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https://github.com/Doprez/Doprez.Stride

A bundle of Stride related libraries
https://github.com/Doprez/Doprez.Stride

stride3d

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A bundle of Stride related libraries

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# Doprez.Stride
A bundle of Stride related libraries.

# Build Status
[![CircleCI](https://dl.circleci.com/status-badge/img/gh/Doprez/Doprez.Stride/tree/master.svg?style=svg)](https://dl.circleci.com/status-badge/redirect/gh/Doprez/Doprez.Stride/tree/master)

# Installation

## Nuget method
- Simple just ad the nuget package to your package!
- this is limited to only extensions since Stride does not know how to read the ScriptComponents

## Download method 1
- Download the project
- add the csproj as a reference to your game solution
- done
- sometimes multiple project references can cause reload issues in Gamestudio, if so use [Download method 2](https://github.com/Doprez/Doprez.Stride/tree/master#download-method-2).

## Download method 2
- Download the project
- copy the folders (Components, Extensions, DoprezMath, Utilities and Interfaces) into a folder in your project, I usually name it Core.

# Examples

## Player Controller Example

```
public class PlayerController : SyncScript
{
[DataMember(0)]
public Keys ForwardKey { get; set; }
[DataMember(1)]
public Keys BackwardKey { get; set; }
[DataMember(2)]
public Keys RightKey { get; set; }
[DataMember(3)]
public Keys LeftKey { get; set; }
[DataMember(100)]
public Keys Interact { get; set; }
[DataMember(200)]
public Keys JumpKey { get; set; }

private PlayerMover _playerMover;
private Raycast _raycast;

public override void Start()
{
_playerMover = Entity.GetComponent();
_raycast = Entity.GetComponent();
Input.Mouse.LockPosition(true);
}

public override void Update()
{
MovePlayer();
RotateCamera();
Jump();
PlayerRaycast();
}

private void MovePlayer()
{
Vector2 movement = Vector2.Zero;

if (Input.IsKeyDown(ForwardKey))
{
movement.Y += 1;
}
if (Input.IsKeyDown(BackwardKey))
{
movement.Y -= 1;
}
if (Input.IsKeyDown(RightKey))
{
movement.X += 1;
}
if (Input.IsKeyDown(LeftKey))
{
movement.X -= 1;
}
_playerMover.MovePlayer(movement);
}

private void RotateCamera()
{
_playerMover.UpdateCameraRotation(Input.Mouse.Delta * 100);
}

private void Jump()
{
if (Input.IsKeyPressed(JumpKey))
{
_playerMover.Jump();
}
}

//Example of the Raycast Component usage to store a HitResult in the result variable
private void PlayerRaycast()
{
if (Input.IsKeyPressed(Interact))
{
var result = _raycast.RayCast(_playerMover.CameraPivot);
}
}
}
```

# Helpful Extensions

## EntityComponent

- DestroyEntity() provides a quick way to remove an entity from the scene.
- GetYAngleToTarget(OtherEntity) get the angle to the target entity.
- GetComponent() similar to Unity. Unlike Strides default Get() this one will also be able to grab non EntityComponent classes like Interfaces.
- GetComponents() similar to Unity. Unlike Strides default Get() this one will also be able to grab non EntityComponent classes like Interfaces as an IEnumerable.
- WorldPosition() an easier way to get the world position.

## ModelComponent

- GetMeshHeight() will get the Y height of a model.

## ScriptComponent

- DeltaTime() a faster way to get delta time.
- GetCamera() Gets the camera with the name main in the Scene
- GetCamera(string name) Gets the camera with a custom name in the Scene
- GetFirstCamera() Gets the first camera available in the GraphicsCompositor

## PhysicsComponent

- All WIP as they dont seem to consitantly work.

## Game

- FPS() a quick way to get FPS