54 lines
2.0 KiB
C#
54 lines
2.0 KiB
C#
using Fusion.Addons.KCC;
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namespace TPSBR
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{
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using UnityEngine;
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using UnityEngine.InputSystem;
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public sealed partial class AgentInput
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{
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partial void ProcessStandaloneInput(bool isInputPoll)
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{
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// Always use KeyControl.isPressed, Input.GetMouseButton() and Input.GetKey().
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// Never use KeyControl.wasPressedThisFrame, Input.GetMouseButtonDown() or Input.GetKeyDown() otherwise the action might be lost.
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Vector2 moveDirection;
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Vector2 lookRotationDelta;
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Mouse mouse = Mouse.current;
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Keyboard keyboard = Keyboard.current;
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Vector2 mouseDelta = mouse.delta.ReadValue() * 0.075f;
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moveDirection = Vector2.zero;
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lookRotationDelta = InputUtility.GetSmoothLookRotationDelta(_smoothLookRotationDelta, new Vector2(-mouseDelta.y, mouseDelta.x), Global.RuntimeSettings.Sensitivity, _lookResponsivity);
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if (_agent.Character.CharacterController.FixedData.Aim == true)
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{
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lookRotationDelta *= Global.RuntimeSettings.AimSensitivity;
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}
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if (keyboard.wKey.isPressed == true) { moveDirection += Vector2.up; }
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if (keyboard.sKey.isPressed == true) { moveDirection += Vector2.down; }
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if (keyboard.aKey.isPressed == true) { moveDirection += Vector2.left; }
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if (keyboard.dKey.isPressed == true) { moveDirection += Vector2.right; }
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if (moveDirection.IsZero() == false)
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{
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moveDirection.Normalize();
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}
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_renderInput.MoveDirection = moveDirection;
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_renderInput.LookRotationDelta = lookRotationDelta;
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_renderInput.Jump = keyboard.spaceKey.isPressed;
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_renderInput.Aim = mouse.rightButton.isPressed;
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_renderInput.Attack = mouse.leftButton.isPressed;
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_renderInput.Reload = keyboard.rKey.isPressed;
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_renderInput.Interact = keyboard.fKey.isPressed;
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_renderInput.Weapon = GetWeaponInput(keyboard);
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_renderInput.ToggleJetpack = keyboard.xKey.isPressed;
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_renderInput.Thrust = keyboard.spaceKey.isPressed;
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_renderInput.ToggleSide = keyboard.eKey.isPressed;
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}
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}
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}
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