93 lines
3.7 KiB
C#
93 lines
3.7 KiB
C#
using UnityEngine;
|
|
using UnityEngine.InputSystem;
|
|
using NeonTea.Quakeball.Networking;
|
|
using NeonTea.Quakeball.Networking.Packets;
|
|
|
|
namespace NeonTea.Quakeball.Players {
|
|
/// <summary>A controller class for a local player. Handles input and updates the relevant components.</summary>
|
|
[RequireComponent(typeof(Player))]
|
|
public class LocalPlayer : MonoBehaviour {
|
|
public Transform Camera;
|
|
public bool DisableInput = false;
|
|
|
|
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<Player>();
|
|
|
|
CrouchAction = new InputAction("crouch", binding: "<Gamepad>/buttonEast");
|
|
CrouchAction.AddBinding("<Keyboard>/leftShift");
|
|
|
|
JumpAction = new InputAction("crouch", binding: "<Gamepad>/buttonSouth");
|
|
JumpAction.AddBinding("<Keyboard>/space");
|
|
JumpAction.performed += _ => {
|
|
WantsToJump = true;
|
|
};
|
|
|
|
LookAction = new InputAction("look", binding: "<Gamepad>/leftStick");
|
|
LookAction.AddBinding("<Mouse>/delta");
|
|
|
|
MoveAction = new InputAction("move", binding: "<Gamepad>/rightStick");
|
|
MoveAction.AddCompositeBinding("Dpad")
|
|
.With("Up", "<Keyboard>/w")
|
|
.With("Down", "<Keyboard>/s")
|
|
.With("Left", "<Keyboard>/a")
|
|
.With("Right", "<Keyboard>/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<Vector2>() * 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) {
|
|
PreviousPlayerUpdate = Time.time;
|
|
|
|
Vector2 MovementInput = MoveAction.ReadValue<Vector2>();
|
|
Vector3 Move = new Vector3(MovementInput.x, 0, MovementInput.y);
|
|
Move = Quaternion.Euler(0, Player.Yaw, 0) * Move;
|
|
Player.MoveDirection = Move;
|
|
Player.CurrentMoveStyle = CrouchAction.ReadValue<float>() > 0 ? (byte)1 : (byte)0;
|
|
if (Networking.Net.Singleton.Instance != null) {
|
|
Networking.Net.Singleton.Instance.UpdateLocalPlayer();
|
|
}
|
|
|
|
if (WantsToJump && Player.Jump()) {
|
|
Networking.Net.Singleton.Instance.LocalPlayerJump();
|
|
}
|
|
WantsToJump = false;
|
|
}
|
|
}
|
|
}
|
|
}
|