using UnityEngine;
using Cyber.Entities.SyncBases;
using Cyber.Console;
using Cyber.Networking.Clientside;
using Cyber.Networking;
using Cyber.Networking.Messages;
namespace Cyber.Controls {
///
/// Controls the player character. Shouldn't exist on the server, and only one
/// should exist per client (the character that client is controlling).
///
public class PlayerController : MonoBehaviour {
///
/// The character this controller should control.
///
public Character Character;
private CursorHandler CursorHandler;
private Vector3 Rotation;
private void Start() {
CursorHandler = GameObject.Find("/Systems/CursorHandler").GetComponent();
}
private void Update() {
if (!Term.IsVisible()) {
// Handle inputs
Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
if (Move.sqrMagnitude != 0) {
Character.Move(Character.transform.TransformDirection(Move));
Client.Send(PktType.MoveCreature, new MoveCreaturePkt(Character.transform.TransformDirection(Move), Character.ID));
} else if (Character.Moving()) {
Character.Stop();
Client.Send(PktType.MoveCreature, new MoveCreaturePkt(new Vector3(), Character.ID));
}
Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.MouseSensitivityX;
Rotation.x = Mathf.Clamp(Rotation.x - Input.GetAxis("Mouse Y") * CursorHandler.MouseSensitivityY, -89, 89);
Character.SetRotation(Rotation);
} else if (Character.Moving()) {
// The debug console is open, stop the player.
Character.Stop();
}
}
}
}