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GNU GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
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|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
28
default.project.json
Normal file
28
default.project.json
Normal file
@@ -0,0 +1,28 @@
|
||||
{
|
||||
"name": "ElevatorGame",
|
||||
"tree": {
|
||||
"$className": "DataModel",
|
||||
|
||||
"ReplicatedStorage": {
|
||||
"$path": "src/shared"
|
||||
},
|
||||
"ServerScriptService": {
|
||||
"$path": "src/server"
|
||||
},
|
||||
"ReplicatedFirst": {
|
||||
"$path": "src/load"
|
||||
},
|
||||
|
||||
"StarterPlayer": {
|
||||
"StarterPlayerScripts": {
|
||||
"Player": {
|
||||
"$path": "src/client/Player"
|
||||
}
|
||||
},
|
||||
|
||||
"StarterCharacterScripts": {
|
||||
"$path": "src/client/Character"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
114
src/client/Character/Client/Camera/Bobbing.lua
Normal file
114
src/client/Character/Client/Camera/Bobbing.lua
Normal file
@@ -0,0 +1,114 @@
|
||||
local Bobbing = {}
|
||||
Bobbing.__index = Bobbing
|
||||
|
||||
Bobbing.TurnAlpha = 0.050
|
||||
Bobbing.LeanMultiplier = 1.7
|
||||
Bobbing.SwayMultiplier = 1.5
|
||||
Bobbing.AnimationAlpha = 0.5
|
||||
Bobbing.MaxGimbalLockY = 65
|
||||
Bobbing.AnimationSpeed = 200
|
||||
Bobbing.Tick = 0
|
||||
Bobbing.ForceStop = false
|
||||
|
||||
type AnimationsMap = {[string]: (tick: number, dt: number) -> Euler}
|
||||
|
||||
local Animations: AnimationsMap = {}
|
||||
|
||||
type Euler = CFrame
|
||||
type HumanoidRootPart = BasePart
|
||||
|
||||
local UIS = game:GetService("UserInputService")
|
||||
|
||||
local CN = CFrame.new
|
||||
local ANG = CFrame.Angles
|
||||
local CameraLean = CN()
|
||||
local Animation = CN()
|
||||
|
||||
function Bobbing.constructor(HumanoidRootPart: HumanoidRootPart, CurrentCamera: Camera, Humanoid: Humanoid)
|
||||
return setmetatable({
|
||||
HumanoidRootPart = HumanoidRootPart,
|
||||
CurrentCamera = CurrentCamera,
|
||||
Humanoid = Humanoid
|
||||
}, Bobbing)
|
||||
end
|
||||
|
||||
type deltatime = number
|
||||
type tick = number
|
||||
type EulerValue = number
|
||||
|
||||
function Animations.Idle(t: tick, dt: deltatime)
|
||||
return ANG(
|
||||
math.rad(math.cos(t/80)/(Bobbing.AnimationSpeed+50)),
|
||||
math.rad(math.sin(t/50)/Bobbing.AnimationSpeed),
|
||||
math.rad(math.sin(t/70)/(Bobbing.AnimationSpeed-50))
|
||||
)
|
||||
end
|
||||
|
||||
function Animations.Walk(t: tick, dt: deltatime)
|
||||
-- return ANG(
|
||||
-- math.rad(-10*math.cos(t)/2),
|
||||
-- 0,
|
||||
-- math.rad(5*math.cos(t)/2)
|
||||
-- )
|
||||
return ANG(
|
||||
0,
|
||||
0,
|
||||
0
|
||||
)
|
||||
end
|
||||
|
||||
function Animations.Stop()
|
||||
return ANG(0,0,0)
|
||||
end
|
||||
|
||||
function Animations.Falling()
|
||||
return ANG(0,0,0)
|
||||
end
|
||||
|
||||
local function maxmin(min: number, mid: number, max: number): number
|
||||
return math.max(min, math.min(mid, max))
|
||||
end
|
||||
|
||||
local function Camera_YArc(Camera: Camera): EulerValue --stop Euler gimbal lock when you're looking directly up or down
|
||||
local EulerY,_,_ = Camera.CFrame.Rotation:ToEulerAnglesYXZ()
|
||||
return math.abs(math.deg(EulerY))
|
||||
end
|
||||
|
||||
local function CameraAnimation(self, dt: deltatime)
|
||||
--crying
|
||||
Bobbing.Tick += 1
|
||||
|
||||
local Root: BasePart = self.HumanoidRootPart
|
||||
local Velocity: Vector3 = Root:GetVelocityAtPosition(Root.Position)
|
||||
local RootMagnitude: number = Velocity.Magnitude
|
||||
|
||||
--go go boolean algebra
|
||||
local MaxMinY: boolean = Camera_YArc(self.CurrentCamera)>Bobbing.MaxGimbalLockY --TODO: instead, make this an equation so it will just subtract from the existing animation radians
|
||||
local ForceStop: boolean = Bobbing.ForceStop and "Stop"
|
||||
local AnimationType: string = ForceStop or RootMagnitude>1 and "Walk" or (not MaxMinY and "Idle" or "Stop")
|
||||
local CurrentAnimation: CFrame = Animations[AnimationType](Bobbing.Tick, dt)
|
||||
|
||||
--"Lerp" so the transitions between walking and idling are smoothed instead of instant
|
||||
return Animation:Lerp(CurrentAnimation, Bobbing.AnimationAlpha)
|
||||
end
|
||||
|
||||
function Bobbing:Frame(dt: number)
|
||||
local Camera = self.CurrentCamera
|
||||
local Humanoid = self.Humanoid
|
||||
|
||||
local CameraCF = Camera.CFrame
|
||||
Animation = CameraAnimation(self, dt)
|
||||
|
||||
--Lean the camera based on looking and moving direction(s)
|
||||
local MouseDelta = UIS:GetMouseDelta()
|
||||
local LeanDegree_Roll = -CameraCF.RightVector:Dot(Humanoid.MoveDirection)*Bobbing.LeanMultiplier
|
||||
--Jump?!
|
||||
--local LeanDegree_Pitch = -CameraCF.UpVector:Dot(Humanoid.MoveDirection)*Bobbing.LeanMultiplier
|
||||
|
||||
local LeanMult_Roll = maxmin(-Bobbing.SwayMultiplier, LeanDegree_Roll-MouseDelta.X, Bobbing.SwayMultiplier)
|
||||
CameraLean = CameraLean:Lerp(ANG(0, 0, math.rad(LeanMult_Roll)), Bobbing.TurnAlpha)
|
||||
|
||||
Camera.CFrame *= Animation*CameraLean
|
||||
end
|
||||
|
||||
return Bobbing
|
||||
41
src/client/Character/Client/Camera/init.lua
Normal file
41
src/client/Character/Client/Camera/init.lua
Normal file
@@ -0,0 +1,41 @@
|
||||
local Camera = {}
|
||||
local FakeCamera = {}
|
||||
Camera.__index = Camera
|
||||
FakeCamera.__index = FakeCamera
|
||||
|
||||
local RS = game:GetService("RunService")
|
||||
local Bobbing = require(script:WaitForChild("Bobbing"))
|
||||
|
||||
type FakeCamera = BasePart
|
||||
|
||||
function Camera.constructor(CurrentCamera: Camera, HumanoidRootPart: BasePart, Humanoid: Humanoid)
|
||||
local self = {}
|
||||
self.CameraFPS = false
|
||||
self.CurrentCamera = CurrentCamera
|
||||
self.HumanoidRootPart = HumanoidRootPart
|
||||
self.BobbingCamera = Bobbing.constructor(HumanoidRootPart, CurrentCamera, Humanoid)
|
||||
return setmetatable(self, Camera)
|
||||
end
|
||||
|
||||
function Camera:EnableBobbing()
|
||||
if not self.CameraFPS then
|
||||
RS:BindToRenderStep("CameraAnimations", Enum.RenderPriority.Camera.Value+1, function(dt)
|
||||
self.BobbingCamera:Frame(dt)
|
||||
end)
|
||||
self.CameraFPS = true
|
||||
else
|
||||
print("Character Camera: Cannot call EnableBobbing while its active", debug.traceback())
|
||||
end
|
||||
end
|
||||
|
||||
function Camera:DisableBobbing()
|
||||
if self.CameraFPS then
|
||||
RS:UnbindFromRenderStep("CameraAnimations")
|
||||
self.CameraFPS = false
|
||||
else
|
||||
print("Character Camera: DisableBobbing was called before EnableBobbing", debug.traceback())
|
||||
end
|
||||
self.CurrentCamera.CFrame *= CFrame.Angles(0,0,0)
|
||||
end
|
||||
|
||||
return Camera
|
||||
37
src/client/Character/Client/Crouch.lua
Normal file
37
src/client/Character/Client/Crouch.lua
Normal file
@@ -0,0 +1,37 @@
|
||||
local CrouchModule = {
|
||||
StandHeight = 2.1,
|
||||
CrouchHeight = .6,
|
||||
WalkSpeedMultiplier = 6,
|
||||
CrouchSpeed = .2
|
||||
}
|
||||
CrouchModule.__index = CrouchModule
|
||||
|
||||
local Tween = require(game:GetService("ReplicatedStorage"):WaitForChild("Tween"))
|
||||
|
||||
function CrouchModule.constructor(Humanoid: Humanoid)
|
||||
return setmetatable({
|
||||
Humanoid = Humanoid
|
||||
}, CrouchModule)
|
||||
end
|
||||
|
||||
local CrouchTween = Tween.constructor()
|
||||
|
||||
function CrouchModule:Crouch(StandingWalkSpeed: number)
|
||||
local Easing = TweenInfo.new(CrouchModule.CrouchSpeed, Enum.EasingStyle.Linear)
|
||||
|
||||
CrouchTween:Start(self.Humanoid, {
|
||||
HipHeight = CrouchModule.CrouchHeight,
|
||||
WalkSpeed = math.max(1, StandingWalkSpeed-CrouchModule.WalkSpeedMultiplier)
|
||||
}, Easing)
|
||||
end
|
||||
|
||||
function CrouchModule:Stand(CrouchingWalkSpeed: number)
|
||||
local Easing = TweenInfo.new(CrouchModule.CrouchSpeed, Enum.EasingStyle.Linear)
|
||||
|
||||
CrouchTween:Start(self.Humanoid, {
|
||||
HipHeight = CrouchModule.StandHeight,
|
||||
WalkSpeed = math.max(1, CrouchingWalkSpeed+CrouchModule.WalkSpeedMultiplier)
|
||||
}, Easing)
|
||||
end
|
||||
|
||||
return CrouchModule
|
||||
21
src/client/Character/Client/Humanoid.lua
Normal file
21
src/client/Character/Client/Humanoid.lua
Normal file
@@ -0,0 +1,21 @@
|
||||
local HumanoidModule = {}
|
||||
HumanoidModule.__index = HumanoidModule
|
||||
|
||||
type WalkSpeed = number?
