* Use new Subs.CVar helper Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe. This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown. * Fix a bunch of warnings * More warning fixes * Use new DateTime serializer to get rid of ISerializationHooks in changelog code. * Get rid of some more ISerializationHooks for enums * And a little more * Apply suggestions from code review Co-authored-by: 0x6273 <0x40@keemail.me> --------- Co-authored-by: 0x6273 <0x40@keemail.me>
637 lines
24 KiB
C#
637 lines
24 KiB
C#
using System.Numerics;
|
|
using Content.Shared.CCVar;
|
|
using Content.Shared.Follower.Components;
|
|
using Content.Shared.Input;
|
|
using Content.Shared.Movement.Components;
|
|
using Content.Shared.Movement.Events;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Input;
|
|
using Robust.Shared.Input.Binding;
|
|
using Robust.Shared.Player;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Timing;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Shared.Movement.Systems
|
|
{
|
|
/// <summary>
|
|
/// Handles converting inputs into movement.
|
|
/// </summary>
|
|
public abstract partial class SharedMoverController
|
|
{
|
|
public bool CameraRotationLocked { get; set; }
|
|
|
|
private void InitializeInput()
|
|
{
|
|
var moveUpCmdHandler = new MoverDirInputCmdHandler(this, Direction.North);
|
|
var moveLeftCmdHandler = new MoverDirInputCmdHandler(this, Direction.West);
|
|
var moveRightCmdHandler = new MoverDirInputCmdHandler(this, Direction.East);
|
|
var moveDownCmdHandler = new MoverDirInputCmdHandler(this, Direction.South);
|
|
|
|
CommandBinds.Builder
|
|
.Bind(EngineKeyFunctions.MoveUp, moveUpCmdHandler)
|
|
.Bind(EngineKeyFunctions.MoveLeft, moveLeftCmdHandler)
|
|
.Bind(EngineKeyFunctions.MoveRight, moveRightCmdHandler)
|
|
.Bind(EngineKeyFunctions.MoveDown, moveDownCmdHandler)
|
|
.Bind(EngineKeyFunctions.Walk, new WalkInputCmdHandler(this))
|
|
.Bind(EngineKeyFunctions.CameraRotateLeft, new CameraRotateInputCmdHandler(this, Direction.East))
|
|
.Bind(EngineKeyFunctions.CameraRotateRight, new CameraRotateInputCmdHandler(this, Direction.West))
|
|
.Bind(EngineKeyFunctions.CameraReset, new CameraResetInputCmdHandler(this))
|
|
// TODO: Relay
|
|
// Shuttle
|
|
.Bind(ContentKeyFunctions.ShuttleStrafeUp, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeUp))
|
|
.Bind(ContentKeyFunctions.ShuttleStrafeLeft, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeLeft))
|
|
.Bind(ContentKeyFunctions.ShuttleStrafeRight, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeRight))
|
|
.Bind(ContentKeyFunctions.ShuttleStrafeDown, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeDown))
|
|
.Bind(ContentKeyFunctions.ShuttleRotateLeft, new ShuttleInputCmdHandler(this, ShuttleButtons.RotateLeft))
|
|
.Bind(ContentKeyFunctions.ShuttleRotateRight, new ShuttleInputCmdHandler(this, ShuttleButtons.RotateRight))
|
|
.Bind(ContentKeyFunctions.ShuttleBrake, new ShuttleInputCmdHandler(this, ShuttleButtons.Brake))
|
|
.Register<SharedMoverController>();
|
|
|
|
SubscribeLocalEvent<InputMoverComponent, ComponentInit>(OnInputInit);
|
|
SubscribeLocalEvent<InputMoverComponent, ComponentGetState>(OnMoverGetState);
|
|
SubscribeLocalEvent<InputMoverComponent, ComponentHandleState>(OnMoverHandleState);
|
|
SubscribeLocalEvent<InputMoverComponent, EntParentChangedMessage>(OnInputParentChange);
|
|
|
|
SubscribeLocalEvent<AutoOrientComponent, EntParentChangedMessage>(OnAutoParentChange);
|
|
|
|
SubscribeLocalEvent<FollowedComponent, EntParentChangedMessage>(OnFollowedParentChange);
|
|
|
|
Subs.CVar(_configManager, CCVars.CameraRotationLocked, obj => CameraRotationLocked = obj, true);
|
|
Subs.CVar(_configManager, CCVars.GameDiagonalMovement, value => DiagonalMovementEnabled = value, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the buttons held with opposites cancelled out.
