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ntr committed 2023-08-10 17:57:29 +10:00
1 parent 716da3b146
commit fc20f6e197
7 files changed
+258 -98

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+106 -66
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@@ -1,16 +1,15 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
public class ShipControls : MonoBehaviour {
public Camera aim;
public Timing timing;
public PowerUnit powerUnit = new();
SpaceRaceInput input;
InputAction lookAction;
InputAction accelerateAction;
InputAction decelerateAction;
Rigidbody rigidBody;
@@ -22,12 +21,16 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
Vector3 thrust;
Vector3 strafe;
// Camera Controls
float camPitch;
float camYaw;
float clampAngle = 90.0f;
public PowerUnit powerUnit = new();
List<IEnumerator> boostLifecycles = new();
int boostDurationSeconds = 2;
int boostCooldownSeconds = 5;
void Start() {
Cursor.lockState = CursorLockMode.Locked;
rigidBody = GetComponent<Rigidbody>();
@@ -47,23 +50,10 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
camYaw = initialAim.eulerAngles.y;
forceMode = ForceMode.Acceleration;
if (input == null) {
input = new SpaceRaceInput();
input.ship.SetCallbacks(this);
}
input.ship.Enable();
lookAction = input.FindAction("look");
accelerateAction = input.FindAction("accelerate");
decelerateAction = input.FindAction("decelerate");
SetupActions();
Respawn();
}
void OnDestroy() {
input.ship.RemoveCallbacks(this);
}
// to minimise input lag we poll for the thrust vector every frame and set it
// same with the camera, we always look around
void Update() {
@@ -76,9 +66,8 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
// needs to be done here in fixedUpdate because otherwise the input is checked on every frame
// so they will have already hit the button before this tick and they actually start moving
// aka ripoff
bool shouldStartTimer = !timing.timerEnabled && (thrust != Vector3.zero || strafe != Vector3.zero);
if (shouldStartTimer)
timing.StartTimer();
bool shouldBegin = !timing.timerEnabled && (thrust != Vector3.zero || strafe != Vector3.zero);
if (shouldBegin) Begin();
// the ship being propelled forward
// this is in world space because of the xform from the camera pos
@@ -98,7 +87,7 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
if (Quaternion.Angle(aim.transform.rotation, rigidBody.rotation) > 1f)
rigidBody.rotation = Quaternion.RotateTowards(transform.rotation, aim.transform.rotation, step);
powerUnit.ShieldsRegenerate();
powerUnit.ShieldRegenerate();
}
void UpdateCamera() {
@@ -110,25 +99,20 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
// delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes.
// def needs to be configurable
Vector2 lookDelta = lookAction.ReadValue<Vector2>();
Vector2 lookDelta = input.ship.look.ReadValue<Vector2>();
camYaw += lookDelta.x;
camPitch -= lookDelta.y;
camPitch = Mathf.Clamp(camPitch, -clampAngle, clampAngle);
aim.transform.eulerAngles = new Vector3(camPitch, camYaw, 0.0f);
}
public void OnStrafe(InputAction.CallbackContext ctx) {
Vector2 str = ctx.ReadValue<Vector2>();
strafe = new Vector3(str.x, str.y, 0f) * powerUnit.Strafing;
}
// if you are decelerating you can't accelerate as well
// otherwise you can flip the ship around and
// decelerate + accelerate against the velocity vector
// aka cheating?