|
||||
type JumpHeight = number?
|
||||
|
||||
function HumanoidModule.constructor(Humanoid: Humanoid)
|
||||
return setmetatable({
|
||||
Humanoid = Humanoid
|
||||
}, HumanoidModule)
|
||||
end
|
||||
|
||||
function HumanoidModule:SetWalkSpeed(Speed: WalkSpeed)
|
||||
self.Humanoid.WalkSpeed = Speed or 10
|
||||
end
|
||||
|
||||
function HumanoidModule:SetJumpHeight(Height: JumpHeight)
|
||||
self.Humanoid.JumpHeight = Height or 7.2
|
||||
end
|
||||
|
||||
return HumanoidModule
|
||||
21
src/client/Character/Client/HumanoidRootPart.lua
Normal file
21
src/client/Character/Client/HumanoidRootPart.lua
Normal file
@@ -0,0 +1,21 @@
|
||||
local HumanoidRPSettings = {}
|
||||
HumanoidRPSettings.__index = HumanoidRPSettings
|
||||
|
||||
function HumanoidRPSettings.constructor(HumanoidRootPart: BasePart)
|
||||
return setmetatable({
|
||||
HumanoidRootPart = HumanoidRootPart
|
||||
}, HumanoidRPSettings)
|
||||
end
|
||||
|
||||
function HumanoidRPSettings:DisableRobloxSounds()
|
||||
local HRP_objects = self.HumanoidRootPart:GetChildren()
|
||||
for i = 1, #HRP_objects do
|
||||
local Object = HRP_objects[i]
|
||||
|
||||
if Object:IsA("Sound") then
|
||||
Object.Volume = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return HumanoidRPSettings
|
||||
46
src/client/Character/Client/SpineKinematics.lua
Normal file
46
src/client/Character/Client/SpineKinematics.lua
Normal file
@@ -0,0 +1,46 @@
|
||||
local Spine = {
|
||||
Running = false
|
||||
}
|
||||
Spine.__index = Spine
|
||||
|
||||
local Storage = game:GetService("ReplicatedStorage")
|
||||
local Players = game:GetService("Players")
|
||||
|
||||
local Delta = require(Storage:WaitForChild("Delta"))
|
||||
|
||||
local Player = Players.LocalPlayer
|
||||
local CharacterShared = _G.include(script, "CharacterShared")
|
||||
|
||||
type CurrentCamera = Camera
|
||||
|
||||
type struct_Spine = {
|
||||
Remote: UnreliableRemoteEvent,
|
||||
CurrentCamera: CurrentCamera
|
||||
}
|
||||
|
||||
type CharacterSharedFolder = Folder
|
||||
|
||||
function Spine.constructor(CurrentCamera: CurrentCamera)
|
||||
local self: struct_Spine = {}
|
||||
self.Remote = CharacterShared:WaitForChild("SpineStream")
|
||||
self.CurrentCamera = CurrentCamera
|
||||
return setmetatable(self, Spine)
|
||||
end
|
||||
|
||||
function Spine:Enable()
|
||||
Spine.Running = true
|
||||
|
||||
while Spine.Running do
|
||||
local IsFirstPerson = Player.CameraMode == Enum.CameraMode.LockFirstPerson
|
||||
self.Remote:FireServer(self.CurrentCamera.CFrame, IsFirstPerson)
|
||||
|
||||
Delta:time()
|
||||
end
|
||||
end
|
||||
|
||||
function Spine:Disable()
|
||||
Spine.Running = false
|
||||
Delta:time()
|
||||
end
|
||||
|
||||
return Spine
|
||||
63
src/client/Character/Client/init.client.lua
Normal file
63
src/client/Character/Client/init.client.lua
Normal file
@@ -0,0 +1,63 @@
|
||||
local Character = script.Parent
|
||||
local preprocessor = {}
|
||||
|
||||
type CharacterSharedFolder = Folder
|
||||
|
||||
function preprocessor.CharacterShared(): CharacterSharedFolder
|
||||
return script.Parent:WaitForChild("shared")
|
||||
end
|
||||
|
||||
_G.include = function(this: LuaSourceContainer, FunName: string, ...)
|
||||
if this:IsDescendantOf(script) then --getfenv is being removed
|
||||
local switch = preprocessor[FunName]
|
||||
return type(switch) == "function" and switch(...) or switch
|
||||
else
|
||||
warn(`Preprocessor append failed "{FunName}"`, debug.traceback())
|
||||
end
|
||||
end
|
||||
|
||||
local Storage = game:GetService("ReplicatedStorage")
|
||||
local ClientStorage = Storage:WaitForChild("Client")
|
||||
local LoadCompleted = ClientStorage:WaitForChild("LoadingComplete")
|
||||
|
||||
--We need to wait for the game to load before spamming functionality
|
||||
repeat
|
||||
local GameIsLoaded = LoadCompleted:Invoke()
|
||||
task.wait()
|
||||
until GameIsLoaded
|
||||
|
||||
local HumanoidRPSettings = require(script:WaitForChild("HumanoidRootPart"))
|
||||
local CameraModule = require(script:WaitForChild("Camera"))
|
||||
local CrouchModule = require(script:WaitForChild("Crouch"))
|
||||
local HumanoidModule = require(script:WaitForChild("Humanoid"))
|
||||
local SpineModule = require(script:WaitForChild("SpineKinematics"))
|
||||
local BindModule = require(ClientStorage:WaitForChild("KeyBinds"))
|
||||
|
||||
local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart")
|
||||
local Humanoid = Character:WaitForChild("Humanoid")
|
||||
local CurrentCamera = workspace.CurrentCamera
|
||||
|
||||
local HRPSettings = HumanoidRPSettings.constructor(HumanoidRootPart)
|
||||
local CameraConsturctor = CameraModule.constructor(CurrentCamera, HumanoidRootPart, Humanoid)
|
||||
local HumanoidSettings = HumanoidModule.constructor(Humanoid)
|
||||
local SpineMovement = SpineModule.constructor(CurrentCamera)
|
||||
|
||||
local function CrouchFeature()
|
||||
local CrouchConstructor = CrouchModule.constructor(Humanoid)
|
||||
local CourchBindMap = BindModule.constructor()
|
||||
|
||||
CourchBindMap:AddInputBegan({Enum.KeyCode.RightControl, Enum.KeyCode.LeftControl}, function()
|
||||
CrouchConstructor:Crouch(10)
|
||||
end)
|
||||
CourchBindMap:AddInputEnded({Enum.KeyCode.RightControl, Enum.KeyCode.LeftControl}, function()
|
||||
CrouchConstructor:Stand(5)
|
||||
end)
|
||||
end
|
||||
|
||||
HumanoidSettings:SetWalkSpeed()
|
||||
HumanoidSettings:SetJumpHeight()
|
||||
HRPSettings:DisableRobloxSounds()
|
||||
CameraConsturctor:EnableBobbing()
|
||||
SpineMovement:Enable()
|
||||
|
||||
CrouchFeature()
|
||||
35
src/client/Character/Server/Shadows.lua
Normal file
35
src/client/Character/Server/Shadows.lua
Normal file
@@ -0,0 +1,35 @@
|
||||
--This really should be only client
|
||||
|
||||
local Shadows = {}
|
||||
Shadows.__index = Shadows
|
||||
|
||||
type Character = Model
|
||||
|
||||
function Shadows.constructor(Character: Character)
|
||||
return setmetatable({
|
||||
Character = Character
|
||||
}, Shadows)
|
||||
end
|
||||
|
||||
function Shadows:PartToggle(Instance: BasePart, CastingShadow: boolean)
|
||||
if Instance:IsA("BasePart") then --not 100%, but im sure types are only in effect on the editor side
|
||||
Instance.CastShadow = CastingShadow
|
||||
end
|
||||
end
|
||||
|
||||
local function CharacterShadows(self, enabled: boolean)
|
||||
local CharacterDescendants = self.Character:GetDescendants()
|
||||
for i = 1, #CharacterDescendants do
|
||||
self:PartToggle(CharacterDescendants[i], enabled)
|
||||
end
|
||||
end
|
||||
|
||||
function Shadows:on()
|
||||
CharacterShadows(self, true)
|
||||
end
|
||||
|
||||
function Shadows:off()
|
||||
CharacterShadows(self, false)
|
||||
end
|
||||
|
||||
return Shadows
|
||||
84
src/client/Character/Server/SpineKinematics.lua
Normal file
84
src/client/Character/Server/SpineKinematics.lua
Normal file
@@ -0,0 +1,84 @@
|
||||
local Spine = {
|
||||
Enabled = true,
|
||||
Multiplier = .5
|
||||
}
|
||||
Spine.__index = Spine
|
||||
|
