Esempio n. 1
0
        void UpdateInput()
        {
            Assert.IsNotNull(_pawn.controller);

            if (_pawn.playerController != null)
            {
                var input = _pawn.playerController.input;

                var characterInputs = new PlayerCharacterInputs {
                    MoveAxisForward = (input.forward ? 1 : 0) - (input.back ? 1 : 0),
                    MoveAxisRight   = (input.right ? 1 : 0) - (input.left ? 1 : 0),
                    JumpDown        = input.jump,
                    CameraRotation  = Quaternion.AngleAxis(input.yaw, Vector3.up),
                    CrouchDown      = Input.GetKeyDown(KeyCode.C), // #todo
                    CrouchUp        = Input.GetKeyUp(KeyCode.C)
                };
                _characterController.SetInputs(ref characterInputs);

#if CLIENT
                if (isClient)
                {
                    _pawn.playerController.input.worldPosition = transform.position;
                }
#endif
            }
#if SERVER
            if (isServer && _pawn.remotePlayerController != null)
            {
                // Snap to client position if close enough, else correct client
                var diff = _pawn.remotePlayerController.input.worldPosition - transform.position;
                if (diff.sqrMagnitude < 6)
                {
                    _characterController.Motor.SetPosition(_pawn.remotePlayerController.input.worldPosition);
                }
                else
                {
                    _pawn.remotePlayerController.input.worldPosition = transform.position;

                    if (Time.time >= _nextClientPositionCorrectionTime)
                    {
                        _nextClientPositionCorrectionTime = Time.time + 0.2f;

                        _playerControllerSystem.SendControllerResetPawnPosition(_pawn.remotePlayerController.connection, transform.position);
                    }
                }
            }
#endif
            var aiController = _pawn.controller as AIController;
            if (aiController != null)
            {
                var input = aiController.input;

                var characterInputs = new AICharacterInputs {
                    MoveVector = input.moveVector,
                    LookVector = input.lookVector,
                    JumpDown   = input.jump
                };
                _characterController.SetInputs(ref characterInputs);
            }
        }
Esempio n. 2
0
        /// <summary>
        /// This is called every frame by the AI script in order to tell the character what its inputs are
        /// </summary>
        public void SetInputs(ref AICharacterInputs inputs)
        {
            _moveInputVector = inputs.MoveVector;
            _lookInputVector = inputs.LookVector;

            switch (CurrentCharacterState)
            {
            case CharacterState.Default: {
                // Jumping input
                if (inputs.JumpDown)
                {
                    _timeSinceJumpRequested = 0f;
                    _jumpRequested          = true;
                }

                break;
            }
            }
        }