103 lines
2.7 KiB
C#
103 lines
2.7 KiB
C#
using UnityEngine;
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using NeoFPS.CharacterMotion;
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using NeoFPS.ModularFirearms;
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namespace NeoFPS
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{
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[HelpURL("https://docs.neofps.com/manual/inputref-mb-inputabilityfirearm.html")]
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[RequireComponent (typeof (IModularFirearm))]
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public class InputAbilityFirearm : FpsInput
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{
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private IModularFirearm m_Firearm = null;
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private MonoBehaviour m_FirearmBehaviour = null;
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private bool m_IsPlayer = false;
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private bool m_IsAlive = false;
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private ICharacter m_Character = null;
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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_Firearm = GetComponent<IModularFirearm>();
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m_FirearmBehaviour = m_Firearm as MonoBehaviour;
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}
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protected override void OnEnable()
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{
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m_Character = m_Firearm.wielder;
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if (m_Character != null && m_Character.motionController != null)
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{
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MotionGraphContainer motionGraph = m_Character.motionController.motionGraph;
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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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else
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{
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m_IsPlayer = false;
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m_IsAlive = false;
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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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{
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PopContext();
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if (m_Firearm.trigger != null)
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m_Firearm.trigger.Release();
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}
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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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m_IsPlayer = false;
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m_IsAlive = false;
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}
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protected override void OnLoseFocus()
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{
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m_Firearm.trigger.Release();
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}
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protected override void UpdateInput()
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{
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if (m_Firearm == null || !m_FirearmBehaviour.enabled)
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return;
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// Fire
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if (GetButtonDown(FpsInputButton.Ability))
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{
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if (m_Firearm.trigger.blocked && m_Firearm.reloader.interruptable)
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m_Firearm.reloader.Interrupt();
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m_Firearm.trigger.Press();
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}
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if (GetButtonUp (FpsInputButton.Ability))
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m_Firearm.trigger.Release();
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}
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}
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} |