projectEli/Assets/NeoFPS/Core/Input/InputHandlers/InputAbilityFirearm.cs

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2022-11-07 01:28:33 +00:00
using UnityEngine;
using NeoFPS.CharacterMotion;
using NeoFPS.ModularFirearms;
namespace NeoFPS
{
[HelpURL("https://docs.neofps.com/manual/inputref-mb-inputabilityfirearm.html")]
[RequireComponent (typeof (IModularFirearm))]
public class InputAbilityFirearm : FpsInput
{
private IModularFirearm m_Firearm = null;
private MonoBehaviour m_FirearmBehaviour = null;
private bool m_IsPlayer = false;
private bool m_IsAlive = false;
private ICharacter m_Character = null;
public override FpsInputContext inputContext
{
get { return FpsInputContext.Character; }
}
protected override void OnAwake()
{
m_Firearm = GetComponent<IModularFirearm>();
m_FirearmBehaviour = m_Firearm as MonoBehaviour;
}
protected override void OnEnable()
{
m_Character = m_Firearm.wielder;
if (m_Character != null && m_Character.motionController != null)
{
MotionGraphContainer motionGraph = m_Character.motionController.motionGraph;
m_Character.onControllerChanged += OnControllerChanged;
m_Character.onIsAliveChanged += OnIsAliveChanged;
OnControllerChanged (m_Character, m_Character.controller);
OnIsAliveChanged (m_Character, m_Character.isAlive);
}
else
{
m_IsPlayer = false;
m_IsAlive = false;
}
}
void OnControllerChanged (ICharacter character, IController controller)
{
m_IsPlayer = (controller != null && controller.isPlayer);
if (m_IsPlayer && m_IsAlive)
PushContext();
else
PopContext();
}
void OnIsAliveChanged (ICharacter character, bool alive)
{
m_IsAlive = alive;
if (m_IsPlayer && m_IsAlive)
PushContext();
else
{
PopContext();
if (m_Firearm.trigger != null)
m_Firearm.trigger.Release();
}
}
protected override void OnDisable ()
{
base.OnDisable();
if (m_Character != null)
{
m_Character.onControllerChanged -= OnControllerChanged;
m_Character.onIsAliveChanged -= OnIsAliveChanged;
}
m_IsPlayer = false;
m_IsAlive = false;
}
protected override void OnLoseFocus()
{
m_Firearm.trigger.Release();
}
protected override void UpdateInput()
{
if (m_Firearm == null || !m_FirearmBehaviour.enabled)
return;
// Fire
if (GetButtonDown(FpsInputButton.Ability))
{
if (m_Firearm.trigger.blocked && m_Firearm.reloader.interruptable)
m_Firearm.reloader.Interrupt();
m_Firearm.trigger.Press();
}
if (GetButtonUp (FpsInputButton.Ability))
m_Firearm.trigger.Release();
}
}
}