105 lines
4.6 KiB
C#
105 lines
4.6 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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using Cyber.Entities;
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using Cyber.Util;
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using Cyber.Items;
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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 Vector3 Rotation;
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private GameObject LastLookedAt;
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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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} else if (Character.Moving()) {
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Character.Stop();
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}
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// Rotation (only when cursor is locked
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if (CursorHandler.Locked()) {
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Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.GetMouseSensitivityX();
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Rotation.x = Mathf.Clamp(Rotation.x - Input.GetAxis("Mouse Y") * CursorHandler.GetMouseSensitivityY(), -89, 89);
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Character.SetRotation(Rotation);
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}
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// 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) {
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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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if (Input.GetButtonDown("Activate")) {
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InteractWith(LookingAt, InteractionType.Activate);
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Interacted = true;
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}
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if (Input.GetButtonUp("Activate")) {
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InteractWith(LookingAt, InteractionType.Deactivate);
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Interacted = true;
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}
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if (LookedAtObject != LastLookedAt) {
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InteractWith(LookingAt, InteractionType.Enter);
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if (LastLookedAt != null) {
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InteractWith(LastLookedAt.GetComponent<Interactable>(), InteractionType.Exit);
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}
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}
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LastLookedAt = LookedAtObject;
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}
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} else if (LastLookedAt != null) {
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InteractWith(LastLookedAt.GetComponent<Interactable>(), InteractionType.Exit);
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LastLookedAt = null;
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}
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// Equipment actions
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if (!Interacted) {
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// Don't use equipment if you're interacting with something
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// (ie. don't shoot at the buttons)
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if (Input.GetButtonDown("Use Item (R)")) {
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Character.Inventory.UseItemInSlot(EquipSlot.RightHand);
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Client.Send(PktType.InventoryAction, Character.Inventory.ActionHandler.BuildUseItem(EquipSlot.RightHand));
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}
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if (Input.GetButtonDown("Use Item (L)")) {
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Character.Inventory.UseItemInSlot(EquipSlot.LeftHand);
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Client.Send(PktType.InventoryAction, Character.Inventory.ActionHandler.BuildUseItem(EquipSlot.LeftHand));
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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 void InteractWith(Interactable interactable, InteractionType type) {
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interactable.Interact(Character, type);
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if (interactable.GetInteractableSyncdata().PublicInteractions) {
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Client.Send(PktType.Interact, new InteractionPkt(interactable.ID, type));
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}
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}
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}
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} |