Add shared-scene 2D authoring, sprite animation and Rapier2D physics
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@@ -0,0 +1,588 @@
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import React, { useState } from "react";
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import type { Asset, Entity, Project } from "../engine/schema.ts";
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export function Field2D({
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label,
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value,
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onChange,
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min,
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step = 0.1,
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}: {
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label: string;
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value: number;
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onChange: (v: number) => void;
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min?: number;
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step?: number;
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}) {
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return (
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<label className="property">
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<span>{label}</span>
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<input
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key={value}
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aria-label={label}
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type="number"
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defaultValue={value}
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min={min}
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step={step}
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onBlur={(e) => {
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const v = Number(e.target.value);
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if (Number.isFinite(v) && v !== value) onChange(v);
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}}
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onKeyDown={(e) => {
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if (e.key === "Enter") e.currentTarget.blur();
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}}
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/>
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</label>
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);
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}
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export function FrameThumb({
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asset,
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index,
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size = 40,
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}: {
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asset?: Asset;
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index: number;
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size?: number;
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}) {
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const f = asset?.image?.frames[index],
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im = asset?.image;
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if (!im || !f) return <span>{index}</span>;
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const scale = size / Math.max(f.width, f.height);
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return (
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<span
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className="frame-thumb"
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style={{
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width: f.width * scale,
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height: f.height * scale,
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backgroundImage: `url("${asset!.uri}")`,
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backgroundSize: `${im.width * scale}px ${im.height * scale}px`,
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backgroundPosition: `${-f.x * scale}px ${-f.y * scale}px`,
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imageRendering: im.filter === "nearest" ? "pixelated" : "auto",
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}}
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/>
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);
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}
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export function Inspector2D({
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type,
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c,
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node,
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project,
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change,
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editImage,
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preview,
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brush,
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}: {
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type: string;
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c: any;
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node: Entity;
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project: Project;
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change: (v: any) => void;
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editImage: (id: string) => void;
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preview: (name: string) => void;
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brush: (frame: number | null, fill?: boolean) => void;
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}) {
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const [paintMode, setPaintMode] = useState("brush");
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const set = (key: string, value: any) => change({ ...c, [key]: value });
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const num = (
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key: string,
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label: string,
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fallback = 0,
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min?: number,
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step = 0.1,
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) => (
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<Field2D
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key={key}
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label={label}
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value={c[key] ?? fallback}
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onChange={(v) => set(key, v)}
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min={min}
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step={step}
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/>
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);
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const bool = (key: string, label: string, fallback = false) => (
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<label className="property" key={key}>
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<span>{label}</span>
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<input
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type="checkbox"
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checked={c[key] ?? fallback}
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onChange={(e) => set(key, e.target.checked)}
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/>
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</label>
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);
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const select = (
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key: string,
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label: string,
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options: [string, string][],
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fallback = "",
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) => (
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<label className="property">
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<span>{label}</span>
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<select
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aria-label={label}
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value={c[key] ?? fallback}
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onChange={(e) => set(key, e.target.value)}
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>
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{options.map(([v, l]) => (
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<option key={v} value={v}>
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{l}
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</option>
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))}
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</select>
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</label>
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);
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const pair = (
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key: string,
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label: string,
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fallback = [0, 0],
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min?: number,
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) => (
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<div className="pair2d" key={key}>
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{[0, 1].map((i) => (
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<Field2D
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key={i}
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label={label + " " + ["X", "Y"][i]}
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value={(c[key] || fallback)[i]}
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min={min}
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onChange={(v) => {
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const a = [...(c[key] || fallback)];
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a[i] = v;
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set(key, a);
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}}
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/>
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))}
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</div>
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);
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const asset = project.assets.find((a) => a.id === c.assetId),
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frames = asset?.image?.frames || [];
