optimize native scripts

This commit is contained in:
2024-09-06 14:58:12 -04:00
parent f0bf277d13
commit a5afa7792a
61 changed files with 45 additions and 96 deletions

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type UDP = UnreliableRemoteEvent
@@ -110,7 +109,7 @@ function Actions:DisableCrouch()
local Easing = TweenInfo.new(Actions.CrouchSpeed, Enum.EasingStyle.Linear)
local WalkSpeed = self.Humanoid.WalkSpeed
CrouchTween:Start(self.Humanoid, {
HipHeight = Actions.StandHeight,
WalkSpeed = math.max(1, WalkSpeed+Actions.WalkSpeedMultiplier)
@@ -126,7 +125,7 @@ function Actions:EnableFlashlight(FlashlightKey)
--Note: if dictionaries are more than 1 value, encode it into JSON
local c = table.pack(self.CurrentCamera.CFrame:ToEulerAnglesXYZ())
table.insert(c, c.n)
self.FlashlightRemote:FireServer(c)
Delta:time()
end

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type AnimationsMap = {
@@ -74,6 +73,7 @@ function Bobbing.constructor(HumanoidRootPart: HumanoidRootPart, CurrentCamera:
}, Bobbing)
end
@native
function Animations.Idle(t: tick, dt: deltatime)
return ANG(
math.rad(math.cos(t/80)/(Bobbing.AnimationSpeed+50)),
@@ -82,6 +82,7 @@ function Animations.Idle(t: tick, dt: deltatime)
)
end
@native
function Animations.Walk(t: tick, dt: deltatime)
-- return ANG(
-- math.rad(-10*math.cos(t)/2),
@@ -95,19 +96,23 @@ function Animations.Walk(t: tick, dt: deltatime)
)
end
@native
function Animations.Stop()
return ANG(0,0,0)
end
@native
function Animations.Falling()
return ANG(0,0,0)
end
@native
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
@native
local function CameraAnimation(self: ClassConstructor, dt: deltatime)
--crying
Bobbing.Tick += 1
@@ -125,6 +130,7 @@ local function CameraAnimation(self: ClassConstructor, dt: deltatime)
return Animation:Lerp(CurrentAnimation, Bobbing.AnimationAlpha)
end
@native
function Bobbing:Frame(dt)
local Camera = self.CurrentCamera
local Humanoid = self.Humanoid

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local Bobbing = require(script:WaitForChild("Bobbing"))

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type WalkSpeed = number?

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type HumanoidRootPart = BasePart

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@@ -1,3 +1,2 @@
--!optimize 2
--!native
--!strict

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type UDP = UnreliableRemoteEvent

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local RS = game:GetService("RunService")
@@ -36,7 +35,7 @@ type Impl_Constructor = {
} & Impl_Static_Props
type Impl_Static_Props = {
KeyBinds: {
KeyBinds: {
Crouch: {Enum.KeyCode},
Walk: {Enum.KeyCode},
Flashlight: {Enum.KeyCode}
@@ -76,7 +75,7 @@ CharacterModule.KeyBinds = {
function CharacterModule.constructor(Character)
local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart") :: HumanoidRootPart
local Humanoid = Character:WaitForChild("Humanoid") :: Humanoid
local self = {} :: Constructor_Return_Props
self.CharacterShared = Character:WaitForChild("shared") :: Folder
self.CurrentCamera = workspace.CurrentCamera
@@ -101,7 +100,7 @@ end
function CharacterModule:CharacterKeyBinds()
local ClientBindMap = BindModule.constructor(false)
local Actions = ActionsModule.constructor(self.CharacterShared, self.HumanoidSettings, self.CurrentCamera, self.ActionsTCP)
--Crouch
ClientBindMap:AddInputBegan(CharacterModule.KeyBinds.Crouch, function(_KeyPressed)
Actions:EnableCrouch()
@@ -126,7 +125,7 @@ end
function CharacterModule:Crosshair()
local RootVelocity = ClientStorage:WaitForChild("RootVelocity") :: BindableEvent
local RootVelocityStep = RS.Heartbeat:Connect(function(_dt)
RootVelocity:Fire(self.HRPSettings:Velocity())
end)

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type CustomCoreGuiEnums = {Enum.CoreGuiType}

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local GuiModule = {}

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local Mouse = {}

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type rbxassetid = string
@@ -55,11 +54,11 @@ function CrosshairModule:Change(ID: rbxassetid)
end
function CrosshairModule:Jump(RootVelocity: Vector3)
local X, Y = RootVelocity.X, RootVelocity.Y;
self.Icon.Position = UDim2.fromScale(
Y>1 and Algbera.Easing.Linear(.5,.5+(X/1000),.3) or .5,
math.clamp(.4, .5-(-Y/1000), .6)
)
-- local X, Y = RootVelocity.X, RootVelocity.Y;
-- self.Icon.Position = UDim2.fromScale(
-- Y>1 and Algbera.Easing.Linear(.5,.5+(X/1000),.3) or .5,
-- math.clamp(.4, .5-(-Y/1000), .6)
-- )
end
return CrosshairModule

