SteamVR/Environments/Scripting/flashlight script code full
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January 2024
January 2024
--===========================================================================--
--
-- Flashlight Tool Script
--
--===========================================================================--
local m_bIsEquipped = false; -- keep track of whether we are equipped or not
local m_hHand = nil; -- keep a handle to the hand that is holding the tool
local m_nHandID = -1; -- keep track of the hand index that is holding the tool (0==right, 1==left)
local m_hHandAttachment = nil; -- this is the handle to the tool attachment which displays the actual model in the hand
local m_hPlayer = nil; -- handle to the player holding the tool
local m_bFlashlightOn = false; -- keep track of whether the flashlight is on or not
local m_hFlashlightBeam = nil; -- a handle to the flashlight particle beam
local m_particleTrackpad = nil; -- handle to the trackpad particle system
local m_hLight = nil; -- handle to the light entity that actually illuminates the world in front of the flashlight
-- we store off the trackpad position input from the player
local m_flTrackpadX = 0;
local m_flTrackpadY = 0;
local m_nTotalColors = 0; -- Total number of colors that can be switched between - this gets set on equip
local m_nCurrentColor = 0; -- our current flashlight color
-- this is the table of colors that we can switch between
local m_tLightColors = {};
m_tLightColors[0] = {255, 255, 255} -- white at the center
m_tLightColors[1] = {255, 128, 0} --
m_tLightColors[2] = {255, 0, 0} --
m_tLightColors[3] = {255, 0, 64} --
m_tLightColors[4] = {180, 0, 180} --
m_tLightColors[5] = {64, 0, 180} --
m_tLightColors[6] = {0, 0, 255} --
m_tLightColors[7] = {0, 180, 180} --
m_tLightColors[8] = {0, 255, 128} --
m_tLightColors[9] = {0, 255, 0} --
m_tLightColors[10] = {128, 255, 0} --
m_tLightColors[11] = {255, 255, 0} --
m_tLightColors[12] = {255, 180, 0} --
-- this stores the min and max degrees for picking colors on the trackpad
local m_tColorDegrees= {};
m_tColorDegrees[0]=0;
-- the in-game time the tool has been equipped
local m_fEquipTime = 0;
---------------------------------------------------------------------------
-- SetEquipped
-- this and SetUnequipped are called by code when the tool is picked up and dropped
---------------------------------------------------------------------------
function SetEquipped( self, pHand, nHandID, pHandAttachment, pPlayer )
print( "================ SetEquipped() ");
-- if somehow we don't have a player here, just return out
if ( pPlayer == nil ) then return; end
-- store these into our global scope so we can use them in other functions
m_hHand = pHand;
m_nHandID = nHandID;
m_hHandAttachment = pHandAttachment;
m_hPlayer = pPlayer;
m_bIsEquipped = true;
m_fEquipTime = Time();
-- create the trackpad particle system
local particleName = "particles/tool_fx/controller_trackpad_position_dot.vpcf";
-- the created particle system is now stored in this handle for use elsewhere
m_particleTrackpad = ParticleManager:CreateParticle(particleName, PATTACH_POINT_FOLLOW, m_hHandAttachment);
-- set the position to be on the trackpad_center attachment on the tool model
ParticleManager:SetParticleControlEnt( m_particleTrackpad, 0, m_hHandAttachment, PATTACH_POINT_FOLLOW, "trackpad_center", Vector( 0, 0, 0 ), true );
-- based on the number of entries in the m_tLightColors table, set the degree values for later use
local m_nTotalColors = table.getn(m_tLightColors);
local flDegreeChunk = 360.0/m_nTotalColors;
local nMinDegree = 0;
for i=1,m_nTotalColors do
local max = i*flDegreeChunk;
m_tColorDegrees[i] = max;
print( "m_tColorDegrees["..i.."] = "..m_tColorDegrees[i] );
end
-- call this function once so the position of the newly created particle system is updated right away
UpdateTrackpadPosition();
-- this disables non-tool inputs in the trackpad
-- to prevent teleporting and turning around
m_hPlayer:AllowTeleportFromHand(m_nHandID, false);
-- this sets up our think function which will run continually
m_hHand:SetThink( "FlashlightThink", self, 0.0 );
return true;
end
