mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-23 19:03:07 +00:00
297 lines
No EOL
7.9 KiB
C#
297 lines
No EOL
7.9 KiB
C#
using SanAndreasUnity.Behaviours.Vehicles;
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using SanAndreasUnity.Importing.Animation;
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using SanAndreasUnity.Utilities;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using SanAndreasUnity.Net;
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namespace SanAndreasUnity.Behaviours
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{
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[RequireComponent(typeof(Ped))]
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public class PlayerController : MonoBehaviour
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{
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public static PlayerController Instance { get { return Ped.Instance != null ? Ped.Instance.GetComponent<PlayerController>() : null; } }
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private Ped m_ped;
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// Alpha speedometer
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private const float velTimer = 1 / 4f;
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private float m_velCounter = velTimer;
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private Vector3 m_lastPos = Vector3.zero,
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m_deltaPos = Vector3.zero;
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private Vector2 _mouseAbsolute;
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private Vector2 _smoothMouse = Vector2.zero;
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public Vector2 clampInDegrees = new Vector2(90, 60);
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public float EnterVehicleRadius { get { return m_ped.EnterVehicleRadius; } }
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public Vector2 smoothing = new Vector2(10, 10);
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[SerializeField] private bool m_doSmooth = true;
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[SerializeField] private bool m_smoothMovement = false;
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public float CurVelocity { get { return m_deltaPos.magnitude * 3.6f / velTimer; } }
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private void Awake()
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{
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m_ped = GetComponent<Ped>();
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}
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void OnEnable()
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{
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UIManager.onGUI += this.OnGUICustom;
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}
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void OnDisable()
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{
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UIManager.onGUI -= this.OnGUICustom;
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}
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private void OnGUICustom()
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{
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if (!m_ped.IsControlledByLocalPlayer)
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return;
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if (!Loader.HasLoaded)
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return;
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UnityEngine.Profiling.Profiler.BeginSample ("PlayerController gui");
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// show that we are in flying state
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if (m_ped.CurrentState is Peds.States.FlyState)
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{
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int height = 25;
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Rect rect = new Rect(Screen.width - 140, Screen.height - height, 140, height);
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GUI.Label(rect, "Flying-mode enabled!");
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}
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if (PedManager.Instance.showPedSpeedometer)
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GUI.Label(GUIUtils.GetCornerRect(ScreenCorner.TopLeft, 100, 25, new Vector2(5, 5)), string.Format("{0:0.0} km/h", m_deltaPos.magnitude * 3.6f / velTimer));
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// show current ped state
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GUI.Label (GUIUtils.GetCornerRect(ScreenCorner.BottomLeft, 250, 50), string.Format("Current ped state: {0}", m_ped.CurrentState != null ? m_ped.CurrentState.GetType().Name : "none") );
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UnityEngine.Profiling.Profiler.EndSample();
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}
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private void FixedUpdate()
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{
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m_velCounter -= Time.deltaTime;
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if (m_velCounter <= 0)
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{
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Vector3 t = new Vector3(transform.position.x, 0, transform.position.z);
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m_deltaPos = t - m_lastPos;
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m_lastPos = t;
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m_velCounter = velTimer;
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}
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}
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private void Update()
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{
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if (!m_ped.IsControlledByLocalPlayer)
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return;
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if (!Loader.HasLoaded)
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return;
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// reset ped input
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m_ped.ResetMovementInput ();
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m_ped.MouseMoveInput = Vector2.zero;
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m_ped.MouseScrollInput = Vector2.zero;
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if (!GameManager.CanPlayerReadInput()) return;
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// states must be read before events, otherwise callback functions for events will not have access
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// to states (they will always be unpressed/reset, because we did a reset above)
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this.ReadStates ();
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this.ReadEvents ();
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}
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void ReadStates()
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{
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CustomInput customInput = CustomInput.Instance;
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this.ReadCameraInput ();
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m_ped.MouseScrollInput = Input.mouseScrollDelta;
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m_ped.IsAimOn = customInput.GetButton ("RightClick");
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m_ped.IsFireOn = customInput.GetButton ("LeftClick");
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m_ped.IsJumpOn = customInput.GetButton ("Jump");
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Vector3 inputMove = Vector3.zero;
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if (m_smoothMovement)
