Files
BITFALL/Assets/Artists/Scripts/Player/CharacterControllerPro/PlayerCharacterController.cs
CortexCore 45913c6b3e 1
2023-08-23 01:59:40 +08:00

132 lines
4.0 KiB
C#

using System;
using BITKit;
using BITKit.Entities;
using Lightbug.CharacterControllerPro.Core;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Interactions;
namespace BITFALL.Entities.Movement
{
public class PlayerCharacterController : StateBasedPlayerComponent<IEntityMovementState>,IEntityMovement,IServiceRegister
{
public override Type BaseType => typeof(IEntityMovement);
[SerializeField] private CharacterActor actor;
[SerializeField] private Vector3 initialCameraPosition = new Vector3(0,0.11f,0.27f);
[SerializeReference, SubclassSelector]
private IProvider adsProvider;
[SerializeField] private Transform cameraTransform;
public Vector3 Velocity => actor.Velocity;
public Vector3 GroundVelocity=>actor.GroundVelocity;
public bool IsGrounded => actor.IsGrounded;
public Vector3 MovementInput { get; private set; }
public Vector2 LookInput{ get; private set; }
public ExpectState<bool> ExpectRun;
public ExpectState<bool> ExpectJump;
public ExpectState<bool> ExpectCrouch;
public ExpectState<bool> ExpectSprint;
public Vector3 CurrentCameraPosition;
public override void OnAwake()
{
CurrentCameraPosition = initialCameraPosition;
}
public void SyncMovement(Vector3 velocity, Vector3 position, Quaternion rotation, bool isGrounded)
{
throw new NotImplementedException();
}
public void Movement(Vector3 relativeVector)
{
MovementInput = relativeVector;
}
public void Movement(InputAction.CallbackContext context)
{
MovementInput = context.ReadValue<Vector2>();
MovementInput = new Vector3(MovementInput.x,0,MovementInput.y);
if (!(MovementInput.z <= 0.16f)) return;
ExpectRun.Reset();
ExpectSprint.Reset();
}
public void ExecuteCommand<T>(T command)
{
foreach (var x in StateDictionary.Values)
{
x.ExecuteCommand<T>(command);
}
}
public void View(InputAction.CallbackContext context)
{
if (BITAppForUnity.AllowCursor) return;
var playerConfig = Data.Get<PlayerConfig>() ?? new PlayerConfig();
var ads = adsProvider.Get<float>();
if (ads is 0) ads = 1;
var raw = context.ReadValue<Vector2>() * playerConfig.sensitivity * playerConfig.m_yaw * ads;
var lookInput = LookInput;
lookInput.x -= raw.y;
lookInput.y += raw.x;
lookInput.x = Mathf.Clamp(lookInput.x, -80, 80);
LookInput = lookInput;
}
public void Jump(InputAction.CallbackContext context)
{
if (ExpectJump.shouldBe) return;
if (context.interaction is not null && context.started is false) return;
if (actor.IsGrounded)
ExpectJump.shouldBe = true;
ExpectCrouch.Reset();
}
public void Run(InputAction.CallbackContext context)
{
switch (context)
{
case { interaction: PressInteraction, started: true }:
if (ExpectRun.shouldBe)
ExpectSprint.shouldBe = true;
ExpectRun.shouldBe = true;
ExpectCrouch.Reset();
break;
case {interaction:MultiTapInteraction,performed:true}:
ExpectSprint.shouldBe = true;
ExpectCrouch.Reset();
break;
}
}
public void Crouch(InputAction.CallbackContext context)
{
if (context.interaction is not null && context.started is false) return;
ExpectCrouch.shouldBe = !ExpectCrouch.shouldBe;
ExpectRun.Reset();
}
public override void OnUpdate(float deltaTime)
{
CurrentState?.BeforeUpdateMovement(deltaTime);
}
public override void OnFixedUpdate(float deltaTime)
{
var currentVelocity = actor.Velocity;
var currentRotation = actor.Rotation;
CurrentState?.OnStateUpdate();
CurrentState?.UpdateVelocity(ref currentVelocity,deltaTime);
CurrentState?.UpdateRotation(ref currentRotation,deltaTime);
actor.Velocity = currentVelocity;
actor.Rotation = currentRotation;
}
public override void OnLateUpdate(float deltaTime)
{
var rotation = Quaternion.Euler(LookInput);
cameraTransform.rotation = rotation;
CurrentState?.AfterUpdateMovement(deltaTime);
cameraTransform.localPosition = Vector3.Lerp(cameraTransform.localPosition,CurrentCameraPosition,5 * deltaTime);
}
}
}