114 lines
3.5 KiB
C#
114 lines
3.5 KiB
C#
|
using System.Collections;
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.InputSystem;
|
||
|
using UnityEngine.InputSystem.Interactions;
|
||
|
|
||
|
// Use a separate PlayerInput component for setting up input.
|
||
|
public class SimpleController_UsingPlayerInput : MonoBehaviour
|
||
|
{
|
||
|
public float moveSpeed;
|
||
|
public float rotateSpeed;
|
||
|
public float burstSpeed;
|
||
|
public GameObject projectile;
|
||
|
|
||
|
private bool m_Charging;
|
||
|
private Vector2 m_Rotation;
|
||
|
private Vector2 m_Look;
|
||
|
private Vector2 m_Move;
|
||
|
|
||
|
public void OnMove(InputAction.CallbackContext context)
|
||
|
{
|
||
|
m_Move = context.ReadValue<Vector2>();
|
||
|
}
|
||
|
|
||
|
public void OnLook(InputAction.CallbackContext context)
|
||
|
{
|
||
|
m_Look = context.ReadValue<Vector2>();
|
||
|
}
|
||
|
|
||
|
public void OnFire(InputAction.CallbackContext context)
|
||
|
{
|
||
|
switch (context.phase)
|
||
|
{
|
||
|
case InputActionPhase.Performed:
|
||
|
if (context.interaction is SlowTapInteraction)
|
||
|
{
|
||
|
StartCoroutine(BurstFire((int)(context.duration * burstSpeed)));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Fire();
|
||
|
}
|
||
|
m_Charging = false;
|
||
|
break;
|
||
|
|
||
|
case InputActionPhase.Started:
|
||
|
if (context.interaction is SlowTapInteraction)
|
||
|
m_Charging = true;
|
||
|
break;
|
||
|
|
||
|
case InputActionPhase.Canceled:
|
||
|
m_Charging = false;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void OnGUI()
|
||
|
{
|
||
|
if (m_Charging)
|
||
|
GUI.Label(new Rect(100, 100, 200, 100), "Charging...");
|
||
|
}
|
||
|
|
||
|
public void Update()
|
||
|
{
|
||
|
// Update orientation first, then move. Otherwise move orientation will lag
|
||
|
// behind by one frame.
|
||
|
Look(m_Look);
|
||
|
Move(m_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);
|
||
|
}
|
||
|
}
|