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local VignetteModule = {

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type CurrentCamera = Camera

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
--Not a good idea to call modules from other services here

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local load_elapse_start = os.clock()
@@ -22,10 +21,10 @@ local function LoadingIntroGUI()
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)

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local Elevators = script.Parent

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local ElevatorDir = script.Parent
@@ -36,8 +35,8 @@ type Impl_Static_Props = {
type Constructor_Fun = (MainDisplay: UnionOperation, LanternsMap: Tags.Lanterns, ElevatorSounds: ElevatorSounds, Colors: ElevatorButtonColors) -> ClassConstructor
type Constructor_Return_Props = {
LanternsMap: Tags.Lanterns,
AudioChimeDirection: Sound,
LanternsMap: Tags.Lanterns,
AudioChimeDirection: Sound,
AudioChimeLanding: Sound,
Colors: ElevatorButtonColors
}
@@ -82,7 +81,7 @@ function Lanterns.constructor(MainDisplay, LanternsMap, ElevatorSounds, Colors)
AudioChimeDirection.Parent = MainDisplay
AudioChimeLanding.Parent = MainDisplay
return setmetatable({
LanternsMap = LanternsMap,
AudioChimeDirection = AudioChimeDirection,
@@ -162,7 +161,7 @@ end
function Lanterns:Toggle(Enabled, Floor)
local FloorLantern = self.LanternsMap[Floor]
if FloorLantern then
if not Enabled then
FloorLantern.Played = false

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local ParentDir = script.Parent

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local ParentDir = script.Parent

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local ParentDir = script.Parent

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local ParentDir = script.Parent

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local ParentDir = script.Parent

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
return {

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local ParentDir = script.Parent

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local ButtonPromptsDistance = Vector3.new(-.05,0,0)

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local ParentDir = script.Parent

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
return {

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local Elevators = script.Parent
@@ -65,9 +64,9 @@ local function OtimSoundAndRelayConfiguration(RelayAudioActivated: Sound, RelayA
RelayAudioActivated.SoundGroup = SoundEffects.SoundGroup
RelayAudioDeActivated.SoundGroup = SoundEffects.SoundGroup
if RelayProperties.Name == "240 V" or
RelayProperties.Name == "440 V" or
RelayProperties.Name == "UP" or
if RelayProperties.Name == "240 V" or
RelayProperties.Name == "440 V" or
RelayProperties.Name == "UP" or
RelayProperties.Name == "DOWN"
then
--Bigger relays
@@ -120,7 +119,7 @@ function PhysicalRelay.constructor(ElevatorModel, RelayTagList)
--Audio
local RelayAudioActivated = Instance.new("Sound") :: Sound
local RelayAudioDeActivated = Instance.new("Sound") :: Sound
if ElevatorModel == Enums.Elevator.Otis1960 then
if SoundEffects then
OtimSoundAndRelayConfiguration(RelayAudioActivated, RelayAudioDeActivated, SoundEffects, RelayProperties)
@@ -150,8 +149,8 @@ local function OtimRelayAnimation(Relay: Tags.RelayProperties, State: boolean)
CFrame = (
Relay.Unique and CFrame.new((Relay.Inst :: BasePart).Position) or (Relay.Inst :: BasePart).CFrame
)*CFrame.Angles(
math.rad(State and (Relay.Unique and 1.5 or 13) or (Relay.Unique and -15 or -13)),
0,
math.rad(State and (Relay.Unique and 1.5 or 13) or (Relay.Unique and -15 or -13)),
0,
Relay.Unique and math.rad(-90) or 0
)
})

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
-- self.ElevatorBox_1960 = TagsConstructor:Request("ElevatorMover_1960") :: UnionOperation

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
--Slap this here

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local Elevators = script.Parent
@@ -305,6 +304,7 @@ local Debounce = {
Leveling3Phase = false
}
@native
local function CabTraveling(self: ClassConstructor, deltaTime: number, LEVEL_VEC3_Y_WRAP: Vector3)
local ElevatorPosition = self.Elevator.BoxModel.Position
local AtFloorY = self.FloorLevelingPositions[FloorsClamp(self, self.Attributes.TravelingUpwards.Value and self.Attributes.CurrentFloor.Value+1 or self.Attributes.CurrentFloor.Value-1)]

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local MapDir = script.Parent.Parent

