95 lines
2.4 KiB
C#
95 lines
2.4 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NeoFPS.Constants;
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namespace NeoFPS
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{
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[HelpURL("https://docs.neofps.com/manual/inputref-mb-inputmeleeweapon.html")]
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[RequireComponent (typeof (IMeleeWeapon))]
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public class InputMeleeWeapon : FpsInput
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{
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private IMeleeWeapon m_MeleeWeapon = null;
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private ICharacter m_Character = null;
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private bool m_IsPlayer = false;
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private bool m_IsAlive = false;
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public override FpsInputContext inputContext
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{
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get { return FpsInputContext.Character; }
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}
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protected override void OnAwake()
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{
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m_MeleeWeapon = GetComponent<IMeleeWeapon>();
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}
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protected override void OnEnable()
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{
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// Get the wielding character
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IInventoryItem invItem = GetComponent<IInventoryItem>();
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if (invItem != null)
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m_Character = invItem.owner;
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else
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m_Character = null;
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// Check character found
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if (m_Character == null)
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return;
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// Attach event handlers
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m_Character.onControllerChanged += OnControllerChanged;
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m_Character.onIsAliveChanged += OnIsAliveChanged;
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OnControllerChanged (m_Character, m_Character.controller);
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OnIsAliveChanged (m_Character, m_Character.isAlive);
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}
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protected override void OnDisable ()
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{
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base.OnDisable();
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if (m_Character != null)
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{
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m_Character.onControllerChanged -= OnControllerChanged;
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m_Character.onIsAliveChanged -= OnIsAliveChanged;
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}
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}
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void OnControllerChanged (ICharacter character, IController controller)
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{
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m_IsPlayer = (controller != null && controller.isPlayer);
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if (m_IsPlayer && m_IsAlive)
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PushContext();
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else
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PopContext();
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}
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void OnIsAliveChanged (ICharacter character, bool alive)
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{
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m_IsAlive = alive;
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if (m_IsPlayer && m_IsAlive)
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PushContext();
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else
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PopContext();
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}
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protected override void OnLoseFocus()
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{
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m_MeleeWeapon.PrimaryRelease();
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m_MeleeWeapon.SecondaryRelease();
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}
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protected override void UpdateInput()
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{
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if (GetButtonDown (FpsInputButton.PrimaryFire))
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m_MeleeWeapon.PrimaryPress ();
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if (GetButtonUp(FpsInputButton.PrimaryFire))
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m_MeleeWeapon.PrimaryRelease();
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if (GetButtonDown(FpsInputButton.SecondaryFire))
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m_MeleeWeapon.SecondaryPress();
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if (GetButtonUp(FpsInputButton.SecondaryFire))
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m_MeleeWeapon.SecondaryRelease();
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}
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}
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}
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