This commit is contained in:
2025-04-14 23:22:38 +02:00
parent 72b8a37345
commit 1e190fe94b
166 changed files with 2989 additions and 687 deletions

View File

@@ -5,21 +5,42 @@ using RebootKit.Engine;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Services.Console;
using RebootKit.Engine.Services.Input;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.InputSystem;
using Object = UnityEngine.Object;
namespace RebootKit.FPPKit {
public static class FPPConfig {
[ConfigVar("fpp.mouse.sens", 0.25f, "Mouse look sensitivity")] public static ConfigVar s_MouseSensitivity;
[ConfigVar("fpp.mouse.invert.y", 0, "Invert mouse look")] public static ConfigVar s_MouseInvertY;
[ConfigVar("fpp.gamepad.sens", 4.0f, "Gamepad look sensitivity")] public static ConfigVar s_GamepadSensitivity;
}
public static class SensitivityReader {
public static float2 Read(InputAction action) {
float2 sensitivity = action.ReadValue<Vector2>();
// @TODO: differentiate between gamepad and mouse
sensitivity *= FPPConfig.s_MouseSensitivity.FloatValue;
if (FPPConfig.s_MouseInvertY.IndexValue == 1) {
sensitivity.y *= -1;
}
return sensitivity;
}
}
public class FPPPlayerController : IController {
readonly Config m_Config;
FPPActor m_FPPActor;
[Inject] InputService m_InputService;
[CVar("p_move_speed", 4.0f)] CVar m_MovementSpeedCVar;
[CVar("fpp_cam_look_sens", 0.25f)] CVar m_SensitivityCVar;
public FPPPlayerController(Config config) {
m_Config = config;
}
@@ -31,9 +52,6 @@ namespace RebootKit.FPPKit {
m_InputService.LockCursor();
m_InputService.EnableControls();
m_SensitivityCVar = RR.CVarNumber("fpp_cam_look_sens", 0.25f);
m_MovementSpeedCVar = RR.CVarNumber("p_move_speed", 4.0f);
m_FPPActor = await RR.World.SpawnActor<FPPActor>(m_Config.fppActorPrefab, cancellationToken);
await Awaitable.NextFrameAsync(cancellationToken);
@@ -48,11 +66,18 @@ namespace RebootKit.FPPKit {
}
public void OnTick() {
// m_FPPActor.FPPCamera.Sensitivity = m_SensitivityCVar.FloatValue;
if (m_FPPActor == null) {
return;
}
if (!Application.isFocused) {
return;
}
// m_FPPActor.Locomotion.maxMovementSpeed = m_MovementSpeedCVar.FloatValue;
Vector2 lookInput = m_Config.lookActionReference.action.ReadValue<Vector2>();
m_FPPActor.Look(lookInput);
m_FPPActor.Look(lookInput * FPPConfig.s_MouseSensitivity.FloatValue);
Vector2 moveInput = m_Config.moveActionReference.action.ReadValue<Vector2>();
m_FPPActor.MoveRight(moveInput.x);