---------------------------------------------------------------------------
-- SetUnequipped
-- called when the player drops the tool
---------------------------------------------------------------------------
function SetUnequipped()
print( "================ SetUnequipped() ");
m_hPlayer:AllowTeleportFromHand(m_nHandID, true);
m_hHand = nil;
m_nHandID = -1;
m_hHandAttachment = nil;
m_hPlayer = nil;
m_bIsEquipped = false;
if ( m_hLight ~= nil ) then
m_hLight:Destroy();
m_hLight = nil;
end
ReleaseFireButton();
if ( m_particleTrackpad ~= nil ) then
ParticleManager:DestroyParticle( m_particleTrackpad, true );
m_particleTrackpad = nil;
end
return true;
end
---------------------------------------------------------------------------
-- GetDegrees
-- this is a helper function for getting the degrees of an x and y position on a 2d surface
-- we use this to figure out which color in the color wheel the user is selecting
---------------------------------------------------------------------------
function GetDegrees( x, y )
local deltaX = 0 - x;
local deltaY = 0 - y;
local radAngle = math.atan2(deltaY, deltaX);
local degreeAngle = radAngle * 180.0 / math.pi;
return (180.0 - degreeAngle);
end
---------------------------------------------------------------------------
-- Precache
-- Gets called from code when this entity is created
-- Content that this entity uses needs to be precached before it's used
---------------------------------------------------------------------------
function Precache( context )
--Cache the models
PrecacheModel("models/props_gameplay/flashlight001.vmdl", context);
--Cache the particles
PrecacheParticle("particles/tool_fx/flashlight_thirdperson.vpcf", context);
PrecacheParticle("particles/tool_fx/flashlight_thirdperson_beamlet.vpcf", context);
PrecacheParticle("particles/tool_fx/controller_trackpad_position_dot.vpcf", context);
end
---------------------------------------------------------------------------
-- FlashlightThink
-- The frequency at which this think will run is based on the value that it returns
-- Initiated from SetEquipped
---------------------------------------------------------------------------
function FlashlightThink()
-- if we don't have a hand attachment, that means it's not equipped
if ( m_hHandAttachment == nil ) then
-- the tool is probably already dropped, but we call this function to make sure
-- everything is cleared and reset as if it were dropped normally
DropTool();
return nil;
end
-- get the index of the model attachment on the tool model
local modelAttachmentIndex = m_hHandAttachment:ScriptLookupAttachment( "flashlight_beam" );
-- get the position of the attachment that we just got the index for
local vecStartPos = m_hHandAttachment:GetAttachmentOrigin( modelAttachmentIndex );
-- get the forward vector of the tool (it needs to be reversed)
local direction = -m_hHandAttachment:GetForwardVector();
-- now move 140 units out from our start position in the direction than tool is facing
local vecEndPos = (vecStartPos+(direction*140));
-- if we've already created our flashlight beam particle
if ( m_hFlashlightBeam ~= nil ) then
-- make sure the point one is attached to the attachment point
ParticleManager:SetParticleControlEnt( m_hFlashlightBeam, 1, m_hHandAttachment, PATTACH_POINT_FOLLOW, "flashlight_beam", Vector(0,0,0), true );
-- and the second point is where we want our end position to be
-- the particle system draws particles between these two points along that line
ParticleManager:SetParticleControl( m_hFlashlightBeam, 2, vecEndPos );
end
-- enable this to visualize the line created between vecStartPos and vecEndPos
--DebugDrawLine(vecStartPos, vecEndPos, 0, 255, 0, true, 0.02);
return 0.01;
end
---------------------------------------------------------------------------
-- called when the player presses the trigger button (from OnHandleInput)
---------------------------------------------------------------------------
function PressFireButton()
-- add a delay to prevent the flashlight from turning on when picked up with the trigger
if( Time() > m_fEquipTime + 0.2 ) then
ToggleFlashlight();
end
end
---------------------------------------------------------------------------
