remove HUD related code from state class

This commit is contained in:
in0finite 2019-07-25 01:02:44 +02:00
parent 5ed74ff3d1
commit e6ecbc01e4
2 changed files with 2 additions and 196 deletions

View file

@ -273,200 +273,6 @@ namespace SanAndreasUnity.Behaviours.Peds.States
public virtual void OnDrawHUD() public virtual void OnDrawHUD()
{ {
return;
if (!UIManager.Instance.UseTouchInput || !GameManager.CanPlayerReadInput())
{
// we are not using touch input, or we should not read input right now
// make sure that custom input is resetted
this.ResetCustomInput();
return;
}
if (Event.current.type == EventType.Repaint) // repaint event is sent once per frame, when drawing
{
// reset input only during repaint event
this.ResetCustomInput();
// ignore mouse buttons when touch is enabled
CustomInput.Instance.SetButton("LeftClick", false);
if (!CustomInput.Instance.HasButton("RightClick"))
CustomInput.Instance.SetButton("RightClick", false);
CustomInput.Instance.SetButtonDown("LeftClick", false);
CustomInput.Instance.SetButtonDown("RightClick", false);
}
// left side: movement buttons: arrows
// right side: action buttons: crouch, enter, fly, toggle sprint/walk, jump (repeat button), toggle aim
this.DrawMovementTouchInput();
this.DrawActionsTouchInput();
}
protected virtual void ResetCustomInput()
{
var customInput = CustomInput.Instance;
if (!UIManager.Instance.UseTouchInput)
{
// touch input is not used
customInput.ResetAllInput();
return;
}
// preserve input for: walk, sprint, aim
bool isWalkOn = customInput.GetButtonNoDefaultInput("Walk");
bool isSprintOn = customInput.GetButtonNoDefaultInput("Sprint");
bool isAimOn = customInput.GetButtonNoDefaultInput("RightClick");
customInput.ResetAllInput();
customInput.SetButton("Walk", isWalkOn);
customInput.SetButton("Sprint", isSprintOn);
customInput.SetButton("RightClick", isAimOn);
}
protected virtual void DrawMovementTouchInput()
{
// movement buttons
float height = Screen.height * 0.4f;
float bottomMargin = Screen.height * 0.05f;
float horizontalMargin = bottomMargin;
// we'll need 3 rows of buttons: up, left & right, down
float buttonHeight = height / 3;
float buttonWidth = buttonHeight;
CustomInput customInput = CustomInput.Instance;
float movementVertical = 0f, movementHorizontal = 0f;
float topY = Screen.height - bottomMargin - buttonHeight;
if (GUI.RepeatButton(new Rect(horizontalMargin + buttonWidth, topY, buttonWidth, buttonHeight), UI.HUD.DownArrowTexture))
movementVertical -= 1f;
topY -= buttonHeight;
if (GUI.RepeatButton(new Rect(horizontalMargin, topY, buttonWidth, buttonHeight), UI.HUD.LeftArrowTexture))
movementHorizontal -= 1f;
if (GUI.RepeatButton(new Rect(horizontalMargin + buttonWidth * 2, topY, buttonWidth, buttonHeight), UI.HUD.RightArrowTexture))
movementHorizontal += 1f;
topY -= buttonHeight;
if (GUI.RepeatButton(new Rect(horizontalMargin + buttonWidth, topY, buttonWidth, buttonHeight), UI.HUD.UpArrowTexture))
movementVertical += 1f;
// set input for vertical and horizontal axis
customInput.SetAxis("Vertical", movementVertical);
customInput.SetAxis("Horizontal", movementHorizontal);
}
protected virtual void DrawActionsTouchInput()
{
// it's on the right side
// create buttons from bottom to top
CustomInput customInput = CustomInput.Instance;
float buttonHeight = Screen.height / 5f * 0.6f;
float buttonWidth = buttonHeight;
float bottomMargin = Screen.height * 0.05f;
