using UnityEngine;
using UnityEngine.InputSystem;
namespace NeonTea.Quakeball.Player {
/// A controller class for a local player. Handles input and updates the relevant components.
[RequireComponent(typeof(Player))]
public class LocalPlayer : MonoBehaviour {
public Transform Camera;
public bool DisableInput = false;
public RemotePlayer TestingPlayer;
private float Lean = 0;
private Player Player;
public InputAction LookAction { private set; get; }
private InputAction MoveAction;
private InputAction CrouchAction;
private InputAction JumpAction;
private float PreviousPlayerUpdate = -1;
private bool WantsToJump = false;
private void Awake() {
Player = GetComponent();
CrouchAction = new InputAction("crouch", binding: "/buttonEast");
CrouchAction.AddBinding("/leftShift");
JumpAction = new InputAction("crouch", binding: "/buttonSouth");
JumpAction.AddBinding("/space");
JumpAction.performed += _ => {
WantsToJump = true;
};
LookAction = new InputAction("look", binding: "/leftStick");
LookAction.AddBinding("/delta");
MoveAction = new InputAction("move", binding: "/rightStick");
MoveAction.AddCompositeBinding("Dpad")
.With("Up", "/w")
.With("Down", "/s")
.With("Left", "/a")
.With("Right", "/d");
}
private void Update() {
if (DisableInput) {
CrouchAction.Disable();
JumpAction.Disable();
LookAction.Disable();
MoveAction.Disable();
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
} else {
CrouchAction.Enable();
JumpAction.Enable();
LookAction.Enable();
MoveAction.Enable();
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
OptionsData Opts = Options.Get();
Vector2 LookInput = LookAction.ReadValue() * Opts.LookSensitivity;
Player.Pitch = Mathf.Clamp(Player.Pitch - LookInput.y * (Opts.InvertVerticalLook ? -1 : 1), -90, 90);
Player.Yaw += LookInput.x;
float TargetLean = -Vector3.Dot(Player.GroundVelocity / Player.MoveStyle.TargetVelocity, Camera.right) * Player.MoveStyle.LeanDegrees;
Lean = Mathf.Lerp(Lean, TargetLean, 30f * Time.deltaTime);
Camera.localEulerAngles = new Vector3(Player.Pitch, Player.Yaw, Lean);
if (Time.time - PreviousPlayerUpdate >= 1f / Player.UpdateFrequency) {
Vector2 MovementInput = MoveAction.ReadValue();
Vector3 Move = new Vector3(MovementInput.x, 0, MovementInput.y);
Move = Quaternion.Euler(0, Player.Yaw, 0) * Move;
Player.MoveDirection = Move;
Player.CurrentMoveStyle = CrouchAction.ReadValue() > 0 ? (byte)1 : (byte)0;
Player.Jumping = WantsToJump;
PreviousPlayerUpdate = Time.time;
WantsToJump = false;
TestingPlayer.QueuePacket(new Net.Packets.PlayerUpdatePckt(Player.MoveDirection, Player.CurrentMoveStyle, Player.Jumping, Player.Pitch, Player.Yaw));
}
}
}
}