Cyber/Assets/Scripts/Controls/PlayerController.cs

105 lines
4.6 KiB
C#

using UnityEngine;
using Cyber.Entities.SyncBases;
using Cyber.Console;
using Cyber.Networking.Clientside;
using Cyber.Networking;
using Cyber.Networking.Messages;
using Cyber.Entities;
using Cyber.Util;
using Cyber.Items;
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 camera the player is seeing the world through.
/// </summary>
public Camera Camera;
private Vector3 Rotation;
private GameObject LastLookedAt;
private void Update() {
if (!Term.IsVisible()) {
// Don't do any "gameplay stuff" if the debug console is up
// Handle inputs
// Movement
Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
if (Move.sqrMagnitude != 0) {
Character.Move(Character.transform.TransformDirection(Move));
} else if (Character.Moving()) {
Character.Stop();
}
// 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);
Character.SetRotation(Rotation);
}
// Interactions
bool Interacted = false;
GameObject LookedAtObject = CameraUtil.GetLookedAtGameObject(Camera, Character.InteractionDistance);
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);
Interacted = true;
}
if (Input.GetButtonUp("Activate")) {
InteractWith(LookingAt, InteractionType.Deactivate);
Interacted = true;
}
if (LookedAtObject != LastLookedAt) {
InteractWith(LookingAt, InteractionType.Enter);
if (LastLookedAt != null) {
InteractWith(LastLookedAt.GetComponent<Interactable>(), InteractionType.Exit);
}
}
LastLookedAt = LookedAtObject;
}
} else if (LastLookedAt != null) {
InteractWith(LastLookedAt.GetComponent<Interactable>(), InteractionType.Exit);
LastLookedAt = null;
}
// Equipment actions
if (!Interacted) {
// 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));
}
if (Input.GetButtonDown("Use Item (L)")) {
Character.Inventory.UseItemInSlot(EquipSlot.LeftHand);
Client.Send(PktType.InventoryAction, Character.Inventory.ActionHandler.BuildUseItem(EquipSlot.LeftHand));
}
}
} else if (Character.Moving()) {
// The debug console is open, stop the player.
Character.Stop();
}
}
private void InteractWith(Interactable interactable, InteractionType type) {
interactable.Interact(Character, type);
if (interactable.GetInteractableSyncdata().PublicInteractions) {
Client.Send(PktType.Interact, new InteractionPkt(interactable.ID, type));
}
}
}
}