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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #pragma once
- #include "Sample.h"
- namespace Urho3D
- {
- class Node;
- class Scene;
- }
- class Character;
- class Touch;
- /// Moving character example.
- /// This sample demonstrates:
- /// - Controlling a humanoid character through physics
- /// - Driving animations using the AnimationController component
- /// - Manual control of a bone scene node
- /// - Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera clipping into scenery
- /// - Defining attributes of a custom component so that it can be saved and loaded
- /// - Using touch inputs/gyroscope for iOS/Android (implemented through an external file)
- class CharacterDemo : public Sample
- {
- URHO3D_OBJECT(CharacterDemo, Sample);
- public:
- /// Construct.
- explicit CharacterDemo(Context* context);
- /// Destruct.
- ~CharacterDemo() override;
- /// Setup after engine initialization and before running the main loop.
- void Start() override;
- protected:
- /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
- String GetScreenJoystickPatchString() const override { return
- "<patch>"
- " <add sel=\"/element\">"
- " <element type=\"Button\">"
- " <attribute name=\"Name\" value=\"Button3\" />"
- " <attribute name=\"Position\" value=\"-120 -120\" />"
- " <attribute name=\"Size\" value=\"96 96\" />"
- " <attribute name=\"Horiz Alignment\" value=\"Right\" />"
- " <attribute name=\"Vert Alignment\" value=\"Bottom\" />"
- " <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />"
- " <attribute name=\"Image Rect\" value=\"96 0 192 96\" />"
- " <attribute name=\"Hover Image Offset\" value=\"0 0\" />"
- " <attribute name=\"Pressed Image Offset\" value=\"0 0\" />"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"Label\" />"
- " <attribute name=\"Horiz Alignment\" value=\"Center\" />"
- " <attribute name=\"Vert Alignment\" value=\"Center\" />"
- " <attribute name=\"Color\" value=\"0 0 0 1\" />"
- " <attribute name=\"Text\" value=\"Gyroscope\" />"
- " </element>"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"KeyBinding\" />"
- " <attribute name=\"Text\" value=\"G\" />"
- " </element>"
- " </element>"
- " </add>"
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">1st/3rd</replace>"
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"KeyBinding\" />"
- " <attribute name=\"Text\" value=\"F\" />"
- " </element>"
- " </add>"
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Jump</replace>"
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
- " <element type=\"Text\">"
- " <attribute name=\"Name\" value=\"KeyBinding\" />"
- " <attribute name=\"Text\" value=\"SPACE\" />"
- " </element>"
- " </add>"
- "</patch>";
- }
- private:
- /// Create static scene content.
- void CreateScene();
- /// Create controllable character.
- void CreateCharacter();
- /// Construct an instruction text to the UI.
- void CreateInstructions();
- /// Subscribe to necessary events.
- void SubscribeToEvents();
- /// Handle application update. Set controls to character.
- void HandleUpdate(StringHash eventType, VariantMap& eventData);
- /// Handle application post-update. Update camera position after character has moved.
- void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
- /// Touch utility object.
- SharedPtr<Touch> touch_;
- /// The controllable character component.
- WeakPtr<Character> character_;
- /// First person camera flag.
- bool firstPerson_;
- };
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