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89 行
3.0 KiB
89 行
3.0 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace GameplayIngredients.Controllers
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{
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public class KeyboardGamepadPlayerInput : PlayerInput
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{
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[Header("Behaviour")]
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public float LookExponent = 2.0f;
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[Range(0.0f, 0.7f)]
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public float MovementDeadZone = 0.15f;
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[Range(0.0f, 0.7f)]
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public float LookDeadZone = 0.15f;
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[Header("Gamepad Axes")]
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public string MovementHorizontalAxis = "Horizontal";
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public string MovementVerticalAxis = "Vertical";
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public string LookHorizontalAxis = "Look X";
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public string LookVerticalAxis = "Look Y";
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[Header("Mouse Axes")]
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public string MouseHorizontalAxis = "Mouse X";
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public string MouseVerticalAxis = "Mouse Y";
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[Header("Buttons")]
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public string JumpButton = "Jump";
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public string PauseButton = "Pause";
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public string ActionButton = "Action";
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public string ShootButton = "Shoot";
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public string UpButton = "Up";
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public string DownButton = "Down";
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public string LeftButton = "Left";
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public string RightButton = "Right";
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public override Vector2 Look => m_Look;
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public override Vector2 Movement => m_Movement;
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public override ButtonState Pause => m_Pause;
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public override ButtonState Jump => m_Jump;
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public override ButtonState Shoot => m_Shoot;
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public override ButtonState Action => m_Action;
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Vector2 m_Movement;
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Vector2 m_Look;
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ButtonState m_Pause;
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ButtonState m_Jump;
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ButtonState m_Shoot;
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ButtonState m_Action;
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public override void UpdateInput()
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{
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m_Movement = new Vector2(Input.GetAxisRaw(MovementHorizontalAxis), Input.GetAxisRaw(MovementVerticalAxis));
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Vector2 l = new Vector2(Input.GetAxisRaw(LookHorizontalAxis), Input.GetAxisRaw(LookVerticalAxis));
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Vector2 ln = l.normalized;
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float lm = Mathf.Clamp01(l.magnitude);
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m_Look = ln * Mathf.Pow(Mathf.Clamp01(lm - LookDeadZone) / (1.0f - LookDeadZone), LookExponent);
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if (m_Movement.magnitude < MovementDeadZone) m_Movement = Vector2.zero;
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m_Look += new Vector2(Input.GetAxisRaw(MouseHorizontalAxis), Input.GetAxisRaw(MouseVerticalAxis));
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m_Pause = GetButtonState(PauseButton);
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m_Action = GetButtonState(ActionButton);
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m_Jump = GetButtonState(JumpButton);
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m_Shoot = GetButtonState(ShootButton);
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}
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ButtonState GetButtonState(string Button)
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{
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if (Input.GetButton(Button))
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{
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if (Input.GetButtonDown(Button))
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return ButtonState.JustPressed;
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else
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return ButtonState.Pressed;
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}
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else
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{
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if (Input.GetButtonUp(Button))
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return ButtonState.JustReleased;
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else
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return ButtonState.Released;
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}
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}
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}
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}
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