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const imageSelect = (
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<>
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<label className="property">
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<span>Изображение</span>
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<select
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aria-label="Изображение спрайта"
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value={c.assetId || ""}
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onChange={(e) =>
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change({
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...c,
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assetId: e.target.value,
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...(type === "sprite" ? { frame: 0 } : { cells: [] }),
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})
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}
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>
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<option value="">Белый квадрат</option>
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{project.assets
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.filter((a) => a.kind === "image")
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.map((a) => (
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<option key={a.id} value={a.id}>
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{a.name}
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</option>
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))}
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</select>
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</label>
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{asset && (
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<button onClick={() => editImage(asset.id)}>Нарезка и pivot…</button>
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)}
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</>
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);
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const sorting = (
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<>
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{num("layer", "Слой", 0, undefined, 1)}
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{num("order", "Порядок в слое", 0, undefined, 1)}
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{bool("sortY", "Сортировать по Y")}
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<label className="property">
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<span>Цвет</span>
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<input
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type="color"
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value={c.color || "#ffffff"}
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onChange={(e) => set("color", e.target.value)}
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/>
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</label>
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{num("alpha", "Непрозрачность", 1, 0)}
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{bool("lit", "Освещение 3D")}
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</>
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);
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if (type === "sprite")
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return (
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<>
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{imageSelect}
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<label className="property">
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<span>Кадр</span>
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<select
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aria-label="Кадр спрайта"
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value={c.frame || 0}
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onChange={(e) => set("frame", +e.target.value)}
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>
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{(frames.length ? frames : [{ name: "Квадрат" }]).map((f, i) => (
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<option key={i} value={i}>
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{i}: {f.name}
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</option>
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))}
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</select>
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</label>
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{pair(
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"size",
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"Размер",
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frames[c.frame || 0]
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? [
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frames[c.frame || 0].width / asset!.image!.pixelsPerUnit,
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frames[c.frame || 0].height / asset!.image!.pixelsPerUnit,
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]
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: [1, 1],
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0.001,
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)}
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{c.size && (
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<button
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onClick={() => {
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const { size, ...rest } = c;
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change(rest);
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}}
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>
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Размер из PPU
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</button>
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)}
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{bool("flipX", "Отразить X")}
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{bool("flipY", "Отразить Y")}
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{sorting}
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</>
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);
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if (type === "tilemap")
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return (
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<>
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{imageSelect}
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{pair("tileSize", "Тайл", [1, 1], 0.001)}
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{num("width", "Столбцы", 32, 1, 1)}
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{num("height", "Строки", 18, 1, 1)}
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{bool("collisions", "Коллизии тайлов")}
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{sorting}
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<p className="small-note">
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Рисование в виде 2D. Один мазок — один шаг Undo. Начало карты: нижний
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левый угол.
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</p>
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<div className="tile-tools">
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{[
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["brush", "Кисть"],
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["fill", "Заливка"],
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["erase", "Ластик"],
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].map(([v, l]) => (
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<button
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key={v}
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className={paintMode === v ? "active" : ""}
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onClick={() => {
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setPaintMode(v);
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brush(v === "erase" ? null : 0, v === "fill");
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}}
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>
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{l}
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</button>
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))}
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</div>
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<div className="tile-palette">
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{(frames.length ? frames : [{ name: "Квадрат" }]).map((f, i) => (
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<button
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key={i}
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title={`${i}: ${f.name}`}
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onClick={() =>
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brush(paintMode === "erase" ? null : i, paintMode === "fill")
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}
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>
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<FrameThumb asset={asset} index={i} />
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<small>{i}</small>
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</button>
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))}
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</div>
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<button onClick={() => set("cells", [])}>Очистить карту</button>
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<p className="small-note">
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{c.cells.length} тайлов. Выберите инструмент Q/W/E/R, чтобы закончить
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рисование.
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</p>
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</>
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);
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if (type === "spriteAnimator") {
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const clips = c.clips || [];
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return (
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<>
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{select("autoplay", "Автозапуск", [
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["", "Нет"],
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...clips.map((cl: any) => [cl.name, cl.name] as [string, string]),
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])}
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{bool("autoStates", "Авто: idle / run / jump")}
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<p className="small-note">
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Автоматические состояния используют скорость и grounded из
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Character2D.
