mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-30 07:50:22 +00:00
263 lines
No EOL
7 KiB
C#
263 lines
No EOL
7 KiB
C#
using SanAndreasUnity.Behaviours.Vehicles;
|
|
using SanAndreasUnity.Importing.Animation;
|
|
using SanAndreasUnity.Utilities;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
using SanAndreasUnity.Net;
|
|
|
|
namespace SanAndreasUnity.Behaviours
|
|
{
|
|
[RequireComponent(typeof(Ped))]
|
|
public class PlayerController : MonoBehaviour
|
|
{
|
|
|
|
public static PlayerController Instance { get { return Ped.Instance != null ? Ped.Instance.GetComponent<PlayerController>() : null; } }
|
|
|
|
private Ped m_ped;
|
|
|
|
// Alpha speedometer
|
|
private const float velTimer = 1 / 4f;
|
|
|
|
private float m_velCounter = velTimer;
|
|
|
|
private Vector3 m_lastPos = Vector3.zero,
|
|
m_deltaPos = Vector3.zero;
|
|
|
|
private Vector2 _mouseAbsolute;
|
|
private Vector2 _smoothMouse = Vector2.zero;
|
|
|
|
|
|
public Vector2 clampInDegrees = new Vector2(90, 60);
|
|
|
|
public float EnterVehicleRadius { get { return m_ped.EnterVehicleRadius; } }
|
|
|
|
public Vector2 smoothing = new Vector2(10, 10);
|
|
[SerializeField] private bool m_doSmooth = true;
|
|
|
|
[SerializeField] private bool m_smoothMovement = false;
|
|
|
|
public float CurVelocity { get { return m_deltaPos.magnitude * 3.6f / velTimer; } }
|
|
|
|
|
|
|
|
private void Awake()
|
|
{
|
|
m_ped = GetComponent<Ped>();
|
|
|
|
}
|
|
|
|
private void FixedUpdate()
|
|
{
|
|
m_velCounter -= Time.deltaTime;
|
|
if (m_velCounter <= 0)
|
|
{
|
|
Vector3 t = new Vector3(transform.position.x, 0, transform.position.z);
|
|
|
|
m_deltaPos = t - m_lastPos;
|
|
m_lastPos = t;
|
|
|
|
m_velCounter = velTimer;
|
|
}
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (!m_ped.IsControlledByLocalPlayer)
|
|
return;
|
|
|
|
if (!Loader.HasLoaded)
|
|
return;
|
|
|
|
|
|
// reset ped input
|
|
m_ped.ResetMovementInput ();
|
|
m_ped.MouseMoveInput = Vector2.zero;
|
|
m_ped.MouseScrollInput = Vector2.zero;
|
|
|
|
|
|
if (!GameManager.CanPlayerReadInput()) return;
|
|
|
|
|
|
// states must be read before events, otherwise callback functions for events will not have access
|
|
// to states (they will always be unpressed/reset, because we did a reset above)
|
|
this.ReadStates ();
|
|
this.ReadEvents ();
|
|
|
|
|
|
}
|
|
|
|
void ReadStates()
|
|
{
|
|
|
|
CustomInput customInput = CustomInput.Instance;
|
|
|
|
this.ReadCameraInput ();
|
|
|
|
m_ped.MouseScrollInput = Input.mouseScrollDelta;
|
|
|
|
|
|
m_ped.IsAimOn = customInput.GetButton ("RightClick");
|
|
m_ped.IsFireOn = customInput.GetButton ("LeftClick");
|
|
|
|
m_ped.IsJumpOn = customInput.GetButton ("Jump");
|
|
|
|
|
|
Vector3 inputMove = Vector3.zero;
|
|
if (m_smoothMovement)
|
|
inputMove = new Vector3 (customInput.GetAxis ("Horizontal"), 0f, customInput.GetAxis ("Vertical"));
|
|
else
|
|
inputMove = new Vector3 (customInput.GetAxisRaw ("Horizontal"), 0f, customInput.GetAxisRaw ("Vertical"));
|
|
|
|
if (inputMove.sqrMagnitude > 0f)
|
|
{
|
|
inputMove.Normalize();
|
|
|
|
if (customInput.GetButton ("Walk"))
|
|
m_ped.IsWalkOn = true;
|
|
else if (customInput.GetButton ("Sprint"))
|
|
m_ped.IsSprintOn = true;
|
|
else
|
|
m_ped.IsRunOn = true;
|
|
|
|
}
|
|
|
|
if (m_ped.Camera != null)
|
|
m_ped.Movement = m_ped.Camera.transform.TransformVector (inputMove).normalized;
|
|
else
|
|
m_ped.Movement = inputMove.normalized;
|
|
|
|
if (m_ped.Movement.sqrMagnitude > float.Epsilon) {
|
|
// only assign heading if there is any movement - we don't want the heading to be zero vector
