PillowFight/Assets/Scripts/ChildController.cs

117 lines
3.3 KiB
C#

using UnityEngine;
using System.Collections;
using InputHandler;
[RequireComponent(typeof(Child))]
[RequireComponent(typeof(AutoTarget))]
public class ChildController : MonoBehaviour
{
public enum Player { One, Two, Three, Four }
public Player PlayerNumber;
private Child _child;
private AutoTarget _autoTarget;
void Awake()
{
InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber);
InputManager.Instance.AddCallback((int)PlayerNumber, HandlePlayerAxis);
InputManager.Instance.AddCallback((int)PlayerNumber, HandlePlayerButtons);
_child = GetComponent<Child>();
_autoTarget = GetComponent<AutoTarget>();
_child.Index = (int)PlayerNumber;
}
private void HandlePlayerAxis(MappedInput input)
{
if (this == null) return;
// movement
float xValue = 0f;
if (input.Ranges.ContainsKey("MoveLeft"))
{
xValue = -input.Ranges["MoveLeft"];
}
else if (input.Ranges.ContainsKey("MoveRight"))
{
xValue = input.Ranges["MoveRight"];
}
float zValue = 0f;
if (input.Ranges.ContainsKey("MoveForward"))
{
zValue = input.Ranges["MoveForward"];
}
else if (input.Ranges.ContainsKey("MoveBackward"))
{
zValue = -input.Ranges["MoveBackward"];
}
_child.Move(xValue, zValue);
// targeting
float xLookingValue = 0f;
if (input.Ranges.ContainsKey("LookLeft")) {
xLookingValue = -input.Ranges["LookLeft"];
}
else if (input.Ranges.ContainsKey("LookRight")) {
xLookingValue = input.Ranges["LookRight"];
}
float zLookingValue = 0f;
if (input.Ranges.ContainsKey("LookForward")) {
zLookingValue = input.Ranges["LookForward"];
}
else if (input.Ranges.ContainsKey("LookBackward")) {
zLookingValue = -input.Ranges["LookBackward"];
}
if (xLookingValue != 0 || zLookingValue != 0) {
//Transform target = _autoTarget.GetTarget(new Vector3(xLookingValue, 0, zLookingValue));
Transform target = _autoTarget.GetTarget(xLookingValue, zLookingValue);
_child.target = target;
if (_child.target != null) {
transform.LookAt(_child.target);
}
else {
transform.eulerAngles = new Vector3(
transform.eulerAngles.x,
Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg -90, // -90 to correct forward facing angle...
transform.eulerAngles.z);
}
}
}
private void HandlePlayerButtons(MappedInput input)
{
if (this == null) return;
if (input.Actions.Contains("Jump"))
{
_child.Jump();
}
if (input.Actions.Contains("Sleep") && _child.Sleep())
{
Debug.Log("SLEEPING");
InputManager.Instance.PushActiveContext("Sleeping", (int)PlayerNumber);
}
else if (input.Actions.Contains("WakeUp"))
{
Debug.Log("AWAKE");
_child.WakeUp();
InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber);
}
}
}