79 lines
3.1 KiB
C#
79 lines
3.1 KiB
C#
using UnityEngine;
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using Cyber.Entities.SyncBases;
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using Cyber.Console;
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using Cyber.Networking.Clientside;
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using Cyber.Networking;
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using Cyber.Networking.Messages;
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namespace Cyber.Controls {
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/// <summary>
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/// Controls the player character. Shouldn't exist on the server, and only one
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/// should exist per client (the character that client is controlling).
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/// </summary>
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public class PlayerController : MonoBehaviour {
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/// <summary>
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/// The character this controller should control.
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/// </summary>
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public Character Character;
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/// <summary>
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/// The camera the player is seeing the world through.
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/// </summary>
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public Camera Camera;
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private CursorHandler CursorHandler;
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private Vector3 Rotation;
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private void Start() {
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CursorHandler = GameObject.Find("/Systems/CursorHandler").GetComponent<CursorHandler>();
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}
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private void Update() {
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if (!Term.IsVisible()) {
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// Don't do any "gameplay stuff" if the debug console is up
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// Handle inputs
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// Movement
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Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
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if (Move.sqrMagnitude != 0) {
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Character.Move(Character.transform.TransformDirection(Move));
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Client.Send(PktType.MoveCreature, new MoveCreaturePkt(Character.transform.TransformDirection(Move), Character.ID));
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} else if (Character.Moving()) {
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Character.Stop();
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Client.Send(PktType.MoveCreature, new MoveCreaturePkt(new Vector3(), Character.ID));
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}
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// Rotation
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Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.MouseSensitivityX;
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Rotation.x = Mathf.Clamp(Rotation.x - Input.GetAxis("Mouse Y") * CursorHandler.MouseSensitivityY, -89, 89);
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Character.SetRotation(Rotation);
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// Interactions
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if (Input.GetButtonDown("Activate")) {
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GameObject LookedAtObject = GetLookedAtGameObject();
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if (LookedAtObject != null) {
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Interactable LookingAt = LookedAtObject.GetComponent<Interactable>();
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if (LookingAt != null && (LookingAt.transform.position - Character.GetPosition()).magnitude < Character.InteractionDistance) {
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LookingAt.Interact();
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}
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}
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}
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} else if (Character.Moving()) {
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// The debug console is open, stop the player.
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Character.Stop();
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}
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}
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private GameObject GetLookedAtGameObject() {
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RaycastHit Hit;
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Physics.Raycast(Camera.transform.position, Camera.transform.forward, out Hit, Character.InteractionDistance);
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if (Hit.collider != null) {
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return Hit.collider.gameObject;
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} else {
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return null;
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}
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}
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}
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} |