Pull request #7: Grapple uses new input system

Merge in CEGJ/32bit_jam_conjure from grappling to Dev

* commit '39283354c12a522f7d6f637b848429009ff02fd4':
  Grapple uses new input system
This commit is contained in:
Soulaha 2022-10-21 21:02:42 +00:00
commit 45ae623028
5 changed files with 447 additions and 140 deletions

View File

@ -22,6 +22,42 @@
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@ -42,7 +78,7 @@
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@ -75,7 +111,7 @@
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m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -2241,8 +2309,8 @@ Transform:
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m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1530935835} m_GameObject: {fileID: 1530935835}
m_LocalRotation: {x: 0.000000001639493, y: 0.9994022, z: -0.03457181, w: 0.000000047394476} m_LocalRotation: {x: 0.034571808, y: 0.0000000021495121, z: -7.4356965e-11, w: 0.9994022}
m_LocalPosition: {x: 4.54, y: 6.64, z: 22.81} m_LocalPosition: {x: 4.54, y: 6.64, z: -22.81}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
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@ -2328,7 +2396,7 @@ GameObject:
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- component: {fileID: 1547983497} - component: {fileID: 1547983497}
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m_Name: Floor m_Name: Floor
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
@ -2425,7 +2493,7 @@ GameObject:
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- component: {fileID: 1678058224} - component: {fileID: 1678058224}
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m_TagString: Untagged m_TagString: Untagged
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@ -2522,7 +2590,7 @@ GameObject:
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m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
@ -2619,7 +2687,7 @@ GameObject:
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m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
@ -2790,7 +2858,7 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_BindingMode: 0 m_BindingMode: 0
m_FollowOffset: {x: 0, y: 1.5799999, z: 22.81} m_FollowOffset: {x: 0, y: 1.5799999, z: -22.81}
m_XDamping: 1 m_XDamping: 1
m_YDamping: 1 m_YDamping: 1
m_ZDamping: 1 m_ZDamping: 1
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- component: {fileID: 2006523534} - component: {fileID: 2006523534}
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@ -3058,7 +3126,7 @@ Transform:
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m_RootOrder: 2 m_RootOrder: 1
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View File

@ -1,5 +1,5 @@
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View File

@ -67,7 +67,7 @@ public class CharacterMovement : MonoBehaviour
if (canWalk) if (canWalk)
{ {
Vector2 inputMovement = value.ReadValue<Vector2>(); Vector2 inputMovement = value.ReadValue<Vector2>();
rawInputMovement = new Vector3(-inputMovement.x, 0, inputMovement.y); rawInputMovement = new Vector3(inputMovement.x, 0, inputMovement.y);
} }
} }

