Files
jelito/Assets/jelycho/Code/Player/PlayerController.cs

118 lines
3.9 KiB
C#
Executable File

using System;
using System.Threading;
using Cysharp.Threading.Tasks;
using RebootKit.Engine;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Main;
using RebootKit.Engine.Services.Input;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.InputSystem;
using UnityEngine.Serialization;
using Object = UnityEngine.Object;
namespace RealityReboot.jelycho.Player {
public class PlayerController : IController {
readonly Config m_Config;
PlayerActor m_FPPActor;
public PlayerController(Config config) {
m_Config = config;
}
public void Dispose() {
}
public async UniTask OnStart(CancellationToken cancellationToken) {
RR.Input.LockCursor();
RR.Input.EnableControls();
m_FPPActor = await RR.World.SpawnActor<PlayerActor>(m_Config.playerActorPrefab, cancellationToken);
m_FPPActor.Simulate = true;
await Awaitable.NextFrameAsync(cancellationToken);
}
public void OnStop() {
RR.Input.DisableControls();
RR.Input.UnlockCursor();
Object.Destroy(m_FPPActor);
RR.World.KillActor(m_FPPActor);
}
public void OnTick() {
if (m_FPPActor == null) {
return;
}
if (!Application.isFocused) {
return;
}
Vector2 lookInput = SensitivityReader.Read(m_Config.lookActionReference.action);
m_FPPActor.Look(lookInput * FPPConfig.s_MouseSensitivity.FloatValue);
Vector2 moveInput = m_Config.moveActionReference.action.ReadValue<Vector2>();
m_FPPActor.SetMoveInput(moveInput);
m_FPPActor.SetSprint(m_Config.sprintActionReference.action.IsPressed());
if (m_Config.jumpActionReference.action.WasPerformedThisFrame()) {
m_FPPActor.Jump();
}
if (m_Config.dragObjectActionReference.action.WasPressedThisFrame()) {
m_FPPActor.StartDrag();
}
if (m_Config.dragObjectActionReference.action.WasReleasedThisFrame()) {
m_FPPActor.StopDrag();
}
}
[Serializable]
public class Config {
[FormerlySerializedAs("fppActorPrefab")] public AssetReferenceT<GameObject> playerActorPrefab;
public InputActionReference moveActionReference;
public InputActionReference lookActionReference;
public InputActionReference jumpActionReference;
public InputActionReference sprintActionReference;
public InputActionReference dragObjectActionReference;
public InputActionReference primaryActionReference;
public InputActionReference secondaryActionReference;
}
}
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) {
if (action == null || action.activeControl == null) {
return float2.zero;
}
float2 sensitivity = action.ReadValue<Vector2>();
bool isGamepad = action.activeControl.device is Gamepad;
if (isGamepad) {
sensitivity *= FPPConfig.s_GamepadSensitivity.FloatValue;
} else {
sensitivity *= FPPConfig.s_MouseSensitivity.FloatValue;
if (FPPConfig.s_MouseInvertY.IndexValue == 1) {
sensitivity.y *= -1;
}
}
return sensitivity;
}
}
}