-- called when the player presses the trigger button (from OnHandleInput)
---------------------------------------------------------------------------
function ReleaseFireButton()
-- currently nothing happens when the player releases the trigger button
end
---------------------------------------------------------------------------
-- When the player presses the grip button, we drop the tool
---------------------------------------------------------------------------
function DropTool()
-- make sure we let the code know the trigger has been released
ReleaseFireButton();
-- force the flashlight to go off when we release it
TurnFlashlightOff();
-- this calls C++ code on the prop tool entity and forces it to be dropped by the player
thisEntity:ForceDropTool();
print( "-------------------DropTool" );
end
---------------------------------------------------------------------------
-- Our color changing function
---------------------------------------------------------------------------
function ChangeColor( nNewColor )
-- if this function was called, but the color we want to
-- change to is the same as the one we are on don't do anything
-- it prevents code, sounds, etc from running unnecessarily
if ( m_nLightColor == nNewColor ) then
return;
end
-- store the new color we want to switch to
m_nLightColor = nNewColor;
print( "m_nLightColor = "..nNewColor );
-- if we have a valid flashlight particle beam
if ( m_hFlashlightBeam ~= nil ) then
-- tell the particle system that it should use the new color
ParticleManager:SetParticleControl( m_hFlashlightBeam, 5, Vector( m_tLightColors[m_nLightColor][1], m_tLightColors[m_nLightColor][2], m_tLightColors[m_nLightColor][3] ) );
end
-- if we have a valid handle to the light entity
if ( m_hLight ~= nil ) then
-- tell it to switch to the new light color
EntFireByHandle( self, m_hLight, "setlightcolor", ""..m_tLightColors[m_nLightColor][1].." "..m_tLightColors[m_nLightColor][2].." "..m_tLightColors[m_nLightColor][3].."", 0 );
end
EmitSoundOn("ui_select", thisEntity);
end
---------------------------------------------------------------------------
-- OnHandleInput
-- Called from C++ code
-- This function receives input passed from the controller inputs from the player
-- we can capture these inputs and choose to pass them back to be used by another attachment
-- or we can clear them and "swallow" the input here
-- other hand attachments, like the one that lets you teleport around or change your hand gesture
-- use certain inputs from the player. if you want to prevent these actions while you have
-- THIS tool equipped, you need to clear the input after you catch it
---------------------------------------------------------------------------
function OnHandleInput( input )
-- here are all of the inputs that can be passed from code:
-- IN_USE_HAND0, -- when the trigger is pressed
-- IN_USE_HAND1,
-- IN_PAD_LEFT_HAND0, -- when the pad is pressed on the left side
-- IN_PAD_RIGHT_HAND0, -- when the pad is pressed on the right side
-- IN_PAD_UP_HAND0, -- when the pad is pressed on the top
-- IN_PAD_DOWN_HAND0, -- when the pad is pressed on the bottom
-- IN_PAD_LEFT_HAND1,
-- IN_PAD_RIGHT_HAND1,
-- IN_PAD_UP_HAND1,
-- IN_PAD_DOWN_HAND1,
-- IN_MENU_HAND0,
-- IN_MENU_HAND1,
-- IN_GRIP_HAND0,
-- IN_GRIP_HAND1,
-- IN_GRIPANALOG_HAND0,
-- IN_GRIPANALOG_HAND1,
-- IN_PAD_HAND0, -- when the pad is pressed anywhere
-- IN_PAD_HAND1,
-- IN_PAD_TOUCH_HAND0, -- when the pad is touched anywhere
-- IN_PAD_TOUCH_HAND1,
-- these are what's passed in
--input.buttonsDown;
--input.buttonsPressed;
--input.buttonsReleased;
--input.trackpadX; -- ( -1.0 to 1.0 )
--input.trackpadY; -- ( -1.0 to 1.0 )
--input.triggerValue; -- ( 0 to 1.0 )
local bUpdateTrackpad = false;
-- get the current position of the player's finger on the track pad on the X axis
local flTrackpadX = input.trackpadX;
if ( flTrackpadX ~= 0 and flTrackpadX ~= m_flTrackpadX ) then
-- if it changed from the last time we got an input change, note it
m_flTrackpadX = flTrackpadX;
--print( "m_flTrackpadX = "..m_flTrackpadX );
-- and let the check down below know we should update the trackpad visuals
bUpdateTrackpad = true;
end