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</p>
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{clips.map((cl: any, i: number) => {
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const update = (v: any) =>
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set(
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"clips",
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clips.map((old: any, j: number) =>
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j === i ? { ...old, ...v } : old,
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),
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);
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return (
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<div className="clip2d" key={i}>
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<label className="property">
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<span>Название</span>
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<input
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defaultValue={cl.name}
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key={cl.name}
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onBlur={(e) => {
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const name = e.target.value;
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change({
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...c,
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autoplay: c.autoplay === cl.name ? name : c.autoplay,
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clips: clips.map((old: any, j: number) =>
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j === i ? { ...old, name } : old,
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),
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});
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}}
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/>
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</label>
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<label className="property">
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<span>Кадры через запятую</span>
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<input
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aria-label={"Кадры " + cl.name}
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key={cl.frames.join(",")}
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defaultValue={cl.frames.join(",")}
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onBlur={(e) =>
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update({
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frames: e.target.value
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.split(",")
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.map((s) => Number(s.trim())),
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})
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}
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/>
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</label>
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<Field2D
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label={"FPS " + cl.name}
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value={cl.fps}
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min={0.1}
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onChange={(fps) => update({ fps })}
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/>
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<label className="property">
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Цикл
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<input
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type="checkbox"
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checked={cl.loop !== false}
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onChange={(e) => update({ loop: e.target.checked })}
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/>
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</label>
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<button onClick={() => preview(cl.name)}>▶ Просмотр</button>
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<button
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onClick={() =>
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change({
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...c,
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autoplay: c.autoplay === cl.name ? "" : c.autoplay,
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clips: clips.filter((_: any, j: number) => j !== i),
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})
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}
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>
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Удалить клип
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</button>
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</div>
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);
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})}
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<button
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onClick={() => {
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let name = "clip";
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for (let i = 1; clips.some((cl: any) => cl.name === name); i++)
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name = "clip" + i;
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set("clips", [...clips, { name, frames: [0], fps: 8, loop: true }]);
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}}
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>
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Добавить клип
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</button>
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</>
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);
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}
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if (type === "rigidbody2d")
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return (
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<>
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{select(
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"type",
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"Тип тела",
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[
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["fixed", "Неподвижное"],
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["dynamic", "Динамическое"],
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["kinematic", "Кинематическое"],
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],
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"dynamic",
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)}
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{num("mass", "Масса", 1, 0)}