View File

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using UnityEngine.InputSystem;
public class GrappleHook : MonoBehaviour public class GrappleHook : MonoBehaviour
{ {
@ -21,6 +22,9 @@ public class GrappleHook : MonoBehaviour
private float grappleDrawingSpeed = 20; private float grappleDrawingSpeed = 20;
[SerializeField] [SerializeField]
private LayerMask grappleableLayer; private LayerMask grappleableLayer;
[SerializeField]
private float aimSpeed = 50f;
[Header("References")] [Header("References")]
[SerializeField] [SerializeField]
private Transform gunPos; private Transform gunPos;
@ -28,11 +32,15 @@ public class GrappleHook : MonoBehaviour
private RectTransform canvasRect; private RectTransform canvasRect;
[SerializeField] [SerializeField]
private RectTransform hitMarkerRect; private RectTransform hitMarkerRect;
private Vector3 hitPosLocal;
private PlayerInput playerInput;
private Vector3 hitPosLocal, aimDir, aimDirTarget;
private SpringJoint joint; private SpringJoint joint;
private LineRenderer lr; private LineRenderer lr;
RaycastHit hit; RaycastHit hit;
private bool grappled = false, boosted = false; private bool grappled = false, grappling = false, boosted = false, changingLength = false;
float changingLengthDir = 0;
private Vector3 currGrappleEndPos; private Vector3 currGrappleEndPos;
@ -41,50 +49,39 @@ public class GrappleHook : MonoBehaviour
lr = gameObject.GetComponentInChildren<LineRenderer>(); lr = gameObject.GetComponentInChildren<LineRenderer>();
lr.enabled = false; lr.enabled = false;
hitMarkerRect.gameObject.SetActive(false); hitMarkerRect.gameObject.SetActive(false);
playerInput = gameObject.GetComponent<PlayerInput>();
} }
void Update() void Update()
{ {
if(Input.GetMouseButtonUp(0)){//TODO Change to correct input system
EndGrapple();
}
if(grappled){ if(grappled){
DrawRope(Time.deltaTime); DrawRope(Time.deltaTime);
if(Input.GetMouseButtonDown(1)){
boosted = true;
}
if(boosted){ if(boosted){
joint.maxDistance -= grappleBoostSpeed * Time.deltaTime; joint.maxDistance -= grappleBoostSpeed * Time.deltaTime;
} }
// TODO extend and retract rope if(changingLength){
if(Input.GetKey(KeyCode.W)){ ChangeGrappleLength(changingLengthDir * grappleExtensionSpeed * Time.deltaTime);
ChangeGrappleLength(-grappleExtensionSpeed * Time.deltaTime);
}else if(Input.GetKey(KeyCode.S)){
ChangeGrappleLength(grappleExtensionSpeed * Time.deltaTime);
} }
return; return;
} }
Aim(); Aim();
} }
private void Aim(){ private void Aim(){
Vector3 mousePos; aimDir = Vector3.Lerp(aimDir, aimDirTarget, Time.deltaTime * aimSpeed);
mousePos = Input.mousePosition;
mousePos.z = Mathf.Abs(Camera.main.transform.position.z);
mousePos = Camera.main.ScreenToWorldPoint(mousePos);
Vector3 aimDir = (mousePos - gameObject.transform.position).normalized;
if(!hitMarkerRect.gameObject.activeSelf)hitMarkerRect.gameObject.SetActive(true); if(!hitMarkerRect.gameObject.activeSelf)hitMarkerRect.gameObject.SetActive(true);
hitMarkerRect.anchoredPosition = WorldToUI(gameObject.transform.position + aimDir * maxGrappleDist); hitMarkerRect.anchoredPosition = WorldToUI(gameObject.transform.position + aimDir * maxGrappleDist);
if(Physics.Raycast(gameObject.transform.position, aimDir, out hit, maxGrappleDist, grappleableLayer)){ if(Physics.Raycast(gameObject.transform.position, aimDir, out hit, maxGrappleDist, grappleableLayer)){
hitMarkerRect.anchoredPosition = WorldToUI(hit.point); hitMarkerRect.anchoredPosition = WorldToUI(hit.point);
hitMarkerRect.gameObject.GetComponent<Image>().color = Color.green; hitMarkerRect.gameObject.GetComponent<Image>().color = Color.green;
if(Input.GetMouseButtonDown(0)){ if(grappling){
StartGrapple(hit); StartGrapple(hit);
} }
}else{ }else{
@ -110,6 +107,7 @@ public class GrappleHook : MonoBehaviour
} }
private void StartGrapple(RaycastHit hit){ private void StartGrapple(RaycastHit hit){
grappled = true; grappled = true;
grappling = false;
//Display //Display
hitMarkerRect.gameObject.SetActive(false); hitMarkerRect.gameObject.SetActive(false);
@ -136,6 +134,7 @@ public class GrappleHook : MonoBehaviour
private void EndGrapple(){ private void EndGrapple(){
grappled = false; grappled = false;
grappling = false;
lr.enabled = false; lr.enabled = false;
boosted = false; boosted = false;
Destroy(joint); Destroy(joint);
@ -148,8 +147,52 @@ public class GrappleHook : MonoBehaviour
} }
private void ChangeGrappleLength(float value){ private void ChangeGrappleLength(float value){
if(joint != null) if(joint != null){
joint.maxDistance += value; joint.maxDistance += value;
} }
} }
public void Grapple(InputAction.CallbackContext context){
if(grappling && grappled)return;
if(context.performed){
grappling = true;
}else if(context.canceled){
EndGrapple();
}
}
public void BoostToAnchor(InputAction.CallbackContext context){
if(context.performed && grappled){
boosted = true;
}
}
public void AimInput(InputAction.CallbackContext context){
Vector2 value = context.ReadValue<Vector2>();
if(playerInput.currentControlScheme.Equals("Controller")){
if(value.magnitude == 0)return;
aimDirTarget = new Vector3(value.x, value.y, 0).normalized;
}else if(playerInput.currentControlScheme.Equals("KbMouse")){
var screenToWoldPoint = Camera.main.ScreenToWorldPoint(new Vector3(value.x, value.y, Mathf.Abs(Camera.main.transform.position.z)));
var aimDirTemp = (new Vector3(screenToWoldPoint.x-transform.position.x, screenToWoldPoint.y-transform.position.y, 0)).normalized;
if(aimDirTemp.magnitude == 0)return;
aimDirTarget = aimDirTemp;
}
}
public void RaiseLowerGrapple(InputAction.CallbackContext context){
if(context.started){
//IsMoving and value should be 1 or -1
changingLength = true;
changingLengthDir = -context.ReadValue<Vector2>().y;
}else if(context.canceled){
//is not moving and shoud be 0
changingLength = false;
changingLengthDir = context.ReadValue<Vector2>().y;
}
}
}