||||
type Head = BasePart
|
||||
type UpperTorso = BasePart
|
||||
type Neck = Motor6D
|
||||
|
||||
type NeckC0 = CFrame
|
||||
type WaistC0 = CFrame
|
||||
|
||||
type struct_Spine = {
|
||||
Remote: UnreliableRemoteEvent,
|
||||
Head: Head,
|
||||
UpperTorso: UpperTorso,
|
||||
Neck: Neck,
|
||||
NeckC0: NeckC0,
|
||||
WaistC0: WaistC0
|
||||
}
|
||||
|
||||
local Remote = Instance.new("UnreliableRemoteEvent")
|
||||
Remote.Name = "SpineStream"
|
||||
Remote.Parent = _G.include(script, "CharacterShared")
|
||||
|
||||
function Spine.constructor(Head: Head, UpperTorso: UpperTorso)
|
||||
local self: struct_Spine = {}
|
||||
self.Head = Head
|
||||
self.UpperTorso = UpperTorso
|
||||
self.Neck = Head:WaitForChild("Neck")
|
||||
self.Waist = UpperTorso:WaitForChild("Waist")
|
||||
self.Remote = Remote
|
||||
|
||||
self.NeckC0 = self.Neck.C0
|
||||
self.WaistC0 = self.Waist.C0
|
||||
return setmetatable(self, Spine)
|
||||
end
|
||||
|
||||
type struct_SpineMovement = {
|
||||
Neck: CFrame,
|
||||
Waist: CFrame
|
||||
}
|
||||
|
||||
local function SpineMovement(self, CameraCFrame: CFrame, IsFirstPerson: boolean): struct_SpineMovement
|
||||
local HeadCFrame: CFrame = self.Head.CFrame
|
||||
local TorsoPosition: Vector3 = self.UpperTorso.Position
|
||||
local TorsoLookVector: Vector3 = self.UpperTorso.CFrame.LookVector
|
||||
local HeadPosition: Vector3 = HeadCFrame.Position
|
||||
local CameraPosition: Vector3 = CameraCFrame.Position
|
||||
|
||||
local HeadDelta: Vector3 = HeadPosition-CameraPosition
|
||||
local TorsoDeltaNormal: Vector3 = (TorsoPosition-CameraPosition).Unit
|
||||
local HeadDeltaNormal: Vector3 = HeadDelta.Unit
|
||||
local HeadDeltaMagnitude: number = HeadDelta.Magnitude
|
||||
|
||||
local arc = Spine.Multiplier*math.asin(HeadDelta.Y/HeadDeltaMagnitude)
|
||||
local Neck = CFrame.Angles(arc, 0, 0)
|
||||
local Waist = CFrame.Angles(arc, 0, 0)
|
||||
|
||||
if not IsFirstPerson then
|
||||
--Make this less cringe at some point, combine the dot product into the equation
|
||||
local LookingAtSelf = CameraCFrame.LookVector:Dot(HeadCFrame.LookVector)<0 --Make our head face the camera if we are looking at ourself
|
||||
local HeadCrossDelta = Spine.Multiplier*HeadDeltaNormal:Cross(TorsoLookVector).Y
|
||||
local TorsoCrossDelta = Spine.Multiplier*TorsoDeltaNormal:Cross(TorsoLookVector).Y
|
||||
|
||||
Neck*=CFrame.Angles(0, HeadCrossDelta, 0)
|
||||
Waist*=CFrame.Angles(0, LookingAtSelf and TorsoCrossDelta or -TorsoCrossDelta, 0)
|
||||
end
|
||||
|
||||
return {
|
||||
Neck = Neck,
|
||||
Waist = Waist
|
||||
}
|
||||
end
|
||||
|
||||
function Spine:Move(CameraCFrame: CFrame, IsFirstPerson: boolean)
|
||||
local SpineIK = SpineMovement(self, CameraCFrame, IsFirstPerson)
|
||||
|
||||
self.Neck.C0 = self.Neck.C0:Lerp(self.NeckC0*SpineIK.Neck, .9)
|
||||
self.Waist.C0 = self.Waist.C0:Lerp(self.WaistC0*SpineIK.Waist, .9)
|
||||
end
|
||||
|
||||
return Spine
|
||||
52
src/client/Character/Server/init.server.lua
Normal file
52
src/client/Character/Server/init.server.lua
Normal file
@@ -0,0 +1,52 @@
|
||||
local Character = script.Parent
|
||||
local preprocessor = {}
|
||||
|
||||
--Create the character shared directory here
|
||||
local CharacterShared = Instance.new("Folder")
|
||||
CharacterShared.Name = "shared"
|
||||
CharacterShared.Parent = Character
|
||||
|
||||
type CharacterSharedFolder = Folder
|
||||
function preprocessor.CharacterShared(): CharacterSharedFolder
|
||||
return CharacterShared
|
||||
end
|
||||
|
||||
_G.include = function(this: LuaSourceContainer, FunName: string, ...)
|
||||
--its not extremely necessary to have security for the server-side
|
||||
if this:IsDescendantOf(script) then --getfenv is being removed
|
||||
local switch = preprocessor[FunName]
|
||||
return type(switch) == "function" and switch(...) or switch
|
||||
else
|
||||
warn(`Preprocessor append failed "{FunName}"`, debug.traceback())
|
||||
end
|
||||
end
|
||||
|
||||
local Players = game:GetService("Players")
|
||||
|
||||
local Shadows = require(script:WaitForChild("Shadows"))
|
||||
local SpineModule = require(script:WaitForChild("SpineKinematics"))
|
||||
|
||||
local Head = Character:WaitForChild("Head")
|
||||
local UpperTorso = Character:WaitForChild("UpperTorso")
|
||||
|
||||
local LocalPlayer = Players:GetPlayerFromCharacter(Character)
|
||||
|
||||
local CharacterShadows = Shadows.constructor(Character)
|
||||
local Spine = SpineModule.constructor(Head, UpperTorso)
|
||||
|
||||
CharacterShadows:off() --I plan having 2 player support and characters block a ton of light
|
||||
|
||||
Character.DescendantAdded:Connect(function(Instance)
|
||||
task.wait() --Wait for the instance to properly replicate?
|
||||
CharacterShadows:PartToggle(Instance, false)
|
||||
end)
|
||||
|
||||
Spine.Remote.OnServerEvent:Connect(function(Messenger: Player, CameraPosition: Vector3, IsFirstPerson: boolean)
|
||||
if Messenger.UserId == LocalPlayer.UserId then
|
||||
if Spine.Enabled then
|
||||
Spine:Move(CameraPosition, IsFirstPerson)
|
||||
end
|
||||
else
|
||||
warn("hacker")
|
||||
end
|
||||
end)
|
||||
80
src/client/Player/CoreGuis.lua
Normal file
80
src/client/Player/CoreGuis.lua
Normal file
@@ -0,0 +1,80 @@
|
||||
local CoreGuis = {
|
||||
AllowReset = false,
|
||||
AllowEmotes = true,
|
||||
AllowBackpack = false,
|
||||
AllowPlayerList = false
|
||||
}
|
||||
CoreGuis.__index = CoreGuis
|
||||
|
||||
local SG = game:GetService("StarterGui")
|
||||
local Players = game:GetService("Players")
|
||||
|
||||
type CustomCoreGuiEnums = {Enum.CoreGuiType}
|
||||
|
||||
local function CustomCoreGuiEnums(): CustomCoreGuiEnums
|
||||
local CoreElements = Enum.CoreGuiType:GetEnumItems()
|
||||
table.remove(CoreElements, table.find(CoreElements, Enum.CoreGuiType.All))
|
||||
|
||||
if CoreGuis.AllowBackpack then
|
||||
table.remove(CoreElements, table.find(CoreElements, Enum.CoreGuiType.Backpack))
|
||||
end
|
||||
if CoreGuis.AllowEmotes then
|
||||
table.remove(CoreElements, table.find(CoreElements, Enum.CoreGuiType.EmotesMenu))
|
||||
end
|
||||
if CoreGuis.AllowPlayerList then
|
||||
table.remove(CoreElements, table.find(CoreElements, Enum.CoreGuiType.PlayerList))
|
||||
end
|
||||
return CoreElements
|
||||
end
|
||||
|
||||
local function ResetEnabled(enabled: boolean)
|
||||
--Roblox actually doesn't register this fast enough so we gotta resort to cringe tactics
|
||||
repeat
|
||||
local PossibleMemoryLeak = pcall(SG.SetCore, SG, "ResetButtonCallback", enabled)
|
||||
task.wait()
|
||||
until PossibleMemoryLeak
|
||||
end
|
||||
|
||||
function CoreGuis:On()
|
||||
local Elements = CustomCoreGuiEnums()
|
||||
for i = 1, #Elements do
|
||||
SG:SetCoreGuiEnabled(Elements[i], true)
|
||||
end
|
||||
|
||||
ResetEnabled(CoreGuis.AllowReset)
|
||||
end
|
||||
|
||||
function CoreGuis:Off()
|
||||
if #Players:GetPlayers()>1 then
|
||||
--Enable multiplayer features
|
||||
self:On()
|
||||
|
||||
local PlayerAdded --So weird...
