Cyber/Assets/Scripts/Controls/PlayerController.cs

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using UnityEngine;
using Cyber.Entities.SyncBases;
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using Cyber.Console;
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using Cyber.Networking.Clientside;
using Cyber.Networking;
using Cyber.Networking.Messages;
using Cyber.Entities;
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using Cyber.Util;
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using Cyber.Items;
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namespace Cyber.Controls {
/// <summary>
/// Controls the player character. Shouldn't exist on the server, and only one
/// should exist per client (the character that client is controlling).
/// </summary>
public class PlayerController : MonoBehaviour {
/// <summary>
/// The character this controller should control.
/// </summary>
public Character Character;
/// <summary>
/// The inventory interface.
/// </summary>
public InventoryInterface InventoryInterface;
/// <summary>
/// The camera the player is seeing the world through.
/// </summary>
public Camera Camera;
private Vector3 Rotation;
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private GameObject LastLookedAt;
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private void Update() {
if (!Term.IsVisible()) {
// Don't do any "gameplay stuff" if the debug console is up
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// Handle inputs
// Movement
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Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
if (Move.sqrMagnitude != 0) {
Character.Move(Character.transform.TransformDirection(Move));
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} else if (Character.Moving()) {
Character.Stop();
}
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// Rotation (only when cursor is locked
if (CursorHandler.Locked()) {
Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.GetMouseSensitivityX();
Rotation.x = Mathf.Clamp(Rotation.x - Input.GetAxis("Mouse Y") * CursorHandler.GetMouseSensitivityY(), -89, 89);
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Character.SetRotation(Rotation);
}
// Interactions
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bool Interacted = false;
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GameObject LookedAtObject = CameraUtil.GetLookedAtGameObject(Camera, Character.InteractionDistance);
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if (LookedAtObject != null) {
Interactable LookingAt = LookedAtObject.GetComponent<Interactable>();
if (LookingAt != null && (LookingAt.transform.position - Character.GetPosition()).magnitude < Character.InteractionDistance) {
if (Input.GetButtonDown("Activate")) {
InteractWith(LookingAt, InteractionType.Activate);
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Interacted = true;
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}
if (Input.GetButtonUp("Activate")) {
InteractWith(LookingAt, InteractionType.Deactivate);
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Interacted = true;
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}
if (LookedAtObject != LastLookedAt) {
InteractWith(LookingAt, InteractionType.Enter);
if (LastLookedAt != null) {
InteractWith(LastLookedAt.GetComponent<Interactable>(), InteractionType.Exit);
}
}
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LastLookedAt = LookedAtObject;
}
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} else if (LastLookedAt != null) {
InteractWith(LastLookedAt.GetComponent<Interactable>(), InteractionType.Exit);
LastLookedAt = null;
}
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// Equipment actions
if (!Interacted && !InventoryInterface.IsOpen()) {
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// Don't use equipment if you're interacting with something
// (ie. don't shoot at the buttons)
if (Input.GetButtonDown("Use Item (R)")) {
Character.Inventory.UseItemInSlot(EquipSlot.RightHand);
Client.Send(PktType.InventoryAction, Character.Inventory.ActionHandler.BuildUseItem(EquipSlot.RightHand));
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}
if (Input.GetButtonDown("Use Item (L)")) {
Character.Inventory.UseItemInSlot(EquipSlot.LeftHand);
Client.Send(PktType.InventoryAction, Character.Inventory.ActionHandler.BuildUseItem(EquipSlot.LeftHand));
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}
}
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} else if (Character.Moving()) {
// The debug console is open, stop the player.
Character.Stop();
}
}
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private void InteractWith(Interactable interactable, InteractionType type) {
interactable.Interact(Character, type);
if (interactable.GetInteractableSyncdata().PublicInteractions) {
Client.Send(PktType.Interact, new InteractionPkt(interactable.ID, type));
}
}
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}
}