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Taking .NET game development in Stride Code first demo
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| using Stride.Core.Mathematics; | |
| using Stride.Engine; | |
| using Stride.GameDefaults.ProceduralModels; | |
| using Stride.GameDefaults.Extensions; | |
| using Stride.Physics; | |
| using Stride.Input; | |
| using (var game = new Game()) | |
| { | |
| game.Run(start: Start); | |
| void Start(Scene rootScene) | |
| { | |
| game.SetupBase3DScene(); | |
| game.AddProfiler(); | |
| var entity = game.AddBoxToScene(); | |
| entity.Add(new MoveComponentScript()); | |
| var boxGenerator = new Entity(); | |
| boxGenerator.Scene = rootScene; | |
| boxGenerator.Add(new BoxGeneratorScript()); | |
| var hitComponent = new Entity(); | |
| hitComponent.Scene = rootScene; | |
| hitComponent.Add(new HitComponentScript()); | |
| } | |
| } | |
| public class BoxGeneratorScript : SyncScript | |
| { | |
| private CameraComponent? _camera; | |
| private Simulation? _simulation; | |
| public override void Start() | |
| { | |
| _camera = Entity.Scene.Entities.FirstOrDefault(x => x.Get<CameraComponent>() != null)?.Get<CameraComponent>(); | |
| _simulation = SceneSystem.SceneInstance.GetProcessor<PhysicsProcessor>()?.Simulation; | |
| } | |
| public override void Update() | |
| { | |
| if (_camera is null || _simulation is null) return; | |
| if (Input.HasMouse && Input.IsMouseButtonPressed(MouseButton.Left)) | |
| { | |
| var ray = _camera.ScreenPointToRay(Input.MousePosition); | |
| var hit = _simulation.Raycast(ray.VectorNear.XYZ(), ray.VectorFar.XYZ()); | |
| if (hit.Succeeded) return; | |
| var entity = ((Game)Game).AddBoxToScene(); | |
| } | |
| } | |
| } | |
| public class MoveComponentScript : SyncScript | |
| { | |
| private RigidbodyComponent? _rigidbody; | |
| private float _force = 4500f; | |
| public override void Start() | |
| { | |
| _rigidbody = Entity.Get<RigidbodyComponent>(); | |
| _rigidbody.Mass = 1000; | |
| } | |
| public override void Update() | |
| { | |
| if (_rigidbody is null) return; | |
| if (Math.Round(_rigidbody.LinearVelocity.Length(), 1) == 0) | |
| { | |
| _rigidbody.ApplyImpulse(new Vector3(0, 0, _force)); | |
| _force *= -1; | |
| } | |
| } | |
| } | |
| public class HitComponentScript : SyncScript | |
| { | |
| private CameraComponent? _camera; | |
| private Simulation? _simulation; | |
| public override void Start() | |
| { | |
| _camera = Entity.Scene.Entities.FirstOrDefault(x => x.Get<CameraComponent>() != null)?.Get<CameraComponent>(); | |
| _simulation = SceneSystem.SceneInstance.GetProcessor<PhysicsProcessor>()?.Simulation; | |
| } | |
| public override void Update() | |
| { | |
| if (Vector3.Distance(Vector3.Zero, Entity.Transform.Position) > 30) | |
| { | |
| Entity.Scene = null; | |
| } | |
| if (_camera is null || _simulation is null) return; | |
| if (Input.HasMouse && Input.IsMouseButtonPressed(MouseButton.Left)) | |
| { | |
| var ray = _camera.ScreenPointToRay(Input.MousePosition); | |
| var hit = _simulation.Raycast(ray.VectorNear.XYZ(), ray.VectorFar.XYZ()); | |
| if (hit.Succeeded) | |
| { | |
| var rigidbody = hit.Collider.Entity.Get<RigidbodyComponent>(); | |
| if (rigidbody is null) return; | |
| rigidbody.ClearForces(); | |
| rigidbody.ApplyImpulse(new Vector3(-28, 0, 28)); | |
| } | |
| } | |
| } | |
| } | |
| public static class GameExtensions | |
| { | |
| public static Entity AddBoxToScene(this Game game) | |
| { | |
| var entity = game.CreatePrimitive(PrimitiveModelType.Cube, material: game.NewDefaultMaterial(Color.DarkGoldenrod)); | |
| entity.Transform.Position = new Vector3(0, 2.5f, 0); | |
| entity.Scene = game.SceneSystem.SceneInstance.RootScene; | |
| return entity; | |
| } | |
| } |
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