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https://github.com/GTA-ASM/SanAndreasUnity
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use custom input in PlayerController
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parent
904dcdef93
commit
986a6a3c74
1 changed files with 24 additions and 18 deletions
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@ -118,30 +118,32 @@ namespace SanAndreasUnity.Behaviours
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void ReadStates()
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void ReadStates()
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{
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{
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CustomInput customInput = CustomInput.Instance;
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this.ReadCameraInput ();
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this.ReadCameraInput ();
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m_ped.MouseScrollInput = Input.mouseScrollDelta;
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m_ped.MouseScrollInput = Input.mouseScrollDelta;
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m_ped.IsAimOn = Input.GetButton ("RightClick");
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m_ped.IsAimOn = customInput.GetButton ("RightClick");
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m_ped.IsFireOn = Input.GetButton ("LeftClick");
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m_ped.IsFireOn = customInput.GetButton ("LeftClick");
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m_ped.IsJumpOn = Input.GetButton ("Jump");
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m_ped.IsJumpOn = customInput.GetButton ("Jump");
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Vector3 inputMove = Vector3.zero;
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Vector3 inputMove = Vector3.zero;
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if (m_smoothMovement)
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if (m_smoothMovement)
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inputMove = new Vector3 (Input.GetAxis ("Horizontal"), 0f, Input.GetAxis ("Vertical"));
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inputMove = new Vector3 (customInput.GetAxis ("Horizontal"), 0f, customInput.GetAxis ("Vertical"));
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else
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else
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inputMove = new Vector3 (Input.GetAxisRaw ("Horizontal"), 0f, Input.GetAxisRaw ("Vertical"));
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inputMove = new Vector3 (customInput.GetAxisRaw ("Horizontal"), 0f, customInput.GetAxisRaw ("Vertical"));
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if (inputMove.sqrMagnitude > 0f)
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if (inputMove.sqrMagnitude > 0f)
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{
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{
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inputMove.Normalize();
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inputMove.Normalize();
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if (Input.GetButton ("Walk"))
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if (customInput.GetButton ("Walk"))
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m_ped.IsWalkOn = true;
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m_ped.IsWalkOn = true;
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else if (Input.GetButton ("Sprint"))
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else if (customInput.GetButton ("Sprint"))
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m_ped.IsSprintOn = true;
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m_ped.IsSprintOn = true;
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else
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else
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m_ped.IsRunOn = true;
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m_ped.IsRunOn = true;
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@ -163,30 +165,32 @@ namespace SanAndreasUnity.Behaviours
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void ReadEvents()
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void ReadEvents()
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{
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{
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if (Input.GetButtonDown ("LeftClick"))
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CustomInput customInput = CustomInput.Instance;
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if (customInput.GetButtonDown ("LeftClick"))
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m_ped.OnFireButtonPressed ();
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m_ped.OnFireButtonPressed ();
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if (Input.GetButtonDown ("RightClick"))
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if (customInput.GetButtonDown ("RightClick"))
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m_ped.OnAimButtonPressed ();
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m_ped.OnAimButtonPressed ();
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if (Input.GetKeyDown (KeyCode.Q))
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if (customInput.GetKeyDown (KeyCode.Q))
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m_ped.OnPreviousWeaponButtonPressed();
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m_ped.OnPreviousWeaponButtonPressed();
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else if (Input.GetKeyDown (KeyCode.E))
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else if (customInput.GetKeyDown (KeyCode.E))
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m_ped.OnNextWeaponButtonPressed();
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m_ped.OnNextWeaponButtonPressed();
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if (Input.GetButtonDown("Use"))
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if (customInput.GetButtonDown("Use"))
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m_ped.OnSubmitPressed ();
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m_ped.OnSubmitPressed ();
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if (Input.GetButtonDown("Jump"))
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if (customInput.GetButtonDown("Jump"))
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m_ped.OnJumpButtonPressed ();
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m_ped.OnJumpButtonPressed ();
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if (Input.GetKeyDown(KeyCode.C))
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if (customInput.GetKeyDown(KeyCode.C))
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m_ped.OnCrouchButtonPressed ();
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m_ped.OnCrouchButtonPressed ();
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if (Input.GetKeyDown (KeyCode.T))
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if (customInput.GetKeyDown (KeyCode.T))
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m_ped.OnFlyButtonPressed();
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m_ped.OnFlyButtonPressed();
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if (Input.GetKeyDown (KeyCode.R))
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if (customInput.GetKeyDown (KeyCode.R))
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m_ped.OnFlyThroughButtonPressed();
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m_ped.OnFlyThroughButtonPressed();
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}
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}
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@ -194,14 +198,16 @@ namespace SanAndreasUnity.Behaviours
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private void ReadCameraInput ()
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private void ReadCameraInput ()
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{
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{
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CustomInput customInput = CustomInput.Instance;
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if (GameManager.CanPlayerReadInput())
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if (GameManager.CanPlayerReadInput())
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{
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{
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// rotate camera
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// rotate camera
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// FIXME: Camera rotation should be done by ped's current state. We should only assign mouse move input.
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// FIXME: Camera rotation should be done by ped's current state. We should only assign mouse move input.
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var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
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var mouseDelta = new Vector2(customInput.GetAxisRaw("Mouse X"), customInput.GetAxisRaw("Mouse Y"));
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var rightAnalogDelta = new Vector2(Input.GetAxisRaw("Joystick X"), Input.GetAxisRaw("Joystick Y"));
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var rightAnalogDelta = new Vector2(customInput.GetAxisRaw("Joystick X"), customInput.GetAxisRaw("Joystick Y"));
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Vector2 totalMouseDelta = mouseDelta + rightAnalogDelta;
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Vector2 totalMouseDelta = mouseDelta + rightAnalogDelta;
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