float horizontalMargin = bottomMargin;
float xPos = Screen.width - horizontalMargin - buttonWidth;
float originalXPos = xPos;
float horizontalSpace = 5f;
// sprint/walk toggle button
bool isWalkOn = customInput.GetButton("Walk"); // preserve current value
bool isSprintOn = customInput.GetButton("Sprint"); // preserve current value
float topY = Screen.height - bottomMargin - buttonHeight;
GUI.contentColor = isWalkOn ? Color.blue : Color.white;
if (GUI.Button(new Rect(xPos, topY, buttonWidth, buttonHeight), "Walk"))
{
isWalkOn = !isWalkOn;
}
//topY -= buttonHeight;
xPos -= buttonWidth + horizontalSpace;
GUI.contentColor = isSprintOn ? Color.blue : Color.white;
if (GUI.Button(new Rect(xPos, topY, buttonWidth, buttonHeight), "Sprint"))
{
isSprintOn = !isSprintOn;
}
GUI.contentColor = Color.white;
xPos = originalXPos;
// assign input
customInput.SetButton("Walk", isWalkOn);
customInput.SetButton("Sprint", isSprintOn);
// jump - repeat button
bool isJumpOn = false;
topY -= buttonHeight;
GUI.contentColor = m_ped.IsJumpOn ? Color.blue : Color.white;
if (GUI.RepeatButton(new Rect(xPos, topY, buttonWidth, buttonHeight), "Jump"))
{
isJumpOn = true;
}
GUI.contentColor = Color.white;
customInput.SetButton("Jump", isJumpOn);
// crouch
//topY -= buttonHeight;
xPos -= buttonWidth + horizontalSpace;
if (GUI.Button(new Rect(xPos, topY, buttonWidth, buttonHeight), "Crouch"))
{
customInput.SetKeyDown(KeyCode.C, true);
}
xPos = originalXPos;
// enter
topY -= buttonHeight;
if (GUI.Button(new Rect(xPos, topY, buttonWidth, buttonHeight), "Enter"))
{
customInput.SetButtonDown("Use", true);
}
// aim
bool isAimOn = customInput.GetButton("RightClick"); // preserve current value
topY -= buttonHeight;
GUI.contentColor = isAimOn ? Color.blue : Color.white;
if (GUI.Button(new Rect(xPos, topY, buttonWidth, buttonHeight), "Aim"))
{
isAimOn = !isAimOn;
}
GUI.contentColor = Color.white;
customInput.SetButton("RightClick", isAimOn);
// fire - repeat button
bool isFireOn = false;
xPos -= buttonWidth + horizontalSpace;
GUI.contentColor = m_ped.IsFireOn ? Color.blue : Color.white;
if (GUI.RepeatButton(new Rect(xPos, topY, buttonWidth, buttonHeight), "Fire"))
{
isFireOn = true;
}
GUI.contentColor = Color.white;
xPos = originalXPos;
customInput.SetButton("LeftClick", isFireOn);
// fly
topY -= buttonHeight;
if (GUI.Button(new Rect(xPos, topY, buttonWidth, buttonHeight), "Fly"))
{
customInput.SetKeyDown(KeyCode.T, true);
}
} }

View file

@ -29,7 +29,7 @@
- Android: add perms for read/write access to storage ; forbid screen rotation ; assign app version ; - Android: add perms for read/write access to storage ; forbid screen rotation ; assign app version ;
- Touch input: vehicle touch input: forward, backward, handbrake, left & right ; weapon switching buttons ; lock cursor when testing finishes ; don't report mouse move input while movement button is being pressed ; remove HUD code from state class ; remove spamming logs ; - Touch input: vehicle touch input: forward, backward, handbrake, left & right ; weapon switching buttons ; lock cursor when testing finishes ; don't report mouse move input while movement button is being pressed ; remove HUD code from state class ;
- Play sounds: horn ; empty weapon slot ; ped damage ; footsteps in run and sprint states ; - Play sounds: horn ; empty weapon slot ; ped damage ; footsteps in run and sprint states ;