120 lines
4.9 KiB
C#
120 lines
4.9 KiB
C#
using UnityEngine;
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using UnityEngine.InputSystem;
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using NeonTea.Quakeball.Interface;
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using NeonTea.Quakeball.Networking;
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using NeonTea.Quakeball.Networking.Packets;
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namespace NeonTea.Quakeball.Players {
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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 int DisableInput;
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public float FullSyncFrequency = 1;
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public Player Player { private set; get; }
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public InputAction LookAction { private set; get; }
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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 InputAction ShootAction;
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private float PreviousPlayerUpdate = -1;
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private float PreviousPlayerFullSync = -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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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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LookAction = new InputAction("look", binding: "<Gamepad>/leftStick");
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LookAction.AddBinding("<Mouse>/delta");
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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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ShootAction = new InputAction("Shoot", binding: "<Mouse>/leftButton");
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ShootAction.performed += _ => {
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if (Networking.Net.Singleton.Instance != null) {
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ShootData shootData = new ShootData(Player.Pitch, Player.Yaw, Player.CreateSyncPacket());
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Networking.Net.Singleton.Instance.LocalPlayerAction(PlayerAction.Shoot, shootData);
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}
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Player.Shoot();
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};
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Terminal.Singleton.RegisterCommand("tp", args => {
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if (args.Length != 3) {
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return false;
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}
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transform.position = new Vector3(float.Parse(args[0]), float.Parse(args[1]), float.Parse(args[2]));
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return true;
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}, "tp x y z - Teleports the local player to the specified coordinates.");
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}
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private void Update() {
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if (DisableInput > 0) {
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CrouchAction.Disable();
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JumpAction.Disable();
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LookAction.Disable();
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MoveAction.Disable();
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ShootAction.Disable();
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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} else {
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CrouchAction.Enable();
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JumpAction.Enable();
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LookAction.Enable();
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MoveAction.Enable();
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ShootAction.Enable();
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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}
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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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if (Time.time - PreviousPlayerUpdate >= 1f / Player.UpdateFrequency) {
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PreviousPlayerUpdate = Time.time;
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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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if (Networking.Net.Singleton.Instance != null) {
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Networking.Net.Singleton.Instance.UpdateLocalPlayer();
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}
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if (WantsToJump) {
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bool Jumped = Player.Jump();
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if (Jumped && Networking.Net.Singleton.Instance != null) {
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Networking.Net.Singleton.Instance.LocalPlayerAction(PlayerAction.Jump);
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}
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}
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WantsToJump = false;
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}
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if (Time.time - PreviousPlayerFullSync >= 1f / FullSyncFrequency) {
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PreviousPlayerFullSync = Time.time;
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if (Networking.Net.Singleton.Instance != null) {
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Networking.Net.Singleton.Instance.SendPlayerSync();
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}
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}
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}
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}
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}
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