|
|
m_ped.Heading = m_ped.Movement;
|
|
}
|
|
|
|
}
|
|
|
|
void ReadEvents()
|
|
{
|
|
|
|
CustomInput customInput = CustomInput.Instance;
|
|
|
|
if (customInput.GetButtonDown ("LeftClick"))
|
|
m_ped.OnFireButtonPressed ();
|
|
|
|
if (customInput.GetButtonDown ("RightClick"))
|
|
m_ped.OnAimButtonPressed ();
|
|
|
|
if (customInput.GetKeyDown (KeyCode.Q))
|
|
m_ped.OnPreviousWeaponButtonPressed();
|
|
else if (customInput.GetKeyDown (KeyCode.E))
|
|
m_ped.OnNextWeaponButtonPressed();
|
|
|
|
if (customInput.GetButtonDown("Use"))
|
|
m_ped.OnSubmitPressed ();
|
|
|
|
if (customInput.GetButtonDown("Jump"))
|
|
m_ped.OnJumpButtonPressed ();
|
|
|
|
if (customInput.GetKeyDown(KeyCode.C))
|
|
m_ped.OnCrouchButtonPressed ();
|
|
|
|
if (customInput.GetKeyDown(KeyCode.G))
|
|
m_ped.OnButtonPressed ("G");
|
|
|
|
if (customInput.GetKeyDown(KeyCode.H))
|
|
m_ped.OnButtonPressed ("H");
|
|
|
|
if (customInput.GetKeyDown (KeyCode.T))
|
|
m_ped.OnFlyButtonPressed();
|
|
|
|
if (customInput.GetKeyDown (KeyCode.R))
|
|
m_ped.OnFlyThroughButtonPressed();
|
|
|
|
}
|
|
|
|
private void ReadCameraInput ()
|
|
{
|
|
|
|
CustomInput customInput = CustomInput.Instance;
|
|
|
|
if (GameManager.CanPlayerReadInput())
|
|
{
|
|
// rotate camera
|
|
|
|
// FIXME: Camera rotation should be done by ped's current state. We should only assign mouse move input.
|
|
|
|
var mouseDelta = new Vector2(customInput.GetAxisRaw("Mouse X"), customInput.GetAxisRaw("Mouse Y"));
|
|
var rightAnalogDelta = new Vector2(customInput.GetAxisRaw("Joystick X"), customInput.GetAxisRaw("Joystick Y"));
|
|
|
|
Vector2 totalMouseDelta = mouseDelta + rightAnalogDelta;
|
|
|
|
totalMouseDelta = Vector2.Scale (totalMouseDelta, GameManager.Instance.cursorSensitivity);
|
|
|
|
m_ped.MouseMoveInput = totalMouseDelta;
|
|
|
|
|
|
if (m_doSmooth)
|
|
{
|
|
|
|
_smoothMouse.x = Mathf.Lerp (_smoothMouse.x, totalMouseDelta.x, 1f / smoothing.x);
|
|
_smoothMouse.y = Mathf.Lerp (_smoothMouse.y, totalMouseDelta.y, 1f / smoothing.y);
|
|
|
|
_mouseAbsolute += _smoothMouse;
|
|
}
|
|
else
|
|
{
|
|
_mouseAbsolute += totalMouseDelta;
|
|
}
|
|
|
|
|
|
if (clampInDegrees.y > 0)
|
|
_mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y, clampInDegrees.y);
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
private void OnDrawGizmosSelected()
|
|
{
|
|
if (null == m_ped)
|
|
return;
|
|
|
|
Gizmos.color = Color.white;
|
|
|
|
// draw enter vehicle radius
|
|
Gizmos.DrawWireSphere(transform.position, EnterVehicleRadius);
|
|
|
|
// find closest vehicle in entering range
|
|
|
|
var vehicles = FindObjectsOfType<Vehicle>()
|
|
.Where(x => Vector3.Distance(transform.position, x.FindClosestSeatTransform(transform.position).position) < EnterVehicleRadius)
|
|
.OrderBy(x => Vector3.Distance(transform.position, x.FindClosestSeatTransform(transform.position).position)).ToArray();
|
|
|
|
foreach (var vehicle in vehicles)
|
|
{
|
|
// draw all seats
|
|
foreach (var seat in vehicle.Seats)
|
|
{
|
|
Gizmos.color = Color.red;
|
|
Gizmos.DrawWireSphere(seat.Parent.position, 0.1f);
|
|
}
|
|
|
|
// draw closest seat
|
|
|
|
var closestSeat = vehicle.GetSeatAlignmentOfClosestSeat(transform.position);
|
|
|
|
if (closestSeat != Vehicle.SeatAlignment.None)
|
|
{
|
|
var closestSeatTransform = vehicle.GetSeatTransform(closestSeat);
|
|
|
|
Gizmos.color = Color.green;
|
|
Gizmos.DrawWireSphere(closestSeatTransform.position, 0.1f);
|
|
Gizmos.DrawLine(transform.position, closestSeatTransform.position);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
} |