|
||||
PlayerAdded = Players.PlayerAdded:Connect(function(_)
|
||||
if #Players:GetPlayers()>1 then
|
||||
self:On()
|
||||
--We dont need to listen for players anymore
|
||||
PlayerAdded:Disconnect()
|
||||
end
|
||||
end)
|
||||
else
|
||||
local Elements = CustomCoreGuiEnums()
|
||||
for i = 1, #Elements do
|
||||
SG:SetCoreGuiEnabled(Elements[i], false)
|
||||
end
|
||||
end
|
||||
|
||||
ResetEnabled(CoreGuis.AllowReset)
|
||||
end
|
||||
|
||||
function CoreGuis:ForceOff()
|
||||
SG:SetCoreGuiEnabled(Enum.CoreGuiType.All, false)
|
||||
ResetEnabled(false)
|
||||
end
|
||||
|
||||
function CoreGuis:ForceOn()
|
||||
SG:SetCoreGuiEnabled(Enum.CoreGuiType.All, true)
|
||||
ResetEnabled(true)
|
||||
end
|
||||
|
||||
return CoreGuis
|
||||
8
src/client/Player/GuiService.lua
Normal file
8
src/client/Player/GuiService.lua
Normal file
@@ -0,0 +1,8 @@
|
||||
local GuiModule = {}
|
||||
GuiModule.__index = GuiModule
|
||||
|
||||
local GuiService = game:GetService("GuiService")
|
||||
|
||||
|
||||
|
||||
return GuiModule
|
||||
13
src/client/Player/Mouse.lua
Normal file
13
src/client/Player/Mouse.lua
Normal file
@@ -0,0 +1,13 @@
|
||||
local Mouse = {}
|
||||
|
||||
local UIS = game:GetService("UserInputService")
|
||||
|
||||
function Mouse:DisablePointer()
|
||||
UIS.MouseIconEnabled = false
|
||||
end
|
||||
|
||||
function Mouse:EnablePointer()
|
||||
UIS.MouseIconEnabled = true
|
||||
end
|
||||
|
||||
return Mouse
|
||||
31
src/client/Player/UI/Crosshair.lua
Normal file
31
src/client/Player/UI/Crosshair.lua
Normal file
@@ -0,0 +1,31 @@
|
||||
local CrosshairModule = {
|
||||
Icon = "rbxassetid://12643750723"
|
||||
}
|
||||
CrosshairModule.__index = CrosshairModule
|
||||
|
||||
--Use a custom crosshair so we can do effects to it
|
||||
type rbxassetid = string
|
||||
|
||||
function CrosshairModule.constructor(PlayerGui: PlayerGui)
|
||||
local Screen = PlayerGui:WaitForChild("Crosshair")
|
||||
local Icon = Screen:WaitForChild("ImageLabel")
|
||||
|
||||
return setmetatable({
|
||||
Screen = Screen,
|
||||
Icon = Icon
|
||||
}, CrosshairModule)
|
||||
end
|
||||
|
||||
function CrosshairModule:Enable()
|
||||
self.Screen.Enabled = true
|
||||
end
|
||||
|
||||
function CrosshairModule:Disable()
|
||||
self.Screen.Enabled = false
|
||||
end
|
||||
|
||||
function CrosshairModule:Change(ID: rbxassetid)
|
||||
self.Icon.Image = ID or CrosshairModule.Icon
|
||||
end
|
||||
|
||||
return CrosshairModule
|
||||
27
src/client/Player/UI/Vignette.lua
Normal file
27
src/client/Player/UI/Vignette.lua
Normal file
@@ -0,0 +1,27 @@
|
||||
local VignetteModule = {
|
||||
Enabled = false,
|
||||
Icon = "rbxassetid://4576475446"
|
||||
}
|
||||
VignetteModule.__index = VignetteModule
|
||||
|
||||
function VignetteModule.constructor(PlayerGui: PlayerGui)
|
||||
local Screen = PlayerGui:WaitForChild("Vignette")
|
||||
local Icon = Screen:WaitForChild("ImageLabel")
|
||||
|
||||
return setmetatable({
|
||||
Screen = Screen,
|
||||
Icon = Icon
|
||||
}, VignetteModule)
|
||||
end
|
||||
|
||||
function VignetteModule:Enable()
|
||||
VignetteModule.Enabled = true
|
||||
self.Screen.Enabled = true
|
||||
end
|
||||
|
||||
function VignetteModule:Disable()
|
||||
VignetteModule.Enabled = false
|
||||
self.Screen.Enabled = false
|
||||
end
|
||||
|
||||
return VignetteModule
|
||||
51
src/client/Player/init.client.lua
Normal file
51
src/client/Player/init.client.lua
Normal file
@@ -0,0 +1,51 @@
|
||||
local UI = script:WaitForChild("UI")
|
||||
local CrosshairSettings = require(UI:WaitForChild("Crosshair"))
|
||||
local VignetteSettings = require(UI:WaitForChild("Vignette"))
|
||||
local CoreGuis = require(script:WaitForChild("CoreGuis"))
|
||||
local Mouse = require(script:WaitForChild("Mouse"))
|
||||
|
||||
local Players = game:GetService("Players")
|
||||
local Storage = game:GetService("ReplicatedStorage")
|
||||
|
||||
local ClientStorage = Storage:WaitForChild("Client")
|
||||
local LoadCompleted = ClientStorage:WaitForChild("LoadingComplete")
|
||||
local KeyBindsModule = require(ClientStorage:WaitForChild("KeyBinds"))
|
||||
local CameraSettings = require(ClientStorage:WaitForChild("Camera"))
|
||||
|
||||
local Player = Players.LocalPlayer
|
||||
local PlayerGui = Player:WaitForChild("PlayerGui")
|
||||
|
||||
--We need to wait for the game to load before spamming functionality
|
||||
repeat
|
||||
local GameIsLoaded = LoadCompleted:Invoke()
|
||||
task.wait()
|
||||
until GameIsLoaded
|
||||
|
||||
local CurrentCamera = nil
|
||||
repeat
|
||||
task.wait()
|
||||
CurrentCamera = workspace.CurrentCamera
|
||||
until CurrentCamera
|
||||
|
||||
local Vignette = VignetteSettings.constructor(PlayerGui)
|
||||
local Camera = CameraSettings.constructor(CurrentCamera, Player)
|
||||
local Crosshair = CrosshairSettings.constructor(PlayerGui)
|
||||
|
||||
--Keybinds
|
||||
local function CameraBinds()
|
||||
local CameraBindMap = KeyBindsModule.constructor()
|
||||
|
||||
CameraBindMap:AddInputBegan({Enum.KeyCode.C, Enum.KeyCode.Z}, function()
|
||||
Camera:ZoomIn(Vignette, Crosshair)
|
||||
end)
|
||||
CameraBindMap:AddInputEnded({Enum.KeyCode.C, Enum.KeyCode.Z}, function()
|
||||
Camera:ZoomOut(Vignette, Crosshair)
|
||||
end)
|
||||
end
|
||||
|
||||
CoreGuis:Off()
|
||||
Camera:FirstPerson()
|
||||
Mouse:DisablePointer()
|
||||
Crosshair:Enable()
|
||||
|
||||
CameraBinds()
|
||||
121
src/load/intro/IntroGui.lua
Normal file
121
src/load/intro/IntroGui.lua
Normal file
@@ -0,0 +1,121 @@
|
||||
--Not a good idea to call modules from other services here
|
||||
|
||||
--Who said UI on here cant look like a web design lole,
|
||||
|
||||
local RS = game:GetService("RunService")
|
||||
local Storage = game:GetService("ReplicatedStorage")
|
||||
|
||||
local LoadingFun = true
|
||||
|
||||
local function GuiDependencies(IntroGui: ScreenGui): typeof(GuiDependencies)
|
||||
IntroGui.Enabled = true
|
||||
|
||||
local Frame = IntroGui:WaitForChild("Frame")
|
||||
local Viewport = Frame:WaitForChild("ViewportFrame")
|
||||
|
||||
local FrameGradient = Frame:WaitForChild("UIGradient")
|
||||
local TextShadow = Frame:WaitForChild("TextShadow")
|
||||
local FrameworkText = Frame:WaitForChild("Framework")
|
||||
local SandboxText = Frame:WaitForChild("Sandbox")
|
||||
local DeveloperText = Frame:WaitForChild("Developer")
|
||||
local ShadowGradient = TextShadow:WaitForChild("UIGradient")
|
||||
|
||||
local ViewportCamera = Instance.new("Camera")
|
||||
ViewportCamera.FieldOfView = 50
|
||||
ViewportCamera.Parent = Viewport
|
||||
Viewport.CurrentCamera = ViewportCamera
|
||||
|
||||
local GL_Cube = Viewport:WaitForChild("GL_Cube")
|
||||
|
||||
return {
|
||||
IntroGui = IntroGui,
|
||||
Frame = Frame,
|
||||
Viewport = Viewport,
|
||||
ViewportCamera = ViewportCamera,
|
||||
GL_Cube = GL_Cube,
|
||||
FrameGradient = FrameGradient,
|
||||
TextShadow = TextShadow,
|
||||
ShadowGradient = ShadowGradient,
|
||||
FrameworkText = FrameworkText,
|
||||
SandboxText = SandboxText,
|
||||
DeveloperText = DeveloperText
|
||||
}
|
||||
end
|
||||
|
||||
type GUIs = typeof(GuiDependencies)
|
||||
type Stepped = RBXScriptConnection
|
||||
|
||||
local function GUI_LoadFinish(Stepped: Stepped, Gui: GUIs) --We can now access the framework
|
||||
--Image if we had HTML and CSS...