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type LightingProps = { [string]: Color3 | number | boolean | string | Enum.Technology }

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
--All debugging objects such as light source indicating objects will be turned invisible

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local StarterPlayer = game:GetService("StarterPlayer")

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local TagsDir = script.Parent

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type rbxassetid = string

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local CS = game:GetService("CollectionService")

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
return function()

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type HumanoidRootPart = BasePart
@@ -23,7 +22,7 @@ type Constructor_Fun = (Prompt: ProximityPrompt, Instance: Instance, Enabled: bo
type Constructor_Return_Props = {
Prompt: ProximityPrompt,
Instance: Instance,
__TriggeredCallback: PromptCallback?,
__TriggerEndedCallback: PromptCallback?,
__PromptConnections: {
@@ -116,7 +115,7 @@ end
function Prompts:Enable()
self.Prompt.Enabled = true
if self.__TriggeredCallback and not (self.__PromptConnections.Triggered and self.__PromptConnections.Triggered.Connected) then
self:Triggered(self.__TriggeredCallback)
end

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type EventFunction = (KeyPressed: Enum.KeyCode) -> ()

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type UDP = UnreliableRemoteEvent
@@ -29,7 +28,7 @@ type Impl_Static_Props = {
type Constructor_Return_Props = {
FlashlightPart: Part,
SpotLight: SpotLight,
ToggleSound: Sound
ToggleSound: Sound
}
export type FlashlightConstructor = ClassConstructor

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
--This really should be only client

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type Head = BasePart
@@ -29,7 +28,7 @@ type Impl_Static_Props = {
Enabled: boolean,
Multiplier: number
}
type Constructor_Return_Props = {
type Constructor_Return_Props = {
Remote: UDP,
Head: Head,
UpperTorso: UpperTorso,
@@ -63,6 +62,7 @@ function Spine.constructor(CharacterShared, Head, UpperTorso)
return setmetatable(self, Spine)
end
@native
local function SpineMovement(self: ClassConstructor, CameraCFrame: CFrame, IsFirstPerson: boolean): struct_SpineMovement
local HeadCFrame: CFrame = self.Head.CFrame
local TorsoPosition: Vector3 = self.UpperTorso.Position
@@ -78,7 +78,7 @@ local function SpineMovement(self: ClassConstructor, CameraCFrame: CFrame, IsFir
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
@@ -88,13 +88,14 @@ local function SpineMovement(self: ClassConstructor, CameraCFrame: CFrame, IsFir
Neck*=CFrame.Angles(0, HeadCrossDelta, 0)
Waist*=CFrame.Angles(0, LookingAtSelf and TorsoCrossDelta or -TorsoCrossDelta, 0)
end
return {
Neck = Neck,
Waist = Waist
}
end
@native
function Spine:Move(CameraCFrame, IsFirstPerson)
local SpineIK = SpineMovement(self, CameraCFrame, IsFirstPerson)

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local Shadows = require(script:WaitForChild("Shadows"))
@@ -52,7 +51,7 @@ Character.KeyBinds = {
function Character.constructor(CharacterModel)
local Player = Players:GetPlayerFromCharacter(CharacterModel)
local self = {}
self.CharacterShared = Instance.new("Folder")
self.CharacterShared.Name = "shared"

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type Users = {

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
type Character = Model
@@ -31,7 +30,7 @@ return Players.PlayerAdded:Connect(function(Player: Player)
break
end
end
LoadCharacter(Player)
else
Player:Kick()

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local ParentDir = script.Parent

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local DoorEnums = {}

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local SoundEnums = {}

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local ShowEditorEntities = true

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local Camera = {}
@@ -51,7 +50,7 @@ function Camera:ZoomIn(Vignette: Vignette?, Crosshair: Crosshair?)
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))
@@ -79,7 +78,7 @@ function Camera:ZoomOut(Vignette: Vignette?, Crosshair: Crosshair?)
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))
@@ -87,7 +86,7 @@ function Camera:ZoomOut(Vignette: Vignette?, Crosshair: Crosshair?)
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, {

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
--Couldn't get ContextActionService to work how i wanted
@@ -46,7 +45,7 @@ function BindLink.constructor(gameProcessing: boolean) --Allow multiple bindings
Began = {},
Ended = {}
}
--Return these for convenience
self.InputBegan = UIS.InputBegan:Connect(function(input, gameProcessedEvent)
if gameProcessing and gameProcessedEvent or not gameProcessedEvent then

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local Delta = {

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local Enums = {}

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
local RunService = game:GetService("RunService")

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@@ -1,3 +1,2 @@
--!optimize 2
--!native
--!strict

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@@ -1,5 +1,4 @@
--!optimize 2
--!native
--!strict
--Weird type hack for allowing more than 1 property to be defined inside a tween