Megacity demo game for UOS
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using Unity.Entities;
using Unity.Mathematics;
using Unity.MegaCity.CameraManagement;
using UnityEditor;
using UnityEngine;
using Unity.NetCode;
namespace Unity.MegaCity.Gameplay
{
/// <summary>
/// System to collect the player input and send it to the player vehicle.
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation | WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(GhostInputSystemGroup))]
public partial struct PlayerVehicleInputSystem : ISystem
{
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<ControlSettings>();
}
public void OnUpdate(ref SystemState state)
{
if (HybridCameraManager.Instance == null || HybridCameraManager.Instance.m_CameraTargetMode !=
HybridCameraManager.CameraTargetMode.FollowPlayer)
return;
var controlSettings = SystemAPI.GetSingleton<ControlSettings>();
var invertHorizontal = controlSettings.InverseLookHorizontal ? -1 : 1;
var invertVertical = controlSettings.InverseLookVertical ? -1 : 1;
var input = new PlayerVehicleInput
{
Acceleration = Input.GetAxis("Vertical"),
RightRoll = Input.GetAxis("RightTrigger2"),
LeftRoll = Input.GetAxis("LeftTrigger2"),
ControlDirection = new float3(
math.clamp(-Input.GetAxis("Mouse Y") - Input.GetAxis("VerticalArrow"), -1f, 1f) * invertVertical,
math.clamp(Input.GetAxis("Mouse X") + Input.GetAxis("Horizontal"), -1f, 1f) * invertHorizontal,
0) * controlSettings.MouseSensitivity,
GamepadDirection = new float3(Input.GetAxis("RightStickY") * invertVertical,
Input.GetAxis("RightStickX") * invertHorizontal, 0) * controlSettings.MouseSensitivity,
Shoot = Input.GetButton("Jump"),
#if DEVELOPMENT_BUILD || UNITY_EDITOR
Cheat_1 = Input.GetKey(KeyCode.Alpha1)
#endif
};
#if UNITY_EDITOR
if (Input.GetKey(KeyCode.H))
{
EditorApplication.isPaused = true;
}
#endif
var job = new PlayerVehicleInputJob {CollectedInput = input};
state.Dependency = job.Schedule(state.Dependency);
}
}
}