|
||||
local Tween = require(Storage:WaitForChild("Tween"))
|
||||
|
||||
local EaseStyle = Enum.EasingStyle.Linear
|
||||
|
||||
local FrameTween_Constructor = Tween.constructor(TweenInfo.new(1, EaseStyle), Gui.Frame, {
|
||||
BackgroundTransparency = 1
|
||||
})
|
||||
local DeveloperTween_Constructor = Tween.constructor(TweenInfo.new(1, EaseStyle), Gui.DeveloperText, {
|
||||
TextTransparency = 1
|
||||
})
|
||||
local ViewportFrame_Constructor = Tween.constructor(TweenInfo.new(3, EaseStyle), Gui.Viewport, {
|
||||
Position = UDim2.fromScale(0.5, 2) --Guaranteed off screen
|
||||
})
|
||||
|
||||
FrameTween_Constructor:Start()
|
||||
DeveloperTween_Constructor:Start()
|
||||
local ViewportTween = ViewportFrame_Constructor:Start() --The longest tween
|
||||
|
||||
--Text deleting effect
|
||||
task.spawn(function()
|
||||
local sandbox_text_len = #Gui.SandboxText.Text
|
||||
|
||||
for i = sandbox_text_len, 1, -1 do --"A sandbox experience" has the longest text
|
||||
local rhpid_text_len = #Gui.FrameworkText.Text
|
||||
|
||||
Gui.SandboxText.Text = Gui.SandboxText.Text:sub(1,i-1)
|
||||
if rhpid_text_len ~= 0 then
|
||||
Gui.FrameworkText.Text = Gui.FrameworkText.Text:sub(1,i-1)
|
||||
Gui.TextShadow.Text = Gui.FrameworkText.Text --heh hack
|
||||
end
|
||||
task.wait(.05)
|
||||
end
|
||||
end)
|
||||
|
||||
ViewportTween.Completed:Wait()
|
||||
Stepped:Disconnect()
|
||||
Gui.IntroGui:Destroy() --We dont need the intro gui anymore
|
||||
end
|
||||
|
||||
type GL_Cube = BasePart
|
||||
type GL_Side = BasePart
|
||||
type LoadFinishedSignal = RBXScriptSignal
|
||||
|
||||
return function(IntroGui: ScreenGui, load_elapse_start: number): LoadFinishedSignal
|
||||
local Gui = GuiDependencies(IntroGui)
|
||||
|
||||
Gui.ViewportCamera.CFrame = CFrame.lookAt(Gui.GL_Cube.Position-Vector3.new(3,-2.5,5), Gui.GL_Cube.Position)
|
||||
|
||||
local Cube_CF = Gui.GL_Cube.CFrame
|
||||
local Stepped = RS.Stepped:Connect(function(delta, dt)
|
||||
--Magic number heaven
|
||||
local d2 = delta*10
|
||||
Gui.FrameGradient.Rotation=d2
|
||||
Gui.ShadowGradient.Rotation=d2*4
|
||||
|
||||
Gui.GL_Cube.CFrame = Cube_CF*CFrame.Angles(math.rad(100*math.cos(delta/8)), 0, delta/2)
|
||||
end)
|
||||
|
||||
task.spawn(function()
|
||||
if not game:IsLoaded() then
|
||||
game.Loaded:Wait()
|
||||
end
|
||||
|
||||
local load_elapse = os.clock()-load_elapse_start
|
||||
if LoadingFun then
|
||||
task.wait(math.max(0, 3-load_elapse)) --Only if you take longer than or exactly 3 seconds to load
|
||||
end
|
||||
|
||||
print(load_elapse)
|
||||
GUI_LoadFinish(Stepped, Gui)
|
||||
end)
|
||||
end
|
||||
47
src/load/intro/init.client.lua
Normal file
47
src/load/intro/init.client.lua
Normal file
@@ -0,0 +1,47 @@
|
||||
local load_elapse_start = os.clock()
|
||||
|
||||
local ReplicatedFirst = game:GetService("ReplicatedFirst")
|
||||
local Players = game:GetService("Players")
|
||||
local Storage = game:GetService("ReplicatedStorage")
|
||||
|
||||
local DisabledInStudio = game:GetService("RunService"):IsStudio()
|
||||
local IntroGui = nil
|
||||
|
||||
local function LoadedBind()
|
||||
local Bind_Completed = Instance.new("BindableFunction")
|
||||
Bind_Completed.Name = "LoadingComplete"
|
||||
Bind_Completed.Parent = Storage:WaitForChild("Client")
|
||||
Bind_Completed.OnInvoke = function()
|
||||
return game:IsLoaded()
|
||||
end
|
||||
end
|
||||
|
||||
local function LoadingIntroGUI()
|
||||
local RunIntroGui = require(script:WaitForChild("IntroGui"))
|
||||
|
||||
local Player = Players.LocalPlayer
|
||||
if not Player then
|
||||
repeat
|
||||
Player = Players.LocalPlayer
|
||||
task.wait()
|
||||
until Player
|
||||
end
|
||||
|
||||
local PlayerGui = Player:WaitForChild("PlayerGui")
|
||||
IntroGui = PlayerGui:WaitForChild("rhpidframework_intro", 10)
|
||||
|
||||
if IntroGui then
|
||||
--Let the magic begin
|
||||
RunIntroGui(IntroGui, load_elapse_start)
|
||||
else
|
||||
warn("Waited 10 seconds for the intro gui without success")
|
||||
end
|
||||
end
|
||||
|
||||
if not DisabledInStudio then
|
||||
LoadingIntroGUI()
|
||||
end
|
||||
|
||||
LoadedBind()
|
||||
|
||||
ReplicatedFirst:RemoveDefaultLoadingScreen()
|
||||
6
src/server/Elevators/Leveling.lua
Normal file
6
src/server/Elevators/Leveling.lua
Normal file
@@ -0,0 +1,6 @@
|
||||
local Leveling: {[number]: number} = {
|
||||
[1] = 13.205,
|
||||
[10] = 239.216
|
||||
}
|
||||
|
||||
return Leveling
|
||||
24
src/server/Elevators/Mover.lua
Normal file
24
src/server/Elevators/Mover.lua
Normal file
@@ -0,0 +1,24 @@
|
||||
return function(ElevatorBox: BasePart, StartPosition: Vector3)
|
||||
local BoxAttachment = Instance.new("Attachment")
|
||||
BoxAttachment.Parent = ElevatorBox
|
||||
|
||||
local BoxAlignPosition = Instance.new("AlignPosition")
|
||||
BoxAlignPosition.Mode = Enum.PositionAlignmentMode.OneAttachment
|
||||
BoxAlignPosition.Attachment0 = BoxAttachment
|
||||
BoxAlignPosition.MaxForce = math.huge
|
||||
BoxAlignPosition.Position = StartPosition
|
||||
-- BoxAlignPosition.RigidityEnabled = true
|
||||
-- Lines below are disabled with RigidityEnabled true
|
||||
BoxAlignPosition.Responsiveness = 5
|
||||
BoxAlignPosition.MaxVelocity = 10
|
||||
--
|
||||
BoxAlignPosition.Parent = ElevatorBox
|
||||
local BoxAlignOrientation = Instance.new("AlignOrientation")
|
||||
BoxAlignOrientation.Mode = Enum.OrientationAlignmentMode.OneAttachment
|
||||
BoxAlignOrientation.Attachment0 = BoxAttachment
|
||||
BoxAlignOrientation.RigidityEnabled = true
|
||||
BoxAlignOrientation.CFrame = CFrame.new(0,0,0)*CFrame.fromOrientation(0,0,0)
|
||||
BoxAlignOrientation.Parent = ElevatorBox
|
||||
|
||||
return BoxAttachment, BoxAlignPosition, BoxAlignOrientation
|
||||
end
|
||||
122
src/server/Elevators/Otis1960/Doors.lua
Normal file
122
src/server/Elevators/Otis1960/Doors.lua
Normal file
@@ -0,0 +1,122 @@
|
||||
local Doors = {
|
||||
Closed = true,
|
||||
DontLeakMemory = nil
|
||||
}
|
||||
Doors.__index = Doors
|
||||
|
||||
local RS = game:GetService("RunService")
|
||||
local Storage = game:GetService("ReplicatedStorage")
|
||||
|
||||
local Tween = require(Storage:WaitForChild("Tween"))
|
||||
local Tags = require(Storage:WaitForChild("Tags"))
|
||||
|
||||
function Doors.constructor(ElevatorBox: BasePart, ElevatorDoor1: BasePart, ElevatorDoor2: BasePart, ElevatorDoorSensor: Folder)
|
||||
local DoorTween1 = Tween.constructor(nil, ElevatorDoor1)
|
||||
local DoorTween2 = Tween.constructor(nil, ElevatorDoor2)
|
||||
local DoorSensor: {[string]: BasePart} = {
|
||||
Start = ElevatorDoorSensor:WaitForChild("Start"),
|
||||
End = ElevatorDoorSensor:WaitForChild("End")
|
||||
}
|
||||
|
||||
return setmetatable({
|
||||
DoorTween1 = DoorTween1,
|
||||
DoorTween2 = DoorTween2,
|
||||
DoorSensor = DoorSensor,
|
||||
ElevatorBox = ElevatorBox,
|
||||
ElevatorDoor1 = ElevatorDoor1,
|
||||
ElevatorDoor2 = ElevatorDoor2
|
||||
}, Doors)
|
||||
end
|
||||
|
||||
local function DoorsAnimation(self, opening: boolean?, stopping: boolean?)
|
||||
local ElevatorDoor1_P = self.ElevatorDoor1.Position
|
||||
local ElevatorDoor2_P = self.ElevatorDoor2.Position
|
||||
local Door1Stopped_X = stopping and Vector3.xAxis*ElevatorDoor1_P.X-Vector3.xAxis*2.9 or Vector3.xAxis*2.9
|
||||
local Door2Stopped_X = stopping and Vector3.xAxis*ElevatorDoor2_P.X-Vector3.xAxis*6 or Vector3.xAxis*6
|
||||
|
||||
local Door1Tween = self.DoorTween1:Start(nil, {
|
||||
Position = opening and ElevatorDoor1_P+Door1Stopped_X or ElevatorDoor1_P-Door1Stopped_X
|
||||
}, TweenInfo.new(
|
||||
opening and 3.5 or 5,
|
||||
Enum.EasingStyle.Quad,
|
||||
Enum.EasingDirection.InOut
|
||||
))
|
||||
local Door2Tween = self.DoorTween2:Start(nil, {
|
||||
Position = opening and ElevatorDoor2_P+Door2Stopped_X or ElevatorDoor2_P-Door2Stopped_X
|
||||
}, TweenInfo.new(
|
||||
opening and 3.5 or 5,
|
||||
Enum.EasingStyle.Quad,
|
||||
Enum.EasingDirection.InOut
|
||||
))
|
||||
|
||||
if Doors.DontLeakMemory then
|
||||
Doors.DontLeakMemory:Disconnect()
|
||||
end
|
||||
Doors.DontLeakMemory = self:__Sensor(Door1Tween, Door2Tween)
|
||||
|
||||
return Door1Tween, Door2Tween
|
||||
end
|
||||
|
||||
local raycastParams = RaycastParams.new()
|
||||
raycastParams.FilterType = Enum.RaycastFilterType.Exclude
|
||||
raycastParams.IgnoreWater = true --sure ig
|
||||
|
||||
--heh..
