public override void BuildInput(ClientInput input)
        {
            if (thirdperson_orbit && input.Down(InputButton.Walk))
            {
                if (input.Down(InputButton.Attack1))
                {
                    orbitDistance += input.AnalogLook.pitch;
                    orbitDistance  = orbitDistance.Clamp(0, 1000);
                }
                else
                {
                    orbitAngles.yaw   += input.AnalogLook.yaw;
                    orbitAngles.pitch += input.AnalogLook.pitch;
                    orbitAngles        = orbitAngles.Normal;
                    orbitAngles.pitch  = orbitAngles.pitch.Clamp(-89, 89);
                }

                input.AnalogLook = Angles.Zero;

                input.Clear();
                input.StopProcessing = true;
            }

            base.BuildInput(input);
        }
Exemple #2
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        /// <summary>
        /// Called from the gamemode, clientside only.
        /// </summary>
        public override void BuildInput(ClientInput input)
        {
            VoiceRecord = input.Down(InputButton.Voice);

            GetActiveCamera()?.BuildInput(input);

            if (input.StopProcessing)
            {
                return;
            }

            GetActiveController()?.BuildInput(input);

            if (input.StopProcessing)
            {
                return;
            }

            GetActiveAnimator()?.BuildInput(input);

            if (input.StopProcessing)
            {
                return;
            }

            if (ActiveChild is IPlayerInput ipc)
            {
                ipc.BuildInput(input);
            }
        }
Exemple #3
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        /// <summary>
        /// Clientside only. Called every frame to process the input.
        /// The results of this input are encoded into a user command and
        /// passed to the PlayerController both clientside and serverside.
        /// This routine is mainly responsible for taking input from mouse/controller
        /// and building look angles and move direction.
        /// </summary>
        public override void OnInput(ClientInput input)
        {
            var target = Player.Local;

            if (target != null)
            {
                target.BuildInput(input);
            }
        }
Exemple #4
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        public override void BuildInput(ClientInput input)
        {
            MoveInput = input.AnalogMove;

            MoveSpeed = 1;
            if (input.Down(InputButton.Run))
            {
                MoveSpeed = 5;
            }
            if (input.Down(InputButton.Duck))
            {
                MoveSpeed = 0.2f;
            }

            if (input.Pressed(InputButton.Walk))
            {
                var tr = Trace.Ray(Pos, Pos + Rot.Forward * 4096).Run();
                PivotPos  = tr.EndPos;
                PivotDist = Vector3.DistanceBetween(tr.EndPos, Pos);
            }

            if (input.Down(InputButton.Use))
            {
                DoFBlurSize = Math.Clamp(DoFBlurSize + (Time.Delta * 3.0f), 0.0f, 100.0f);
            }

            if (input.Down(InputButton.Menu))
            {
                DoFBlurSize = Math.Clamp(DoFBlurSize - (Time.Delta * 3.0f), 0.0f, 100.0f);
            }


            if (input.Down(InputButton.Attack2))
            {
                FovOverride     += input.AnalogLook.pitch * (FovOverride / 30.0f);
                FovOverride      = FovOverride.Clamp(5, 150);
                input.AnalogLook = default;
            }

            LookAngles     += input.AnalogLook * (FovOverride / 80.0f);
            LookAngles.roll = 0;

            PivotEnabled = input.Down(InputButton.Walk);

            if (input.Pressed(InputButton.Reload))
            {
                Overlays = !Overlays;
            }

            input.Clear();
            input.StopProcessing = true;
        }
Exemple #5
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        /// <summary>
        /// This builds the default behaviour for our input
        /// </summary>
        public override void BuildInput(ClientInput input)
        {
            //
            // If we're using the mouse then
            // increase pitch sensitivity
            //
            if (input.UsingMouse)
            {
                input.AnalogLook.pitch *= 1.5f;
            }

            // add the view move, clamp pitch
            input.ViewAngles      += input.AnalogLook;
            input.ViewAngles.pitch = input.ViewAngles.pitch.Clamp(-89, 89);

            // Just copy input as is
            input.InputDirection = input.AnalogMove;
        }
Exemple #6
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 public abstract void BuildInput(ClientInput input);
 public virtual void BuildInput(ClientInput input)
 {
     throw new NotImplementedException();
 }
Exemple #8
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 public abstract void OnInput(ClientInput input);