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{num("friction", "Трение", 0.5, 0)}
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{num("restitution", "Упругость", 0, 0)}
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{num("gravityScale", "Множитель гравитации", 1)}
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{num("linearDamping", "Сопротивление", 0, 0)}
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{num("angularDamping", "Угловое сопротивление", 0, 0)}
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{bool("lockRotation", "Фиксировать вращение", true)}
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{bool("ccd", "Непрерывные коллизии", true)}
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</>
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);
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if (type === "collider2d")
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return (
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<>
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<label className="property">
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<span>Форма</span>
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<select
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value={c.shape}
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aria-label="Форма Collider2D"
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onChange={(e) =>
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change({
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...c,
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shape: e.target.value,
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...(e.target.value === "polygon" && !c.points
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? {
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points: [
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[-0.5, -0.5],
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[0.5, -0.5],
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||||
[0.5, 0.5],
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||||
[-0.5, 0.5],
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||||
],
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||||
}
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||||
: {}),
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||||
})
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||||
}
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||||
>
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||||
{[
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||||
["box", "Прямоугольник"],
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["circle", "Круг"],
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||||
["capsule", "Капсула"],
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["polygon", "Выпуклый полигон"],
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].map(([v, l]) => (
|
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<option key={v} value={v}>
|
||||
{l}
|
||||
</option>
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||||
))}
|
||||
</select>
|
||||
</label>
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{c.shape === "box" && pair("size", "Размер", [1, 1], 0.001)}
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{["circle", "capsule"].includes(c.shape) &&
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num("radius", "Радиус", 0.5, 0.001)}
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{c.shape === "capsule" && num("height", "Высота", 1.8, 0.001)}
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{c.shape === "polygon" && (
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||||
<>
|
||||
<p className="small-note">Вершины выпуклого контура по порядку.</p>
|
||||
{c.points.map((p: number[], i: number) => (
|
||||
<div key={i}>
|
||||
{[0, 1].map((j) => (
|
||||
<Field2D
|
||||
key={j}
|
||||
label={`Точка ${i} ${j ? "Y" : "X"}`}
|
||||
value={p[j]}
|
||||
onChange={(v) =>
|
||||
set(
|
||||
"points",
|
||||
c.points.map((old: number[], k: number) =>
|
||||
k === i ? old.map((x, l) => (l === j ? v : x)) : old,
|
||||
),
|
||||
)
|
||||
}
|
||||
/>
|
||||
))}
|
||||
{c.points.length > 3 && (
|
||||
<button
|
||||
onClick={() =>
|
||||
set(
|
||||
"points",
|
||||
c.points.filter((_: any, k: number) => k !== i),
|
||||
)
|
||||
}
|
||||
>
|
||||
Удалить точку {i}
|
||||
</button>
|
||||
)}
|
||||
</div>
|
||||
))}
|
||||
<button
|
||||
onClick={() => {
|
||||
const a = c.points.at(-1),
|
||||
b = c.points[0];
|
||||
set("points", [
|
||||
...c.points,
|
||||
[(a[0] + b[0]) / 2, (a[1] + b[1]) / 2],
|
||||
]);
|
||||
}}
|
||||
>
|
||||
Добавить точку
|
||||
</button>
|
||||
</>
|
||||
)}
|
||||
{pair("offset", "Смещение")}
|
||||
{bool("sensor", "Триггер")}
|
||||
{bool("oneWay", "Односторонняя платформа")}
|
||||
{num("membership", "Группа (битовая маска)", 1, 0, 1)}
|
||||
{num("mask", "Взаимодействует с", 65535, 0, 1)}
|
||||
</>
|
||||
);
|
||||
if (type === "character2d")
|
||||
return (
|
||||
<>
|
||||
{select(
|
||||
"mode",
|
||||
"Игра",
|
||||
[
|
||||
["platformer", "Платформер"],
|
||||
["topDown", "Вид сверху"],
|
||||
],
|
||||
"platformer",
|
||||
)}
|
||||
{bool("controls", "WASD / стрелки / касание", true)}
|
||||
{num("speed", "Скорость", 5, 0)}
|
||||
{c.mode !== "topDown" && (
|
||||
<>
|
||||
{num("jumpSpeed", "Скорость прыжка", 8, 0)}
|
||||
{num("gravity", "Гравитация персонажа", 20, 0)}
|
||||
{num("autostep", "Высота ступени", 0.2, 0)}
|
||||
</>
|
||||
)}
|
||||
<p className="small-note">
|
||||
Прыжок: пробел. При собственном скрипте отключите встроенное
|
||||
управление.
|
||||
</p>
|
||||
</>
|
||||
);
|
||||
if (type === "joint2d")
|
||||
return (
|
||||
<>
|
||||
{select(
|
||||
"type",
|
||||
"Соединение",
|
||||
[
|
||||
["revolute", "Шарнир"],
|
||||
["fixed", "Жёсткое"],
|
||||
["rope", "Верёвка"],
|
||||
["spring", "Пружина"],
|
||||
],
|
||||
"revolute",
|
||||
)}
|
||||
{select(
|
||||
"targetId",
|
||||
"Второе тело",
|
||||
project.scenes
|
||||
.find((s) => s.id === project.activeSceneId)!
|
||||
.entities.filter(
|
||||
(n) => n.id !== node.id && n.components.rigidbody2d,
|
||||
)
|
||||
.map((n) => [n.id, n.name]),
|
||||
)}
|
||||
{pair("anchor", "Крепление")}
|
||||
{pair("targetAnchor", "Крепление цели")}
|
||||
{["rope", "spring"].includes(c.type) &&
|
||||
num("length", "Длина", 1, 0.001)}
|
||||
{c.type === "spring" && (
|
||||
<>
|
||||
{num("stiffness", "Жёсткость", 50, 0)}
|
||||
{num("damping", "Затухание", 5, 0)}
|
||||
</>
|
||||
)}
|
||||
</>
|
||||
);
|
||||
if (type === "camera2d")
|
||||
return (
|
||||
<>
|
||||
{num("orthoWidth", "Ширина кадра", 20, 0.1)}
|
||||
{bool("pixelPerfect", "Pixel Perfect")}
|
||||
{num("pixelsPerUnit", "Пикселей на единицу", 100, 0.1)}
|
||||
{pair("offset", "Смещение", [0, 0])}
|
||||
</>
|
||||
);
|
||||
return null;
|
||||
}
|
||||
Reference in New Issue
Block a user