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