|
||||
local RayIgnoring = {}
|
||||
local workspace_items = workspace:GetChildren()
|
||||
for n: number = 1, #workspace_items do
|
||||
if workspace_items[n]:IsA("Folder") then
|
||||
table.insert(RayIgnoring, workspace_items[n])
|
||||
end
|
||||
end
|
||||
|
||||
function Doors:__Sensor(DoorTween1, DoorTween2): nil | RBXScriptSignal
|
||||
local Step = nil
|
||||
if Doors.Closed then
|
||||
raycastParams.FilterDescendantsInstances = {self.ElevatorBox, table.unpack(RayIgnoring)}
|
||||
Step = RS.Stepped:Connect(function(_delta, _dt)
|
||||
print("Running")
|
||||
local DoorSensor = workspace:Raycast(self.DoorSensor.Start.Position, self.DoorSensor.End.Position, raycastParams)
|
||||
if DoorSensor and DoorSensor.Instance and DoorSensor.Instance:IsA("BasePart") then
|
||||
Step:Disconnect()
|
||||
print("Hit=",DoorSensor.Instance:GetFullName())
|
||||
DoorTween1:Pause()
|
||||
DoorTween2:Pause()
|
||||
task.wait(1) --elevator at work has this delay
|
||||
DoorsAnimation(self, true, true)
|
||||
-- DoorTween1:Destroy()
|
||||
-- DoorTween2:Destroy()
|
||||
end
|
||||
end)
|
||||
end
|
||||
return Step
|
||||
end
|
||||
|
||||
function Doors:Opening(opening: boolean?)
|
||||
--short circuiting central
|
||||
if opening then
|
||||
if Doors.Closed then
|
||||
Doors.Closed = not Doors.Closed
|
||||
else
|
||||
print("Doors are already closed, doing nothing")
|
||||
return
|
||||
end
|
||||
else
|
||||
if not Doors.Closed then
|
||||
Doors.Closed = not Doors.Closed
|
||||
else
|
||||
print("Doors are already open, doing nothing")
|
||||
return
|
||||
end
|
||||
end
|
||||
self.ElevatorBox.Anchored = true
|
||||
|
||||
local Door1Tween, Door2Tween = DoorsAnimation(self, opening)
|
||||
Door2Tween.Completed:Wait()
|
||||
if Doors.DontLeakMemory then
|
||||
Doors.DontLeakMemory:Disconnect()
|
||||
end
|
||||
self.ElevatorBox.Anchored = false
|
||||
end
|
||||
|
||||
return Doors
|
||||
41
src/server/Elevators/Otis1960/main.server.lua
Normal file
41
src/server/Elevators/Otis1960/main.server.lua
Normal file
@@ -0,0 +1,41 @@
|
||||
local Elevator = script.Parent
|
||||
local Elevators = Elevator.Parent
|
||||
local RS = game:GetService("ReplicatedStorage")
|
||||
|
||||
local Tags = require(RS:WaitForChild("Tags"))
|
||||
local Leveling = require(Elevators:WaitForChild("Leveling"))
|
||||
local Doors = require(Elevator:WaitForChild("Doors"))
|
||||
|
||||
local ElevatorBox_1960: BasePart = Tags.ElevatorMover_1960
|
||||
local ElevatorBoxStartPos = ElevatorBox_1960.Position
|
||||
|
||||
local ElevatorMover = require(Elevators:WaitForChild("Mover"))
|
||||
local _BoxAttachment, BoxAlignPosition, _BoxAlignOrientation = ElevatorMover(ElevatorBox_1960, ElevatorBoxStartPos)
|
||||
|
||||
local ElevatorBox: BasePart = Tags.ElevatorMover_1960
|
||||
local ElevatorDoor1: BasePart = Tags.ElevatorDoor_1960_1
|
||||
local ElevatorDoor2: BasePart = Tags.ElevatorDoor_1960_2
|
||||
local ElevatorDoorSensor: Folder = Tags.ElevatorDoor_Sensor_1960
|
||||
|
||||
local ElevatorDoors = Doors.constructor(ElevatorBox, ElevatorDoor1, ElevatorDoor2, ElevatorDoorSensor)
|
||||
|
||||
local function MoveFloors(level: number)
|
||||
local ElevatorBoxCurrentPos = ElevatorBox.Position
|
||||
--Its gonna use raycasting inside of the shaft to detect when its near and when to stop
|
||||
BoxAlignPosition.Position = Vector3.new(ElevatorBoxCurrentPos.X, level, ElevatorBoxCurrentPos.Z)
|
||||
end
|
||||
|
||||
local function GoTo_Level(requested_level: number)
|
||||
local level: number = Leveling[requested_level]
|
||||
if level then
|
||||
MoveFloors(level)
|
||||
end
|
||||
end
|
||||
|
||||
--"it will solve the issue of exploiters messing with the elevator"
|
||||
ElevatorBox_1960:SetNetworkOwner(nil)
|
||||
|
||||
task.wait(2)
|
||||
ElevatorDoors:Opening(true)
|
||||
task.wait(2)
|
||||
ElevatorDoors:Opening(false)
|
||||
83
src/server/Studio/EditorEntities.lua
Normal file
83
src/server/Studio/EditorEntities.lua
Normal file
@@ -0,0 +1,83 @@
|
||||
--All debugging objects such as light source indicating objects will be turned invisible
|
||||
|
||||
local Players = game:GetService("Players")
|
||||
|
||||
export type Entities = {
|
||||
IndexedEntities: {Instance}
|
||||
}
|
||||
local StudioEntities: Entities = {
|
||||
IndexedEntities = {}
|
||||
}
|
||||
|
||||
local function HidePart(Part: BasePart, enabled: boolean)
|
||||
Part.Transparency = enabled and 1 or .9
|
||||
Part.CanCollide = false
|
||||
Part.CastShadow = false
|
||||
end
|
||||
|
||||
local function HideBarrierCollision(Part: BasePart, enabled: boolean)
|
||||
Part.Transparency = enabled and 1 or .9
|
||||
Part.CastShadow = false
|
||||
Part.CanCollide = true
|
||||
end
|
||||
|
||||
local function HideRaycastContainers(Folder: Folder, enabled: boolean)
|
||||
local End = Folder:WaitForChild("End")
|
||||
local Start = Folder:WaitForChild("Start")
|
||||
|
||||
End.CanCollide = false
|
||||
End.CastShadow = false
|
||||
End.Transparency = enabled and 1 or .9
|
||||
Start.CanCollide = false
|
||||
Start.CastShadow = false
|
||||
Start.Transparency = enabled and 1 or .9
|
||||
end
|
||||
|
||||
local EditorEntities = {
|
||||
["LightSource"] = HidePart,
|
||||
["PulleyRopeContact"] = HidePart,
|
||||
["BarrierCollision"] = HideBarrierCollision,
|
||||
["StairSource"] = HideBarrierCollision,
|
||||
["RaycastContainer"] = HideRaycastContainers
|
||||
}
|
||||
|
||||
function StudioEntities.indexAll(enabled: boolean): Entities
|
||||
if #StudioEntities.IndexedEntities == 0 then
|
||||
--Run when the server starts
|
||||
local WorkspaceEnt = workspace:GetDescendants()
|
||||
|
||||
for i = 1, #WorkspaceEnt do
|
||||
local Item: Instance = WorkspaceEnt[i]
|
||||
local Case: Instance = EditorEntities[Item.Name]
|
||||
if Case then
|
||||
table.insert(StudioEntities.IndexedEntities, Item)
|
||||
Case(Item, enabled)
|
||||
end
|
||||
|
||||
if Item:IsA("BasePart") then --Do micro optimizations
|
||||
Item.CanTouch = false
|
||||
elseif Item:IsA("LuaSourceContainer") then --Cant allow scripts outside of the framework
|
||||
--mini algorthim to see if the script is part of the rhpid-framework character or not
|
||||
local Model = Item:FindFirstAncestorOfClass("Model")
|
||||
|
||||
if not Players:GetPlayerFromCharacter(Model) then
|
||||
local Path = Item:GetFullName()
|
||||
pcall(function()
|
||||
Item.Enabled = false
|
||||
end)
|
||||
Item:Destroy()
|
||||
warn(`Script: "{Item.Name}" ({Item.ClassName}) was removed because it was outside of the rhpid-framework boundries,`, Path)
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
for i = 1, #StudioEntities.IndexedEntities do
|
||||
local Entity: Instance = EditorEntities[i]
|
||||
EditorEntities[Entity.Name](Entity, enabled)
|
||||
end
|
||||
end
|
||||
|
||||
return StudioEntities.IndexedEntities
|
||||
end
|
||||
|
||||
return StudioEntities
|
||||
49
src/server/Studio/Lighting/Sky.lua
Normal file
49
src/server/Studio/Lighting/Sky.lua
Normal file
@@ -0,0 +1,49 @@
|
||||
local function Sky(): Sky
|
||||
local SkyBox = Instance.new("Sky")
