110 lines
3.1 KiB
C#
110 lines
3.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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using FlaxEngine;
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namespace Game;
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[StructLayout(LayoutKind.Sequential)]
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public struct PlayerInputState2
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{
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//public ulong frame;
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public Float2 ViewDelta;
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public float MoveForward;
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public float MoveRight;
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public bool Attack;
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public bool Jump;
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}
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public interface IPlayerInput
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{
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/// <summary>
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/// Sets the frame number for current frame.
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/// </summary>
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/// <param name="frame">The frame number</param>
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void SetFrame(ulong frame);
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/// <summary>
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/// Updates the current state, gathering the latest input.
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/// </summary>
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void UpdateState();
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/// <summary>
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/// Gets the current input state of the current frame.
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/// </summary>
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PlayerInputState2 GetState();
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/// <summary>
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/// Resets the input state for a new frame.
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/// </summary>
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void ResetState();
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}
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public class PlayerInput2 : IPlayerInput
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{
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/// <summary>
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/// The state currently being recorded, may get modified during multiple in-flight frames.
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/// </summary>
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private PlayerInputState2 _recordState;
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[ConsoleVariable("sensitivity")]
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private static float _sensitivity { get; set; } = 1.0f;
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public void SetFrame(ulong frame)
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{
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}
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public void UpdateState()
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{
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// Axis values should be either accumulated (view delta)
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// or taken with the peak values (axis direction),
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// binary values should be OR'ed so triggered action is not lost if button debounces mid-frame.
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//float sensitivity = 1.0f / 8.0f;
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//sensitivity = 1.0f;
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float turnSpeed = 100.0f;
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_recordState.ViewDelta += new Float2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")) * _sensitivity;
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_recordState.ViewDelta += new Float2(Input.GetAxisRaw("LookRight"), Input.GetAxisRaw("LookUp")) * Time.DeltaTime * turnSpeed;
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_recordState.MoveForward = MathF.MaxMagnitude(_recordState.MoveForward, Input.GetAxis("Vertical"));
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_recordState.MoveRight = MathF.MaxMagnitude(_recordState.MoveRight, Input.GetAxis("Horizontal"));
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_recordState.Attack |= Input.GetAction("Attack");
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_recordState.Jump |= Input.GetAction("Jump");
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}
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public PlayerInputState2 GetState() => _recordState;
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public void ResetState() => _recordState = new PlayerInputState2();
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}
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public class PlayerInputNetwork2 : IPlayerInput
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{
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private uint _playerId;
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private WorldStateManager _worldStateManager;
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private ulong _frame;
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private PlayerInputState2 _state;
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public PlayerInputNetwork2(uint playerId, WorldStateManager worldStateManager)
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{
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_playerId = playerId;
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_worldStateManager = worldStateManager;
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}
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public void SetFrame(ulong frame) => _frame = frame;
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public void UpdateState()
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{
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_worldStateManager.GetPlayerInputState(_playerId, _frame, out _state);
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}
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public PlayerInputState2 GetState() { return default; }
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public void ResetState()
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{
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_state = new PlayerInputState2();
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}
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} |