Camera Maxwellthrone
Controls camera movement and positioning during the Maxwell throne cutscene to smoothly transition between fixed and player-controllable modes.
Controls camera movement and positioning during the Maxwell throne cutscene to smoothly transition between fixed and player-controllable modes.
Manages dynamic camera-based fading of entity visuals based on distance and screen position.
Calculates camera offset vectors for vibration effects over time.
Provides shared functionality for carnival minigame stations, including activation/deactivation lifecycle, scoring, rewards, and camera/focus management.
Manages the performance stage environment including camera focus, stage music, hound spawns, and interaction with cast members during stageplays in DST.
Manages the Charlie cutscene event for the Atrium gate, including camera control, NPC spawning, gate repair logic, and world state synchronization.
Controls the visual fade effect of an entity based on its distance from the camera relative to the ground plane.
Manages camera focal point targeting on the client, updating camera offset based on prioritized sources and distance constraints.
Manages camera positioning, movement, and update logic for following a target entity in the game world.
Manages the in-game compass HUD widget, including needle animation, rotation updates, and transition states for opening/closing the compass UI.
Manages client-side visual effects and camera focus for the Lava Arena Beetletaur boss entity, including buff-indicator pulses, break FX, and flower-spawning logic.
Controls a scripted narrative sequence where Maxwell appears, delivers dialogue, and disappears while Wilson is unconscious, restoring normal gameplay afterward.
Manages scripted dialogue and cutscenes for Maxwell, handling speech synchronization, input skipping, player control disable/enable, and camera control during narrative events.
Manages classified player state, network synchronization, and client-server event coordination for player entity components.
Central player component implementing shared behaviors, HUD/camera controls, weather effects, seamless swaps, and YOTB skin unlocking.
Tracks players who should display target indicators on screen and manages their visibility based on frustum culling and tracking eligibility.
A non-interactive environmental decoration prefab that renders the Quagmire portal structure and manages its camera focus behavior.
Provides shared animation and behavior utilities for daywalker-type entities, including camera shakes, chatter scheduling, and walk/run state definitions.
Manages camera focus behavior for a player entity when spectating from a corpse, smoothly adjusting the camera range toward the nearest living player.
Manages player behavior and camera integration when the player is on a walkable platform (such as a boat), including movement prediction, boat-based camera effects, and zoom handling.