forked from BilalY/Rasagar
118 lines
3.4 KiB
C#
118 lines
3.4 KiB
C#
using System.Collections;
|
|
using UnityEngine;
|
|
using UnityEngine.InputSystem.Interactions;
|
|
|
|
// Use action set asset instead of lose InputActions directly on component.
|
|
public class SimpleController_UsingActionAsset : MonoBehaviour
|
|
{
|
|
public float moveSpeed;
|
|
public float rotateSpeed;
|
|
public float burstSpeed;
|
|
public GameObject projectile;
|
|
|
|
private SimpleControls m_Controls;
|
|
private bool m_Charging;
|
|
private Vector2 m_Rotation;
|
|
|
|
public void Awake()
|
|
{
|
|
m_Controls = new SimpleControls();
|
|
|
|
m_Controls.gameplay.fire.performed +=
|
|
ctx =>
|
|
{
|
|
if (ctx.interaction is SlowTapInteraction)
|
|
{
|
|
StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed)));
|
|
}
|
|
else
|
|
{
|
|
Fire();
|
|
}
|
|
m_Charging = false;
|
|
};
|
|
m_Controls.gameplay.fire.started +=
|
|
ctx =>
|
|
{
|
|
if (ctx.interaction is SlowTapInteraction)
|
|
m_Charging = true;
|
|
};
|
|
m_Controls.gameplay.fire.canceled +=
|
|
ctx =>
|
|
{
|
|
m_Charging = false;
|
|
};
|
|
}
|
|
|
|
public void OnEnable()
|
|
{
|
|
m_Controls.Enable();
|
|
}
|
|
|
|
public void OnDisable()
|
|
{
|
|
m_Controls.Disable();
|
|
}
|
|
|
|
public void OnGUI()
|
|
{
|
|
if (m_Charging)
|
|
GUI.Label(new Rect(100, 100, 200, 100), "Charging...");
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
var look = m_Controls.gameplay.look.ReadValue<Vector2>();
|
|
var move = m_Controls.gameplay.move.ReadValue<Vector2>();
|
|
|
|
// Update orientation first, then move. Otherwise move orientation will lag
|
|
// behind by one frame.
|
|
Look(look);
|
|
Move(move);
|
|
}
|
|
|
|
private void Move(Vector2 direction)
|
|
{
|
|
if (direction.sqrMagnitude < 0.01)
|
|
return;
|
|
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
|
|
// For simplicity's sake, we just keep movement in a single plane here. Rotate
|
|
// direction according to world Y rotation of player.
|
|
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
|
|
transform.position += move * scaledMoveSpeed;
|
|
}
|
|
|
|
private void Look(Vector2 rotate)
|
|
{
|
|
if (rotate.sqrMagnitude < 0.01)
|
|
return;
|
|
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
|
|
m_Rotation.y += rotate.x * scaledRotateSpeed;
|
|
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
|
|
transform.localEulerAngles = m_Rotation;
|
|
}
|
|
|
|
private IEnumerator BurstFire(int burstAmount)
|
|
{
|
|
for (var i = 0; i < burstAmount; ++i)
|
|
{
|
|
Fire();
|
|
yield return new WaitForSeconds(0.1f);
|
|
}
|
|
}
|
|
|
|
private void Fire()
|
|
{
|
|
var transform = this.transform;
|
|
var newProjectile = Instantiate(projectile);
|
|
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
|
|
newProjectile.transform.rotation = transform.rotation;
|
|
const int size = 1;
|
|
newProjectile.transform.localScale *= size;
|
|
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
|
|
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
|
|
newProjectile.GetComponent<MeshRenderer>().material.color =
|
|
new Color(Random.value, Random.value, Random.value, 1.0f);
|
|
}
|
|
}
|