|
||||
SkyBox.MoonAngularSize = 8
|
||||
SkyBox.MoonTextureId = "rbxassetid://62326944"
|
||||
SkyBox.SkyboxBk = "rbxassetid://9544505500"
|
||||
SkyBox.SkyboxDn = "rbxassetid://9544547905"
|
||||
SkyBox.SkyboxFt = "rbxassetid://9544504852"
|
||||
SkyBox.SkyboxLf = "rbxassetid://9544547694"
|
||||
SkyBox.SkyboxRt = "rbxassetid://9544547542"
|
||||
SkyBox.SkyboxUp = "rbxassetid://9544547398"
|
||||
SkyBox.SunTextureId = "rbxassetid://5392574622"
|
||||
SkyBox.StarCount = 200
|
||||
SkyBox.SunAngularSize = 9
|
||||
|
||||
return SkyBox
|
||||
end
|
||||
|
||||
local function Atmosphere(): Atmosphere
|
||||
local Atmosp = Instance.new("Atmosphere")
|
||||
Atmosp.Density = .25
|
||||
Atmosp.Offset = 0
|
||||
Atmosp.Color = Color3.fromRGB(199, 199, 199)
|
||||
Atmosp.Decay = Color3.fromRGB(106, 112, 125)
|
||||
|
||||
return Atmosp
|
||||
end
|
||||
|
||||
local function Clouds(): Clouds
|
||||
local _Clouds = Instance.new("Clouds")
|
||||
_Clouds.Cover = .7
|
||||
_Clouds.Density = .15
|
||||
_Clouds.Color = Color3.fromRGB(180,180,180)
|
||||
|
||||
return _Clouds
|
||||
end
|
||||
|
||||
export type exports = {
|
||||
Sky: Sky,
|
||||
Atmosphere: Atmosphere,
|
||||
Clouds: Clouds,
|
||||
}
|
||||
|
||||
local export: exports = {
|
||||
Sky = Sky,
|
||||
Atmosphere = Atmosphere,
|
||||
Clouds = Clouds
|
||||
}
|
||||
|
||||
return export
|
||||
55
src/server/Studio/Lighting/init.lua
Normal file
55
src/server/Studio/Lighting/init.lua
Normal file
@@ -0,0 +1,55 @@
|
||||
local Lighting = game:GetService("Lighting")
|
||||
local Terrain = workspace:WaitForChild("Terrain")
|
||||
|
||||
local Sky = require(script:WaitForChild("Sky"))
|
||||
|
||||
type LightingProps = { [string]: Color3 | number | boolean | string }
|
||||
|
||||
local Lighting_PropsTree: LightingProps = {
|
||||
["Ambient"] = Color3.fromRGB(40,40,40),
|
||||
["Brightness"] = 3,
|
||||
["ColorShift_Bottom"] = Color3.new(0,0,0),
|
||||
["ColorShift_Top"] = Color3.new(0,0,0),
|
||||
["EnvironmentDiffuseScale"] = 1,
|
||||
["EnvironmentSpecularScale"] = .7,
|
||||
["GlobalShadows"] = true,
|
||||
["OutdoorAmbient"] = Color3.fromRGB(50,50,50),
|
||||
["ShadowSoftness"] = 1,
|
||||
["ClockTime"] = 0,
|
||||
["GeographicLatitude"] = 0,
|
||||
["Name"] = "Lighting",
|
||||
["ExposureCompensation"] = 0,
|
||||
["FogColor"] = Color3.new(0,0,0),
|
||||
["FogEnd"] = 100000,
|
||||
["FogStart"] = 100000,
|
||||
}
|
||||
|
||||
export type Effects = {
|
||||
ColorCorrection: ColorCorrectionEffect
|
||||
}
|
||||
|
||||
return function(): Effects
|
||||
Lighting:ClearAllChildren()
|
||||
Terrain:ClearAllChildren()
|
||||
|
||||
--VFX Effects for later
|
||||
local ColorCorrection = Instance.new("ColorCorrectionEffect")
|
||||
ColorCorrection.Parent = Lighting
|
||||
|
||||
for Light_Prop, Light_Value in Lighting_PropsTree do
|
||||
local changed, err = pcall(function()
|
||||
Lighting[Light_Prop] = Light_Value
|
||||
end)
|
||||
if not changed then
|
||||
warn("Server Lighting:", err, debug.traceback())
|
||||
end
|
||||
end
|
||||
|
||||
Sky.Sky().Parent = Lighting
|
||||
Sky.Atmosphere().Parent = Lighting
|
||||
Sky.Clouds().Parent = Terrain
|
||||
|
||||
return {
|
||||
ColorCorrection = ColorCorrection
|
||||
}
|
||||
end
|
||||
6
src/server/Studio/StarterPlayer.lua
Normal file
6
src/server/Studio/StarterPlayer.lua
Normal file
@@ -0,0 +1,6 @@
|
||||
local StarterPlayer = game:GetService("StarterPlayer")
|
||||
|
||||
return function()
|
||||
StarterPlayer.CharacterWalkSpeed = 0
|
||||
StarterPlayer.CharacterJumpHeight = 0
|
||||
end
|
||||
3
src/server/Studio/Workspace.lua
Normal file
3
src/server/Studio/Workspace.lua
Normal file
@@ -0,0 +1,3 @@
|
||||
return function()
|
||||
workspace.Gravity = 150
|
||||
end
|
||||
23
src/server/Studio/init.server.lua
Normal file
23
src/server/Studio/init.server.lua
Normal file
@@ -0,0 +1,23 @@
|
||||
local HideEditorEntities = require(script:WaitForChild("EditorEntities"))
|
||||
local Lighting_Stuff = require(script:WaitForChild("Lighting"))
|
||||
local Workspace_Stuff = require(script:WaitForChild("Workspace"))
|
||||
local StarterPlayer_Stuff = require(script:WaitForChild("StarterPlayer"))
|
||||
|
||||
local RS = game:GetService("RunService")
|
||||
local Storage = game:GetService("ReplicatedStorage")
|
||||
|
||||
local ServerStorage = Storage:WaitForChild("Server")
|
||||
|
||||
local EditorEntities = Instance.new("BindableFunction")
|
||||
EditorEntities.Name = "StudioIndexedEntities"
|
||||
EditorEntities.Parent = ServerStorage
|
||||
|
||||
local StudioEntities = HideEditorEntities.indexAll(not RS:IsStudio())
|
||||
|
||||
StarterPlayer_Stuff()
|
||||
Lighting_Stuff()
|
||||
Workspace_Stuff()
|
||||
|
||||
EditorEntities.OnInvoke = function(): HideEditorEntities.Entities
|
||||
return StudioEntities.IndexedEntities
|
||||
end
|
||||
30
src/shared/AlgebraEasings.lua
Normal file
30
src/shared/AlgebraEasings.lua
Normal file
@@ -0,0 +1,30 @@
|
||||
--My versions
|
||||
|
||||
type EaseFunction = (n: number) -> number
|
||||
|
||||
export type EasingStyles = {
|
||||
Linear: EaseFunction,
|
||||
InOutBack: EaseFunction,
|
||||
OutBounce: EaseFunction
|
||||
}
|
||||
|
||||
local Ease: EasingStyles = {}
|
||||
--Google straight up gives wrong/bad math
|
||||
|
||||
function Ease.Linear(a,b,t)
|
||||
return a-a*t+b*t
|
||||
end
|
||||
|
||||
local c = 2.59491
|
||||
function Ease.InOutBack(n)
|
||||
return n<.5 and 2*n*n*(-c+2*n+2*c*n) or 3*(-1+n)*(-1+n)*(-2-c+2*n+2*c*n)
|
||||
end
|
||||
|
||||
local n1, d1 = 7.5625, 2.75
|
||||
function Ease.OutBounce(n)
|
||||
return (n<0.363636 and n*n*n1 or
|
||||
n<0.727273 and (.75*(1.*d1-2.*n*n1)) or
|
||||
n<0.909091 and (.9375*(1.*d1-2.4*n*n1)/d1)) or (.984375*(1.*d1-2.66667*n*n1))/d1
|
||||
end
|
||||
|
||||
return Ease
|
||||
98
src/shared/Client/Camera.lua
Normal file
98
src/shared/Client/Camera.lua
Normal file
@@ -0,0 +1,98 @@
|
||||
local Camera = {}
|
||||
Camera.__index = Camera
|
||||
|
||||
Camera.FOV = {
|
||||
Default = 70,
|
||||
Zoomed = 30,
|
||||
}
|
||||
Camera.FOV.Speed = {
|
||||
In = 0.3,
|
||||
Out = 0.4
|
||||
}
|
||||
Camera.VignetteEnabled = true
|
||||
Camera.CrosshairEffect = true
|
||||
Camera.EffectsEase = Enum.EasingStyle.Quad
|
||||
|
||||
local Storage = game:GetService("ReplicatedStorage")
|
||||
|
||||
local Tween = require(Storage:WaitForChild("Tween"))
|
||||
|
||||
local ZoomTween = Tween.constructor()
|
||||
local VignetteTween = Tween.constructor()
|
||||
|
||||
function Camera.constructor(CurrentCamera: Camera, Player: Player)
|
||||
return setmetatable({
|
||||
Camera = CurrentCamera,
|
||||
Player = Player,
|
||||
}, Camera)
|
||||
end
|
||||
|
||||
function Camera:FirstPerson()
|
||||
self.Player.CameraMode = Enum.CameraMode.LockFirstPerson
|
||||
end
|
||||
|
||||
function Camera:ThirdPerson()
|
||||
self.Player.CameraMode = Enum.CameraMode.Classic
|
||||
end
|
||||
|
||||
--damn...
|
||||
type Vignette = any
|
||||
type Crosshair = any
|
||||
|
||||
function Camera:ZoomIn(Vignette: Vignette?, Crosshair: Crosshair?)
