void ReadStates()
        {
            CustomInput customInput = CustomInput.Instance;

            this.ReadCameraInput();

            m_ped.MouseScrollInput = Input.mouseScrollDelta;


            m_ped.IsAimOn  = customInput.GetButton("RightClick");
            m_ped.IsFireOn = customInput.GetButton("LeftClick");

            m_ped.IsJumpOn = customInput.GetButton("Jump");


            Vector3 inputMove = Vector3.zero;

            if (m_smoothMovement)
            {
                inputMove = new Vector3(customInput.GetAxis("Horizontal"), 0f, customInput.GetAxis("Vertical"));
            }
            else
            {
                inputMove = new Vector3(customInput.GetAxisRaw("Horizontal"), 0f, customInput.GetAxisRaw("Vertical"));
            }

            if (inputMove.sqrMagnitude > 0f)
            {
                inputMove.Normalize();

                if (customInput.GetButton("Walk"))
                {
                    m_ped.IsWalkOn = true;
                }
                else if (customInput.GetButton("Sprint"))
                {
                    m_ped.IsSprintOn = true;
                }
                else
                {
                    m_ped.IsRunOn = true;
                }
            }

            if (m_ped.Camera != null)
            {
                m_ped.Movement = m_ped.Camera.transform.TransformVector(inputMove).normalized;
            }
            else
            {
                m_ped.Movement = inputMove.normalized;
            }

            if (m_ped.Movement.sqrMagnitude > float.Epsilon)
            {
                // only assign heading if there is any movement - we don't want the heading to be zero vector
                m_ped.Heading = m_ped.Movement;
            }
        }
        private void ReadCameraInput()
        {
            CustomInput customInput = CustomInput.Instance;

            if (GameManager.CanPlayerReadInput())
            {
                // rotate camera

                // FIXME: Camera rotation should be done by ped's current state. We should only assign mouse move input.

                var mouseDelta       = new Vector2(customInput.GetAxisRaw("Mouse X"), customInput.GetAxisRaw("Mouse Y"));
                var rightAnalogDelta = new Vector2(customInput.GetAxisRaw("Joystick X"), customInput.GetAxisRaw("Joystick Y"));

                Vector2 totalMouseDelta = mouseDelta + rightAnalogDelta;

                totalMouseDelta = Vector2.Scale(totalMouseDelta, GameManager.Instance.cursorSensitivity);

                m_ped.MouseMoveInput = totalMouseDelta;


                if (m_doSmooth)
                {
                    _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, totalMouseDelta.x, 1f / smoothing.x);
                    _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, totalMouseDelta.y, 1f / smoothing.y);

                    _mouseAbsolute += _smoothMouse;
                }
                else
                {
                    _mouseAbsolute += totalMouseDelta;
                }


                if (clampInDegrees.y > 0)
                {
                    _mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y, clampInDegrees.y);
                }
            }
        }
Пример #3
0
 float GetAxisRaw(int axis)
 {
     return(CustomInput.GetAxisRaw(axis));
 }