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77 行
2.1 KiB
77 行
2.1 KiB
using UnityEngine;
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using UnityEngine.InputSystem;
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namespace BoatAttack
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{
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/// <summary>
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/// This sends input controls to the boat engine if 'Human'
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/// </summary>
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public class HumanController : BaseController
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{
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private InputControls _controls;
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private float _throttle;
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private float _steering;
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private bool _paused;
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private void Awake()
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{
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_controls = new InputControls();
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_controls.BoatControls.Trottle.performed += context => _throttle = context.ReadValue<float>();
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_controls.BoatControls.Trottle.canceled += context => _throttle = 0f;
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_controls.BoatControls.Steering.performed += context => _steering = context.ReadValue<float>();
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_controls.BoatControls.Steering.canceled += context => _steering = 0f;
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_controls.BoatControls.Reset.performed += ResetBoat;
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_controls.BoatControls.Freeze.performed += FreezeBoat;
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_controls.BoatControls.Time.performed += SelectTime;
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}
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public override void OnEnable()
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{
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base.OnEnable();
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_controls.BoatControls.Enable();
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}
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private void OnDisable()
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{
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_controls.BoatControls.Disable();
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}
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private void ResetBoat(InputAction.CallbackContext context)
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{
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controller.ResetPosition();
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}
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private void FreezeBoat(InputAction.CallbackContext context)
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{
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_paused = !_paused;
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if(_paused)
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{
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Time.timeScale = 0f;
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}
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else
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{
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Time.timeScale = 1f;
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}
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}
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private void SelectTime(InputAction.CallbackContext context)
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{
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var value = context.ReadValue<float>();
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Debug.Log($"changing day time, input:{value}");
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DayNightController.SelectPreset(value);
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}
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void FixedUpdate()
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{
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engine.Accelerate(_throttle);
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engine.Turn(_steering);
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}
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}
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}
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