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inputMove = new Vector3 (customInput.GetAxis ("Horizontal"), 0f, customInput.GetAxis ("Vertical"));
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else
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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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{
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inputMove.Normalize();
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if (customInput.GetButton ("Walk"))
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m_ped.IsWalkOn = true;
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else if (customInput.GetButton ("Sprint"))
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m_ped.IsSprintOn = true;
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else
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m_ped.IsRunOn = true;
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}
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if (m_ped.Camera != null)
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m_ped.Movement = m_ped.Camera.transform.TransformVector (inputMove).normalized;
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else
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m_ped.Movement = inputMove.normalized;
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if (m_ped.Movement.sqrMagnitude > float.Epsilon) {
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// only assign heading if there is any movement - we don't want the heading to be zero vector
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m_ped.Heading = m_ped.Movement;
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}
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}
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void ReadEvents()
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{
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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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if (customInput.GetButtonDown ("RightClick"))
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m_ped.OnAimButtonPressed ();
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if (customInput.GetKeyDown (KeyCode.Q))
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m_ped.OnPreviousWeaponButtonPressed();
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else if (customInput.GetKeyDown (KeyCode.E))
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m_ped.OnNextWeaponButtonPressed();
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if (customInput.GetButtonDown("Use"))
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m_ped.OnSubmitPressed ();
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if (customInput.GetButtonDown("Jump"))
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m_ped.OnJumpButtonPressed ();
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if (customInput.GetKeyDown(KeyCode.C))
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m_ped.OnCrouchButtonPressed ();
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if (customInput.GetKeyDown (KeyCode.T))
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m_ped.OnFlyButtonPressed();
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if (customInput.GetKeyDown (KeyCode.R))
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m_ped.OnFlyThroughButtonPressed();
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}
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private void ReadCameraInput ()
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{
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CustomInput customInput = CustomInput.Instance;
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if (GameManager.CanPlayerReadInput())
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{
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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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var mouseDelta = new Vector2(customInput.GetAxisRaw("Mouse X"), customInput.GetAxisRaw("Mouse 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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totalMouseDelta = Vector2.Scale (totalMouseDelta, GameManager.Instance.cursorSensitivity);
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m_ped.MouseMoveInput = totalMouseDelta;
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if (m_doSmooth)
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{
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_smoothMouse.x = Mathf.Lerp (_smoothMouse.x, totalMouseDelta.x, 1f / smoothing.x);
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_smoothMouse.y = Mathf.Lerp (_smoothMouse.y, totalMouseDelta.y, 1f / smoothing.y);
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_mouseAbsolute += _smoothMouse;
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}
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else
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{
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_mouseAbsolute += totalMouseDelta;
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}
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if (clampInDegrees.y > 0)
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_mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y, clampInDegrees.y);
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}
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}
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private void OnDrawGizmosSelected()
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{
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if (null == m_ped)
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return;
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Gizmos.color = Color.white;
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// draw enter vehicle radius
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Gizmos.DrawWireSphere(transform.position, EnterVehicleRadius);
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// find closest vehicle in entering range
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var vehicles = FindObjectsOfType<Vehicle>()
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.Where(x => Vector3.Distance(transform.position, x.FindClosestSeatTransform(transform.position).position) < EnterVehicleRadius)
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.OrderBy(x => Vector3.Distance(transform.position, x.FindClosestSeatTransform(transform.position).position)).ToArray();
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foreach (var vehicle in vehicles)
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{
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// draw all seats
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foreach (var seat in vehicle.Seats)
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{
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(seat.Parent.position, 0.1f);
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}
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// draw closest seat
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var closestSeat = vehicle.FindClosestSeat(transform.position);
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if (closestSeat != Vehicle.SeatAlignment.None)
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{
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var closestSeatTransform = vehicle.GetSeatTransform(closestSeat);
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Gizmos.color = Color.green;
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Gizmos.DrawWireSphere(closestSeatTransform.position, 0.1f);
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Gizmos.DrawLine(transform.position, closestSeatTransform.position);
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}
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break;
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}
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}
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}
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} |