PillowFight/Assets/Scripts/ChildController.cs

327 lines
9.8 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)
{
// No keyboard code (only xbox controllers)
if (this == null || !_child.Mom.StartGame) 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.eulerAngles = new Vector3(
transform.eulerAngles.x,
Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg - 90, // -90 to correct forward facing angle...
transform.eulerAngles.z);
}
else
{
// if player is not look with the right joystick, then face the direction we're going
// if left joystick is used, else we don't change the facing direction
if (xValue != 0 || zValue != 0)
{
transform.eulerAngles = new Vector3(
transform.eulerAngles.x,
Mathf.Atan2(xValue, zValue) * Mathf.Rad2Deg - 90,
transform.eulerAngles.z);
}
}
if (input.Ranges.ContainsKey("Throw"))
_child.Throw();
if (input.Actions.Contains("Hit"))
_child.Swing();
// Keyboard + mouse code (for the fourth player)
/*if (this == null || !_child.Mom.StartGame) return;
float xValue = 0f;
float zValue = 0f;
float xLookingValue = 0f;
float zLookingValue = 0f;
bool throwPressed = false;
bool hitPressed = false;
if (input.PlayerIndex == 3)
{
if (Input.GetKey(KeyCode.A))
{
xValue = -1f;
}
else if (Input.GetKey(KeyCode.D))
{
xValue = 1f;
}
if (Input.GetKey(KeyCode.W))
{
zValue = 1f;
}
else if (Input.GetKey(KeyCode.S))
{
zValue = -1f;
}
Vector3 mousePos = Input.mousePosition;
mousePos.z = Vector3.Distance(new Vector3(0f, transform.position.y, 0f), Camera.main.transform.position);
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(mousePos);
Vector3 relAxis = (new Vector3(mouseWorldPos.x, transform.position.y, mouseWorldPos.z) - transform.position).normalized;
xLookingValue = relAxis.x;
zLookingValue = relAxis.z;
// targeting
if (xLookingValue != 0 || zLookingValue != 0)
{
transform.eulerAngles = new Vector3(
transform.eulerAngles.x,
Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg, // -90 to correct forward facing angle...
transform.eulerAngles.z);
}
else
{
// if player is not look with the right joystick, then face the direction we're going
// if left joystick is used, else we don't change the facing direction
if (xValue != 0 || zValue != 0)
{
transform.eulerAngles = new Vector3(
transform.eulerAngles.x,
Mathf.Atan2(xValue, zValue) * Mathf.Rad2Deg,
transform.eulerAngles.z);
}
}
throwPressed = Input.GetKeyDown(KeyCode.Mouse0);
}
else
{
if (input.Ranges.ContainsKey("MoveLeft"))
{
xValue = -input.Ranges["MoveLeft"];
}
else if (input.Ranges.ContainsKey("MoveRight"))
{
xValue = input.Ranges["MoveRight"];
}
if (input.Ranges.ContainsKey("MoveForward"))
{
zValue = input.Ranges["MoveForward"];
}
else if (input.Ranges.ContainsKey("MoveBackward"))
{
zValue = -input.Ranges["MoveBackward"];
}
if (input.Ranges.ContainsKey("LookLeft"))
{
xLookingValue = -input.Ranges["LookLeft"];
}
else if (input.Ranges.ContainsKey("LookRight"))
{
xLookingValue = input.Ranges["LookRight"];
}
if (input.Ranges.ContainsKey("LookForward"))
{
zLookingValue = input.Ranges["LookForward"];
}
else if (input.Ranges.ContainsKey("LookBackward"))
{
zLookingValue = -input.Ranges["LookBackward"];
}
// targeting
if (xLookingValue != 0 || zLookingValue != 0)
{
transform.eulerAngles = new Vector3(
transform.eulerAngles.x,
Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg - 90, // -90 to correct forward facing angle...
transform.eulerAngles.z);
}
else
{
// if player is not look with the right joystick, then face the direction we're going
// if left joystick is used, else we don't change the facing direction
if (xValue != 0 || zValue != 0)
{
transform.eulerAngles = new Vector3(
transform.eulerAngles.x,
Mathf.Atan2(xValue, zValue) * Mathf.Rad2Deg - 90,
transform.eulerAngles.z);
}
}
throwPressed = input.Ranges.ContainsKey("Throw");
hitPressed = input.Actions.Contains("Hit");
}
_child.Move(xValue, zValue);
if (throwPressed)
_child.Throw();
if (hitPressed)
_child.Swing();*/
}
private void HandlePlayerButtons(MappedInput input)
{
// No keyboard code (only xbox controllers)
/*
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);
}*/
if (this == null) return;
if (input.PlayerIndex == 3)
{
if (Input.GetKeyDown(KeyCode.Space))
{
_child.Jump();
}
if (Input.GetKeyDown(KeyCode.X) && !_child.IsSleeping && _child.Sleep())
{
Debug.Log("SLEEPING");
InputManager.Instance.PushActiveContext("Sleeping", (int)PlayerNumber);
}
else if (Input.GetKeyDown(KeyCode.X) && _child.IsSleeping)
{
Debug.Log("AWAKE");
_child.WakeUp();
InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber);
}
}
else
{
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);
}
}
}
}