* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
244 lines
9 KiB
C#
244 lines
9 KiB
C#
/*******************************************************************************************
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*
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* raylib [models] example - bone socket
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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* Example contributed by iP (@ipzaur) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2024-2025 iP (@ipzaur)
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*
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********************************************************************************************/
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using static Raylib_cs.Raymath;
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namespace Examples.Models;
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public partial class BoneSocket : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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private const int BoneSockets = 3;
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private const int BoneSocketHat = 0;
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private const int BoneSocketHandR = 1;
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private const int BoneSocketHandL = 2;
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public string Name => "Models / Bone Socket";
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public string Title => "raylib [models] example - bone socket";
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public bool CursorDisabled => true;
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private Camera3D camera;
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private Model characterModel;
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private Model[] equipModel;
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private bool[] showEquip;
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private int animsCount;
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private int animIndex;
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private int animCurrentFrame;
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private unsafe ModelAnimation* modelAnimations;
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private int[] boneSocketIndex;
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private Vector3 position;
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private int angle;
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public unsafe void Init()
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{
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(5.0f, 5.0f, 5.0f); // Camera position
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camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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// Load gltf model
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characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
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equipModel = new Model[BoneSockets]
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{
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LoadModel("resources/models/gltf/greenman_hat.glb"), // Index for the hat model is the same as BONE_SOCKET_HAT
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LoadModel("resources/models/gltf/greenman_sword.glb"), // Index for the sword model is the same as BONE_SOCKET_HAND_R
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LoadModel("resources/models/gltf/greenman_shield.glb") // Index for the shield model is the same as BONE_SOCKET_HAND_L
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};
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showEquip = new bool[3] { true, true, true }; // Toggle on/off equip
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// Load gltf model animations
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animsCount = 0;
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animIndex = 0;
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animCurrentFrame = 0;
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modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", ref animsCount);
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// Indices of bones for sockets
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boneSocketIndex = new int[BoneSockets] { -1, -1, -1 };
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// Search bones for sockets
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for (var i = 0; i < characterModel.Skeleton.BoneCount; i++)
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{
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var boneName = characterModel.Skeleton.Bones[i].NameToString();
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if (boneName == "socket_hat")
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{
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boneSocketIndex[BoneSocketHat] = i;
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continue;
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}
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if (boneName == "socket_hand_R")
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{
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boneSocketIndex[BoneSocketHandR] = i;
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continue;
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}
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if (boneName == "socket_hand_L")
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{
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boneSocketIndex[BoneSocketHandL] = i;
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continue;
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}
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}
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position = new Vector3(0.0f, 0.0f, 0.0f); // Set model position
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angle = 0; // Set angle for rotate character
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}
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.ThirdPerson);
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// Rotate character
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if (IsKeyDown(KeyboardKey.F))
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{
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angle = (angle + 1) % 360;
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}
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else if (IsKeyDown(KeyboardKey.H))
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{
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angle = (360 + angle - 1) % 360;
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}
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// Select current animation
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if (IsKeyPressed(KeyboardKey.T))
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{
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animIndex = (animIndex + 1) % animsCount;
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}
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else if (IsKeyPressed(KeyboardKey.G))
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{
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animIndex = (animIndex + animsCount - 1) % animsCount;
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}
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// Toggle shown of equip
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if (IsKeyPressed(KeyboardKey.One))
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{
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showEquip[BoneSocketHat] = !showEquip[BoneSocketHat];
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}
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if (IsKeyPressed(KeyboardKey.Two))
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{
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showEquip[BoneSocketHandR] = !showEquip[BoneSocketHandR];
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}
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if (IsKeyPressed(KeyboardKey.Three))
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{
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showEquip[BoneSocketHandL] = !showEquip[BoneSocketHandL];
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}
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// Update model animation
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var anim = modelAnimations[animIndex];
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animCurrentFrame = (animCurrentFrame + 1) % anim.KeyFrameCount;
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UpdateModelAnimation(characterModel, anim, animCurrentFrame);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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// Draw character
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var characterRotate = QuaternionFromAxisAngle(new Vector3(0.0f, 1.0f, 0.0f), angle * DEG2RAD);
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characterModel.Transform = MatrixMultiply(QuaternionToMatrix(characterRotate), MatrixTranslate(position.X, position.Y, position.Z));
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UpdateModelAnimation(characterModel, anim, animCurrentFrame);
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DrawMesh(characterModel.Meshes[0], characterModel.Materials[1], characterModel.Transform);
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// Draw equipments (hat, sword, shield)
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for (var i = 0; i < BoneSockets; i++)
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{
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if (!showEquip[i])
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{
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continue;
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}
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var transform = &anim.KeyframePoses[animCurrentFrame][boneSocketIndex[i]];
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var inRotation = characterModel.Skeleton.BindPose[boneSocketIndex[i]].Rotation;
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var outRotation = transform->Rotation;
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// Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
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var rotate = QuaternionMultiply(outRotation, QuaternionInvert(inRotation));
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var matrixTransform = QuaternionToMatrix(rotate);
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// Translate socket to its position in the current animation
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matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->Translation.X, transform->Translation.Y, transform->Translation.Z));
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// Transform the socket using the transform of the character (angle and translate)
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matrixTransform = MatrixMultiply(matrixTransform, characterModel.Transform);
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// Draw mesh at socket position with socket angle rotation
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DrawMesh(equipModel[i].Meshes[0], equipModel[i].Materials[1], matrixTransform);
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}
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText("Use the T/G to switch animation", 10, 10, 20, Color.Gray);
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DrawText("Use the F/H to rotate character left/right", 10, 35, 20, Color.Gray);
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DrawText("Use the 1,2,3 to toggle shown of hat, sword and shield", 10, 60, 20, Color.Gray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public unsafe void Unload()
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{
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UnloadModelAnimations(modelAnimations, animsCount);
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UnloadModel(characterModel); // Unload character model and meshes/material
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// Unload equipment model and meshes/material
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for (var i = 0; i < BoneSockets; i++)
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{
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UnloadModel(equipModel[i]);
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}
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [models] example - bone socket");
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new BoneSocket();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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