Vector3 getThrust() {
float accelerateInput = accelerateAction.ReadValue<float>();
float decelerateInput = decelerateAction.ReadValue<float>();
float accelerateInput = input.ship.accelerate.ReadValue<float>();
float decelerateInput = input.ship.decelerate.ReadValue<float>();
// decelerates the ship against the direction it is moving
if (decelerateInput > 0f) {
@@ -144,14 +128,6 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
return Vector3.zero;
}
public void OnQuit(InputAction.CallbackContext ctx) {
Application.Quit();
}
public void OnRespawn(InputAction.CallbackContext ctx) {
Respawn();
}
public void Respawn() {
// IMPORTANT
// stop the timer before we move the ship or anything
@@ -170,9 +146,99 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
camPitch = initialAim.eulerAngles.x;
camYaw = initialAim.eulerAngles.y;
foreach (var cd in boostLifecycles) {
StopCoroutine(cd);
}
powerUnit.Init();
}
// stuff we have to do right as they come off the line
void Begin() {
timing.StartTimer();
// start with 0 cooldowns and regen them
var cd = BoostCdLifecycle();
boostLifecycles.Add(cd);
StartCoroutine(cd);
}
public float Speed() {
return rigidBody.velocity.magnitude;
}
public void Damage(float amt, string src) {
Debug.Log($"Damage {amt} from {src}");
bool destroyed = powerUnit.ShieldReduce(amt);
if (destroyed) {
Debug.Log($"Ddddestroyed by {src}");
Respawn();
}
}
void BoostUse(Output output) {
bool used = powerUnit.BoostUse(output);
if (!used) return;
var boost = BoostLifecycle(output);
boostLifecycles.Add(boost);
StartCoroutine(boost);
}
void BoostEnd(Output output) {
powerUnit.BoostEnd(output);
var cd = BoostCdLifecycle();
boostLifecycles.Add(cd);
StartCoroutine(cd);
}
IEnumerator BoostLifecycle(Output output) {
yield return new WaitForSeconds(boostDurationSeconds);
BoostEnd(output);
}
IEnumerator BoostCdLifecycle() {
yield return new WaitForSeconds(boostCooldownSeconds);
powerUnit.BoostRegenerate();
}
// I prefer doing it this way than registering the callbacks etc
// the control of the actions is more granular
// plus the callbacks don't have to be public, bonus
void SetupActions() {
if (input == null)
input = new SpaceRaceInput();
input.ship.Enable();
// we have to update strafe the whole time it's being pressed
// including setting it back to zero when released
input.ship.strafe.started += OnStrafe;
input.ship.strafe.performed += OnStrafe;
input.ship.strafe.canceled += OnStrafe;
// these we only care about the initial press
input.ship.respawn.started += OnRespawn;
input.ship.quit.started += OnQuit;
input.ship.powerUnit1.started += OnPowerUnit1;
input.ship.powerUnit2.started += OnPowerUnit2;
input.ship.powerUnit3.started += OnPowerUnit3;
input.ship.powerUnit4.started += OnPowerUnit4;
}
void OnStrafe(InputAction.CallbackContext ctx) {
Vector2 str = ctx.ReadValue<Vector2>();
strafe = new Vector3(str.x, str.y, 0f) * powerUnit.Strafing;
}
void OnQuit(InputAction.CallbackContext ctx) => Application.Quit();
void OnRespawn(InputAction.CallbackContext ctx) => Respawn();
void OnPowerUnit1 (InputAction.CallbackContext ctx) => BoostUse(Output.Acceleration);
void OnPowerUnit2 (InputAction.CallbackContext ctx) => BoostUse(Output.Deceleration);
void OnPowerUnit3 (InputAction.CallbackContext ctx) => BoostUse(Output.Strafing);
void OnPowerUnit4 (InputAction.CallbackContext ctx) => BoostUse(Output.Shield);
void OnDrawGizmosSelected() {
if (Application.isPlaying == false)
return;
@@ -196,30 +262,4 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
Gizmos.color = Color.cyan;
Gizmos.DrawRay(transform.position, thrust);
}
public float Speed() {
return rigidBody.velocity.magnitude;
}
public void Damage(float amt, string src) {
Debug.Log($"Damage {amt} from {src}");
bool destroyed = powerUnit.ShieldsReduce(amt);
if (destroyed) {
Debug.Log($"Ddddestroyed by {src}");
Respawn();
}
}
// We don't use these because we poll instead
// the callbacks are only invoked when the value changes
// aka if you hold accelerate it doesn't do what you expect
public void OnAccelerate(InputAction.CallbackContext ctx) { }
public void OnDecelerate(InputAction.CallbackContext ctx) { }
public void OnLook(InputAction.CallbackContext ctx) { }
public void OnPowerUnit1 (InputAction.CallbackContext ctx) => powerUnit.Reassign(2f, 4f, 1f);
public void OnPowerUnit2 (InputAction.CallbackContext ctx) => powerUnit.Reassign(2f, 4f, 3f);
public void OnPowerUnit4 (InputAction.CallbackContext ctx) => powerUnit.Reassign(2f, 5f, 0f);
public void OnPowerUnit3 (InputAction.CallbackContext ctx) => powerUnit.Reassign(1f, 3f, 3f);
}