79 lines
3.1 KiB
C#
79 lines
3.1 KiB
C#
using UnityEngine;
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using UnityEngine.InputSystem;
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namespace NeonTea.Quakeball.Player {
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/// <summary>A controller class for a local player. Handles input and updates the relevant components.</summary>
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[RequireComponent(typeof(Player))]
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public class LocalPlayer : MonoBehaviour {
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public Transform Camera;
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public float PlayerUpdateFrequency = 1;
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public bool DisableInput = false;
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private float Lean = 0;
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private Player Player;
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private InputAction LookAction;
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private InputAction MoveAction;
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private InputAction CrouchAction;
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private InputAction JumpAction;
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private float PreviousPlayerUpdate = -1;
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private bool WantsToJump = false;
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private void Awake() {
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Player = GetComponent<Player>();
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CrouchAction = new InputAction("crouch", binding: "<Gamepad>/buttonEast");
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CrouchAction.AddBinding("<Keyboard>/leftShift");
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CrouchAction.Enable();
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JumpAction = new InputAction("crouch", binding: "<Gamepad>/buttonSouth");
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JumpAction.AddBinding("<Keyboard>/space");
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JumpAction.performed += _ => {
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WantsToJump = true;
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};
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JumpAction.Enable();
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LookAction = new InputAction("look", binding: "<Gamepad>/leftStick");
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LookAction.AddBinding("<Mouse>/delta");
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LookAction.Enable();
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MoveAction = new InputAction("move", binding: "<Gamepad>/rightStick");
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MoveAction.AddCompositeBinding("Dpad")
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.With("Up", "<Keyboard>/w")
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.With("Down", "<Keyboard>/s")
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.With("Left", "<Keyboard>/a")
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.With("Right", "<Keyboard>/d");
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MoveAction.Enable();
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}
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private void Start() {
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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}
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private void Update() {
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OptionsData Opts = Options.Get();
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Vector2 LookInput = LookAction.ReadValue<Vector2>() * Opts.LookSensitivity;
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Player.Pitch = Mathf.Clamp(Player.Pitch - LookInput.y * (Opts.InvertVerticalLook ? -1 : 1), -90, 90);
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Player.Yaw += LookInput.x;
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float TargetLean = -Vector3.Dot(Player.GroundVelocity / Player.MoveStyle.TargetVelocity, Camera.right) * Player.MoveStyle.LeanDegrees;
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Lean = Mathf.Lerp(Lean, TargetLean, 30f * Time.deltaTime);
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Camera.localEulerAngles = new Vector3(Player.Pitch, Player.Yaw, Lean);
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if (Time.time - PreviousPlayerUpdate >= 1f / PlayerUpdateFrequency) {
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Vector2 MovementInput = MoveAction.ReadValue<Vector2>();
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Vector3 Move = new Vector3(MovementInput.x, 0, MovementInput.y);
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Move = Quaternion.Euler(0, Player.Yaw, 0) * Move;
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Player.MoveDirection = Move;
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Player.CurrentMoveStyle = CrouchAction.ReadValue<float>() > 0 ? (byte)1 : (byte)0;
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Player.Jumping = WantsToJump;
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PreviousPlayerUpdate = Time.time;
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WantsToJump = false;
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}
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}
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}
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}
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