-- get the current position of the player's finger on the track pad on the Y axis
local flTrackpadY = input.trackpadY;
if ( flTrackpadY ~= 0 and flTrackpadY ~= m_flTrackpadY ) then
-- if it changed from the last time we got an input change, note it
m_flTrackpadY = flTrackpadY;
--print( "m_flTrackpadY = "..m_flTrackpadY );
-- and let the check down below know we should update the trackpad visuals
bUpdateTrackpad = true;
end
-- trackpad position has been changed, update the position and color picked
if ( bUpdateTrackpad ) then
UpdateTrackpadPosition();
end
-- this is lua's ugly version of a ternary operator
-- we do this because we only care about the input from the hand that is holding us
-- but you could check input from the other hand if you want
local nIN_TRIGGER = IN_USE_HAND1; if (m_nHandID == 0) then nIN_TRIGGER = IN_USE_HAND0 end;
local nIN_GRIP = IN_GRIP_HAND1; if (m_nHandID == 0) then nIN_GRIP = IN_GRIP_HAND0 end;
-- this checks to see if the TRIGGER has been pressed on this hand
-- this is only set when the trigger is first pressed
-- if you want to see if it's HELD, you need to keep track of that yourself
if ( input.buttonsPressed:IsBitSet( nIN_TRIGGER ) ) then
print( "TRIGGER is pressed" );
-- now clear it because we don't want any other tools to do anything with the trigger press
input.buttonsPressed:ClearBit( nIN_TRIGGER );
PressFireButton();
end
-- this checks if the TRIGGER has just been released
if ( input.buttonsReleased:IsBitSet( nIN_TRIGGER ) ) then
print( "TRIGGER is released" );
-- clear it!
input.buttonsReleased:ClearBit( nIN_TRIGGER );
ReleaseFireButton();
end
-- checks to see if the GRIP has been pressed this update
if ( input.buttonsReleased:IsBitSet( nIN_GRIP ) ) then
print( "GRIP is released" );
-- if it's pressed, clear the bit!
input.buttonsReleased:ClearBit( nIN_GRIP );
-- drop the tool
DropTool();
end
-- this code previously disabled teleporting
--if ( input.buttonsDown:IsBitSet( nIN_PAD ) ) then
-- input.buttonsDown:ClearBit( nIN_PAD );
--end
--if ( input.buttonsDown:IsBitSet( nIN_PAD_TOUCH ) ) then
-- input.buttonsDown:ClearBit( nIN_PAD_TOUCH );
--end
-- we return the input data back to C++ code so other tools can use it
return input;
end
---------------------------------------------------------------------------
-- Called from OnHandleInput to update the position and color of our trackpad color indicator
---------------------------------------------------------------------------
function UpdateTrackpadPosition()
-- get the degrees of our current trackpad position
local deg = GetDegrees( m_flTrackpadX, m_flTrackpadY );
--print( "degrees = "..deg );
-- get the distance the player's finger is from the center of the trackpad'
local flDist = math.sqrt( (m_flTrackpadX ^ 2) + (m_flTrackpadY ^ 2) );
--print( "flDist = "..flDist );
if ( flDist < 0.24 ) then
-- if the player fingers is within this amount of the center - they are choosing WHITE
ChangeColor( 0 );
else
-- otherwise, use the degrees we stored earlier to determine which color they want to pick
local m_nTotalColors = table.getn(m_tLightColors);
for i=1,m_nTotalColors do
local mindegree = m_tColorDegrees[i-1];
local maxdegree = m_tColorDegrees[i];
if ( deg >= mindegree and deg < maxdegree ) then
ChangeColor( i );
break;
end
end
end
-- set the color on the trackpad particle
ParticleManager:SetParticleControl( m_particleTrackpad, 1, Vector( -m_flTrackpadY, m_flTrackpadX, 0 ) );
ParticleManager:SetParticleControl( m_particleTrackpad, 2, Vector( m_tLightColors[m_nLightColor][1], m_tLightColors[m_nLightColor][2], m_tLightColors[m_nLightColor][3] ) );
end
---------------------------------------------------------------------------
-- Called as a single toggle function to turn the flashlight on and off
---------------------------------------------------------------------------
function ToggleFlashlight()
if ( m_bFlashlightOn == true ) then
TurnFlashlightOff()
else
TurnFlashlightOn();
end
-- FireHapticPulse is what makes the controller rumble
-- you can pass 0.1, 0.5 or 1 for light, medium and heavy
m_hHand:FireHapticPulse(1);
end
---------------------------------------------------------------------------
-- TURN ON!
