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:
commit
45ae623028
@ -22,6 +22,42 @@
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--- !u!1 &1301531512
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@ -1,5 +1,5 @@
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DefaultImporter:
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externalObjects: {}
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userData:
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@ -67,7 +67,7 @@ public class CharacterMovement : MonoBehaviour
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if (canWalk)
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{
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Vector2 inputMovement = value.ReadValue<Vector2>();
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rawInputMovement = new Vector3(-inputMovement.x, 0, inputMovement.y);
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rawInputMovement = new Vector3(inputMovement.x, 0, inputMovement.y);
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}
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}
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@ -2,6 +2,7 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
|
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using UnityEngine.UI;
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using UnityEngine.InputSystem;
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public class GrappleHook : MonoBehaviour
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{
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@ -21,6 +22,9 @@ public class GrappleHook : MonoBehaviour
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private float grappleDrawingSpeed = 20;
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[SerializeField]
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private LayerMask grappleableLayer;
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[SerializeField]
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private float aimSpeed = 50f;
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[Header("References")]
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[SerializeField]
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private Transform gunPos;
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@ -28,11 +32,15 @@ public class GrappleHook : MonoBehaviour
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private RectTransform canvasRect;
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[SerializeField]
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private RectTransform hitMarkerRect;
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private Vector3 hitPosLocal;
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private PlayerInput playerInput;
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private Vector3 hitPosLocal, aimDir, aimDirTarget;
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private SpringJoint joint;
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private LineRenderer lr;
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RaycastHit hit;
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private bool grappled = false, boosted = false;
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private bool grappled = false, grappling = false, boosted = false, changingLength = false;
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float changingLengthDir = 0;
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private Vector3 currGrappleEndPos;
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@ -41,50 +49,39 @@ public class GrappleHook : MonoBehaviour
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lr = gameObject.GetComponentInChildren<LineRenderer>();
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lr.enabled = false;
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hitMarkerRect.gameObject.SetActive(false);
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playerInput = gameObject.GetComponent<PlayerInput>();
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}
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void Update()
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{
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if(Input.GetMouseButtonUp(0)){//TODO Change to correct input system
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EndGrapple();
|
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}
|
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if(grappled){
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DrawRope(Time.deltaTime);
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if(Input.GetMouseButtonDown(1)){
|
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boosted = true;
|
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}
|
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|
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if(boosted){
|
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joint.maxDistance -= grappleBoostSpeed * Time.deltaTime;
|
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}
|
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// TODO extend and retract rope
|
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if(Input.GetKey(KeyCode.W)){
|
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ChangeGrappleLength(-grappleExtensionSpeed * Time.deltaTime);
|
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}else if(Input.GetKey(KeyCode.S)){
|
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ChangeGrappleLength(grappleExtensionSpeed * Time.deltaTime);
|
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if(changingLength){
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ChangeGrappleLength(changingLengthDir * grappleExtensionSpeed * Time.deltaTime);
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}
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return;
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}
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Aim();
|
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|
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}
|
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|
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private void Aim(){
|
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Vector3 mousePos;
|
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mousePos = Input.mousePosition;
|
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mousePos.z = Mathf.Abs(Camera.main.transform.position.z);
|
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mousePos = Camera.main.ScreenToWorldPoint(mousePos);
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Vector3 aimDir = (mousePos - gameObject.transform.position).normalized;
|
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|
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aimDir = Vector3.Lerp(aimDir, aimDirTarget, Time.deltaTime * aimSpeed);
|
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if(!hitMarkerRect.gameObject.activeSelf)hitMarkerRect.gameObject.SetActive(true);
|
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hitMarkerRect.anchoredPosition = WorldToUI(gameObject.transform.position + aimDir * maxGrappleDist);
|
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|
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if(Physics.Raycast(gameObject.transform.position, aimDir, out hit, maxGrappleDist, grappleableLayer)){
|
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hitMarkerRect.anchoredPosition = WorldToUI(hit.point);
|
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hitMarkerRect.gameObject.GetComponent<Image>().color = Color.green;
|
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if(Input.GetMouseButtonDown(0)){
|
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if(grappling){
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StartGrapple(hit);
|
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}
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}else{
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@ -110,6 +107,7 @@ public class GrappleHook : MonoBehaviour
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}
|
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private void StartGrapple(RaycastHit hit){
|
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grappled = true;
|
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grappling = false;
|
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|
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//Display
|
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hitMarkerRect.gameObject.SetActive(false);
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@ -136,6 +134,7 @@ public class GrappleHook : MonoBehaviour
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|
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private void EndGrapple(){
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grappled = false;
|
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grappling = false;
|
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lr.enabled = false;
|
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boosted = false;
|
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Destroy(joint);
|
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@ -148,8 +147,52 @@ public class GrappleHook : MonoBehaviour
|
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}
|
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|
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private void ChangeGrappleLength(float value){
|
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if(joint != null)
|
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if(joint != null){
|
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joint.maxDistance += value;
|
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}
|
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|
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}
|
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|
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public void Grapple(InputAction.CallbackContext context){
|
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if(grappling && grappled)return;
|
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if(context.performed){
|
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grappling = true;
|
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}else if(context.canceled){
|
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EndGrapple();
|
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}
|
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}
|
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|
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public void BoostToAnchor(InputAction.CallbackContext context){
|
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if(context.performed && grappled){
|
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boosted = true;
|
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}
|
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}
|
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|
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public void AimInput(InputAction.CallbackContext context){
|
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Vector2 value = context.ReadValue<Vector2>();
|
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|
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if(playerInput.currentControlScheme.Equals("Controller")){
|
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if(value.magnitude == 0)return;
|
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aimDirTarget = new Vector3(value.x, value.y, 0).normalized;
|
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}else if(playerInput.currentControlScheme.Equals("KbMouse")){
|
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var screenToWoldPoint = Camera.main.ScreenToWorldPoint(new Vector3(value.x, value.y, Mathf.Abs(Camera.main.transform.position.z)));
|
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var aimDirTemp = (new Vector3(screenToWoldPoint.x-transform.position.x, screenToWoldPoint.y-transform.position.y, 0)).normalized;
|
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if(aimDirTemp.magnitude == 0)return;
|
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aimDirTarget = aimDirTemp;
|
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}
|
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}
|
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|
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public void RaiseLowerGrapple(InputAction.CallbackContext context){
|
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if(context.started){
|
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//IsMoving and value should be 1 or -1
|
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changingLength = true;
|
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changingLengthDir = -context.ReadValue<Vector2>().y;
|
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}else if(context.canceled){
|
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//is not moving and shoud be 0
|
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changingLength = false;
|
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changingLengthDir = context.ReadValue<Vector2>().y;
|
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}
|
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|
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}
|
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|
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}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user