BindAnimation("runForward", 1, true); anim.BindAnimation("runBackward", 1, true); anim.BindAnimation("runLeft", 1, true); anim.BindAnimation("runRight", 1, true); anim.BindAnimation("walkForward", 2, true); anim.BindAnimation("walkBackward", 2, true); anim.BindAnimation("walkLeft", 2, true); anim.BindAnimation("walkRight", 2, true); anim.BindAnimation("death", 3); anim.BindAnimation("jump", 4); anim.BindAnimation("crouchForward", 5, true); anim.BindAnimation("crouchBackward", 5, true); anim.BindAnimation("crouchLeft", 5, true); anim.BindAnimation("crouchRight", 5, true); anim.SetBindPose(isCrouching ? PreviewMesh.Model.Clips[5] : PreviewMesh.Model.Clips[3]); } hologramPreview = true; } }
private void PlaybackButton(PressedActionArgs args) { if (!hologramRecording && !hologramPlaying && recordedPaths[selectedPath].First.HasValue && !(recordedPaths[selectedPath].Second > 0.0f)) { StopPreview(); hologramPlayback = new GameObject("HologramPlayback", Owner.LocalPosition, Owner.LocalQuaternionRotation, Owner.LocalScale, Owner.Scene, Owner.Parent); Minimap.Hologram = hologramPlayback; hologramPlayback.AddComponent(new HologramPlayback(recordedPaths[selectedPath].First.Value, StopPlayback)); recordedPaths[selectedPath].Second = recordedPaths[selectedPath].First.Value.Duration; if (HologramMesh != null) { hologramPlayback.AddComponent(HologramMesh); AnimationController anim = hologramPlayback.AddNewComponent <AnimationController>(); anim.BindAnimation("runForward", 1, true); anim.BindAnimation("runBackward", 1, true); anim.BindAnimation("runLeft", 1, true); anim.BindAnimation("runRight", 1, true); anim.BindAnimation("walkForward", 2, true); anim.BindAnimation("walkBackward", 2, true); anim.BindAnimation("walkLeft", 2, true); anim.BindAnimation("walkRight", 2, true); anim.BindAnimation("death", 3); anim.BindAnimation("jump", 4); anim.BindAnimation("crouchForward", 5, true); anim.BindAnimation("crouchBackward", 5, true); anim.BindAnimation("crouchLeft", 5, true); anim.BindAnimation("crouchRight", 5, true); anim.SetBindPose(isCrouching ? HologramMesh.Model.Clips[5] : HologramMesh.Model.Clips[3]); } this.hologramPlaying = true; playingPath = selectedPath; } }