---------------------------------------------------------------------------
function TurnFlashlightOn()
-- if we don't have a hand holding us, just return
if ( m_hHand == nil ) then return; end
-- shouldn't happen, but if we dont have a player, return
if ( m_hPlayer == nil ) then print( "NO PLAYER!"); return; end
-- keep track of the flashlight now being ON
m_bFlashlightOn = true;
-- emit a SOUND on thisEntity - just borrow from the drone
EmitSoundOn("drone_equip", thisEntity);
-- this may not be working right now
EntFireByHandle( self, m_hHandAttachment, "Skin", "1", 0 );
local modelAttachmentIndex = m_hHandAttachment:ScriptLookupAttachment( "flashlight_beam" );
local vecStartPost = m_hHandAttachment:GetAttachmentOrigin( modelAttachmentIndex );
local angAttachment = m_hHandAttachment:GetAttachmentAngles( modelAttachmentIndex );
local direction = -m_hHandAttachment:GetForwardVector();
local vecEndPos = (vecStartPost+(direction*190));
local particleName = "particles/tool_fx/flashlight_thirdperson.vpcf";
m_hFlashlightBeam = ParticleManager:CreateParticle(particleName, PATTACH_POINT_FOLLOW, m_hHandAttachment);
ParticleManager:SetParticleControlEnt( m_hFlashlightBeam, 0, m_hHandAttachment, PATTACH_POINT_FOLLOW, "flashlight_beam", Vector(0,0,0), true );
ParticleManager:SetParticleControlEnt( m_hFlashlightBeam, 1, m_hHandAttachment, PATTACH_POINT_FOLLOW, "flashlight_beam", Vector(0,0,0), true );
ParticleManager:SetParticleControl( m_hFlashlightBeam, 2, vecEndPos );
ParticleManager:SetParticleControl( m_hFlashlightBeam, 5, Vector( m_tLightColors[m_nLightColor][1], m_tLightColors[m_nLightColor][2], m_tLightColors[m_nLightColor][3] ) );
local lightTable =
{
origin = vecStartPost,
angles = angAttachment,
targetname = "light"..thisEntity:entindex(),
enabled = "1",
color = ""..m_tLightColors[m_nLightColor][1].." "..m_tLightColors[m_nLightColor][2].." "..m_tLightColors[m_nLightColor][3].." 255",
brightness = "1.5",
range = "400",
castshadows = "1",
shadowtexturewidth = "64",
shadowtextureheight = "64",
style = "0",
fademindist = "0",
fademaxdist = "4000",
bouncescale = "1.0",
renderdiffuse = "1",
renderspecular = "1",
directlight = "2",
indirectlight = "0",
attenuation1 = "0.0",
attenuation2 = "1.0",
innerconeangle = "20",
outerconeangle = "32"
}
m_hLight = SpawnEntityFromTableSynchronous( "light_spot", lightTable )
m_hLight:SetAngles( angAttachment[1], angAttachment[2], angAttachment[3] );
m_hLight:SetParent(m_hHandAttachment, "flashlight_beam")
end
function TurnFlashlightOff()
m_bFlashlightOn = false;
EmitSoundOn("drone_equip", thisEntity);
EntFireByHandle( self, m_hHandAttachment, "Skin", "0", 0 );
if ( m_hLight ~= nil ) then
m_hLight:Destroy();
m_hLight = nil;
end
if ( m_hFlashlightBeam ~= nil ) then
ParticleManager:DestroyParticle( m_hFlashlightBeam, true );
m_hFlashlightBeam = nil;
end
end