|
||||
ZoomTween:Start(self.Camera, {
|
||||
FieldOfView = Camera.FOV.Zoomed
|
||||
}, TweenInfo.new(Camera.FOV.Speed.In, Camera.EffectsEase))
|
||||
|
||||
if Camera.VignetteEnabled then
|
||||
if Vignette then
|
||||
Vignette.Screen.Enabled = true
|
||||
|
||||
VignetteTween:Start(Vignette.Icon, {
|
||||
ImageTransparency = 0
|
||||
}, TweenInfo.new(Camera.FOV.Speed.In, Camera.EffectsEase))
|
||||
else
|
||||
warn("Camera: no Vignette object was provided for the camera", debug.traceback())
|
||||
end
|
||||
end
|
||||
|
||||
if Camera.CrosshairEffect then
|
||||
if Crosshair then
|
||||
VignetteTween:Start(Crosshair.Icon, {
|
||||
ImageTransparency = .9
|
||||
}, TweenInfo.new(Camera.FOV.Speed.In, Camera.EffectsEase))
|
||||
else
|
||||
warn("Camera: no Crosshair object was provided for the camera", debug.traceback())
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Camera:ZoomOut(Vignette: Vignette?, Crosshair: Crosshair?)
|
||||
ZoomTween:Start(self.Camera, {
|
||||
FieldOfView = Camera.FOV.Default
|
||||
}, TweenInfo.new(Camera.FOV.Speed.Out, Camera.EffectsEase))
|
||||
|
||||
if Camera.VignetteEnabled then
|
||||
if Vignette then
|
||||
Vignette.Screen.Enabled = true
|
||||
|
||||
VignetteTween:Start(Vignette.Icon, {
|
||||
ImageTransparency = 1
|
||||
}, TweenInfo.new(Camera.FOV.Speed.Out, Camera.EffectsEase))
|
||||
else
|
||||
warn("Camera: no Vignette object was provided for the camera", debug.traceback())
|
||||
end
|
||||
end
|
||||
|
||||
if Camera.CrosshairEffect then
|
||||
if Crosshair then
|
||||
VignetteTween:Start(Crosshair.Icon, {
|
||||
ImageTransparency = 0
|
||||
}, TweenInfo.new(Camera.FOV.Speed.In, Camera.EffectsEase))
|
||||
else
|
||||
warn("Camera: no Crosshair object was provided for the camera", debug.traceback())
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return Camera
|
||||
82
src/shared/Client/KeyBinds.lua
Normal file
82
src/shared/Client/KeyBinds.lua
Normal file
@@ -0,0 +1,82 @@
|
||||
--I couldn't get ContextActionService to work how i wanted it to
|
||||
|
||||
local BindLink = {}
|
||||
BindLink.__index = BindLink
|
||||
|
||||
local UIS = game:GetService("UserInputService")
|
||||
|
||||
export type KeyBindMap = {
|
||||
[string]: {
|
||||
[Enum.KeyCode]: () -> ()
|
||||
}
|
||||
}
|
||||
export type InputBegan = RBXScriptConnection
|
||||
export type InputEnded = RBXScriptConnection
|
||||
|
||||
type CallbackFunction = () -> ()
|
||||
|
||||
function BindLink.constructor() --Allow multiple bindings of the same keys, no overwrites
|
||||
type BindConstructor = {
|
||||
BindMap: KeyBindMap,
|
||||
InputBegan: InputBegan,
|
||||
InputEnded: InputEnded
|
||||
}
|
||||
|
||||
local self: BindConstructor = {}
|
||||
self.BindMap = {
|
||||
Began = {},
|
||||
Ended = {}
|
||||
}
|
||||
|
||||
--Return these for convenience
|
||||
self.InputBegan = UIS.InputBegan:Connect(function(input, gameProcessedEvent)
|
||||
if not gameProcessedEvent then
|
||||
local switch = self.BindMap.Began[input.KeyCode]
|
||||
if switch then
|
||||
switch()
|
||||
else
|
||||
--switch.default()
|
||||
end
|
||||
end
|
||||
end)
|
||||
self.InputEnded = UIS.InputEnded:Connect(function(input, gameProcessedEvent)
|
||||
if not gameProcessedEvent then
|
||||
local switch = self.BindMap.Ended[input.KeyCode]
|
||||
if switch then
|
||||
switch()
|
||||
else
|
||||
--switch.default()
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
return setmetatable(self, BindLink)
|
||||
end
|
||||
|
||||
function BindLink:AddInputBegan(Keys: {Enum.KeyCode}, Callback: CallbackFunction)
|
||||
for i = 1, #Keys do
|
||||
local Key = Keys[i]
|
||||
|
||||
if self.BindMap.Began[Key] then
|
||||
warn(`Key >began< "{Key.Name}" is already binded on this KeyBind map`, debug.traceback())
|
||||
end
|
||||
self.BindMap.Began[Key] = Callback
|
||||
end
|
||||
end
|
||||
|
||||
function BindLink:AddInputEnded(Keys: {Enum.KeyCode}, Callback: CallbackFunction)
|
||||
for i = 1, #Keys do
|
||||
local Key = Keys[i]
|
||||
|
||||
if self.BindMap.Ended[Key] then
|
||||
warn(`Key >ended< "{Key.Name}" is already binded on this KeyBind map`, debug.traceback())
|
||||
end
|
||||
self.BindMap.Ended[Key] = Callback
|
||||
end
|
||||
end
|
||||
|
||||
function BindLink:KeyHold(Key: Enum.KeyCode): boolean
|
||||
return UIS:IsKeyDown(Key)
|
||||
end
|
||||
|
||||
return BindLink
|
||||
17
src/shared/Delta.lua
Normal file
17
src/shared/Delta.lua
Normal file
@@ -0,0 +1,17 @@
|
||||
local Delta = {
|
||||
FPS = 60
|
||||
}
|
||||
Delta.__index = Delta
|
||||
|
||||
type dt = number
|
||||
|
||||
function Delta:time(): dt
|
||||
local Frame = os.clock()
|
||||
local function Frame_heap(): dt
|
||||
Frame = os.clock()-Frame
|
||||
return task.wait(Frame/Delta.FPS)
|
||||
end
|
||||
return Frame_heap()
|
||||
end
|
||||
|
||||
return Delta
|
||||
20
src/shared/String.lua
Normal file
20
src/shared/String.lua
Normal file
@@ -0,0 +1,20 @@
|
||||
local StringModule = {}
|
||||
StringModule.__index = StringModule
|
||||
|
||||
function StringModule.new(String: string)
|
||||
return setmetatable({
|
||||
String = String
|
||||
}, StringModule)
|
||||
end
|
||||
|
||||
type ByteArray = {string}
|
||||
|
||||
function StringModule:bytes(): ByteArray
|
||||
local cbytes = {self.String:byte(1,-1)}
|
||||
for i = 1, #cbytes do
|
||||
cbytes[i] = tostring(cbytes[i]):char()
|
||||
end
|
||||
return cbytes
|
||||
end
|
||||
|
||||
return StringModule
|
||||
13
src/shared/Tags.lua
Normal file
13
src/shared/Tags.lua
Normal file
@@ -0,0 +1,13 @@
|
||||
local CS = game:GetService("CollectionService")
|
||||
|
||||
local exports: {[string]: BasePart} = {}
|
||||
|
||||
local AllTags = CS:GetAllTags()
|
||||
for i = 1, #AllTags do
|
||||
local TagName = AllTags[i]
|
||||
if TagName ~= "RopeMasterObject" then
|
||||
exports[TagName] = CS:GetTagged(TagName)[1]
|
||||
end
|
||||
end
|
||||
|
||||
return exports
|
||||
50
src/shared/Tween.lua
Normal file
50
src/shared/Tween.lua
Normal file
@@ -0,0 +1,50 @@
|
||||
local Tween = {}
|
||||
Tween.__index = Tween
|
||||
|
||||
local TS = game:GetService("TweenService")
|
||||
|
||||
type TweenAnimation = {[string]: any}
|
||||
|
||||
function Tween.constructor(TweenSettings: TweenInfo?, Object: Instance?, PreProperties: TweenAnimation?)
|
||||
return setmetatable({
|
||||
TweenInfo = TweenSettings,
|
||||
Instance = Object,
|
||||
PreProperties = PreProperties
|
||||
}, Tween)
|
||||
end
|
||||
|
||||
function Tween:Start(PostInstance: Instance?, PostProperties: TweenAnimation?, PostTweenSettings: TweenInfo?): Tween
|
||||
local Props = self.PreProperties
|
||||
local Object = self.Instance
|
||||
local TweenSettings = self.TweenInfo
|
||||
|
||||
if PostProperties then
|
||||
if self.PreProperties then
|
||||
for tween_prop, tween_value in PostProperties do
|
||||
Props[tween_prop] = tween_value
|
||||
end
|
||||
print("Tween library: Combining PostProperties and PreProperties together", debug.traceback())
|
||||
else
|
||||
Props = PostProperties
|
||||
end
|
||||
end
|
||||
if PostInstance then
|
||||
if Object then
|
||||
print("Tween library: Overwriting an already defined animating object old=", Object, "new=", PostInstance, debug.traceback())
|
||||
end
|
||||
Object = PostInstance
|
||||
end
|
||||
if PostTweenSettings then
|
||||
if TweenSettings then
|
||||
print("Tween library: Overwriting already defined Tween settings", debug.traceback())
|
||||
end
|
||||
TweenSettings = PostTweenSettings
|
||||
end
|
||||
|
||||
local Animation = TS:Create(Object, TweenSettings, Props)
|
||||
Animation:Play()
|
||||
|
||||
return Animation
|
||||
end
|
||||
|
||||
return Tween
|
||||
11
src/shared/types/class.lua
Normal file
11
src/shared/types/class.lua
Normal file
@@ -0,0 +1,11 @@
|
||||
-- type AccountImpl = {
|
||||
-- __index: AccountImpl,
|
||||
-- new: (name: string, balance: number) -> Account,
|
||||
-- deposit: (self: Account, credit: number) -> (),
|
||||
-- withdraw: (self: Account, debit: number) -> (),
|
||||
-- }
|
||||
|
||||
-- type Account = typeof(setmetatable({} :: { name: string, balance: number }, {} :: AccountImpl))
|
||||
|
||||
type hself<T,U> = {__index: T} & U
|
||||
export type constructor<T,U> = typeof(setmetatable({} :: T & hself<T,U>, {} :: U))
|
||||
Reference in New Issue
Block a user