|
|
/// </summary>
|
|
public static MoveButtons GetNormalizedMovement(MoveButtons buttons)
|
|
{
|
|
var oldMovement = buttons;
|
|
|
|
if ((oldMovement & (MoveButtons.Left | MoveButtons.Right)) == (MoveButtons.Left | MoveButtons.Right))
|
|
{
|
|
oldMovement &= ~MoveButtons.Left;
|
|
oldMovement &= ~MoveButtons.Right;
|
|
}
|
|
|
|
if ((oldMovement & (MoveButtons.Up | MoveButtons.Down)) == (MoveButtons.Up | MoveButtons.Down))
|
|
{
|
|
oldMovement &= ~MoveButtons.Up;
|
|
oldMovement &= ~MoveButtons.Down;
|
|
}
|
|
|
|
return oldMovement;
|
|
}
|
|
|
|
protected void SetMoveInput(InputMoverComponent component, MoveButtons buttons)
|
|
{
|
|
if (component.HeldMoveButtons == buttons)
|
|
return;
|
|
|
|
// Relay the fact we had any movement event.
|
|
// TODO: Ideally we'd do these in a tick instead of out of sim.
|
|
var moveEvent = new MoveInputEvent(component.Owner, component, component.HeldMoveButtons);
|
|
component.HeldMoveButtons = buttons;
|
|
RaiseLocalEvent(component.Owner, ref moveEvent);
|
|
Dirty(component.Owner, component);
|
|
}
|
|
|
|
private void OnMoverHandleState(EntityUid uid, InputMoverComponent component, ComponentHandleState args)
|
|
{
|
|
if (args.Current is not InputMoverComponentState state)
|
|
return;
|
|
|
|
// Handle state
|
|
component.LerpTarget = state.LerpTarget;
|
|
component.RelativeRotation = state.RelativeRotation;
|
|
component.TargetRelativeRotation = state.TargetRelativeRotation;
|
|
component.CanMove = state.CanMove;
|
|
component.RelativeEntity = EnsureEntity<InputMoverComponent>(state.RelativeEntity, uid);
|
|
|
|
// Reset
|
|
component.LastInputTick = GameTick.Zero;
|
|
component.LastInputSubTick = 0;
|
|
|
|
if (component.HeldMoveButtons != state.HeldMoveButtons)
|
|
{
|
|
var moveEvent = new MoveInputEvent(uid, component, component.HeldMoveButtons);
|
|
component.HeldMoveButtons = state.HeldMoveButtons;
|
|
RaiseLocalEvent(uid, ref moveEvent);
|
|
}
|
|
}
|
|
|
|
private void OnMoverGetState(EntityUid uid, InputMoverComponent component, ref ComponentGetState args)
|
|
{
|
|
args.State = new InputMoverComponentState()
|
|
{
|
|
CanMove = component.CanMove,
|
|
RelativeEntity = GetNetEntity(component.RelativeEntity),
|
|
LerpTarget = component.LerpTarget,
|
|
HeldMoveButtons = component.HeldMoveButtons,
|
|
RelativeRotation = component.RelativeRotation,
|
|
TargetRelativeRotation = component.TargetRelativeRotation,
|
|
};
|
|
}
|
|
|
|
private void ShutdownInput()
|
|
{
|
|
CommandBinds.Unregister<SharedMoverController>();
|
|
}
|
|
|
|
public bool DiagonalMovementEnabled { get; private set; }
|
|
|
|
protected virtual void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state) {}
|
|
|
|
private void OnAutoParentChange(EntityUid uid, AutoOrientComponent component, ref EntParentChangedMessage args)
|
|
{
|
|
ResetCamera(uid);
|
|
}
|
|
|
|
public void RotateCamera(EntityUid uid, Angle angle)
|
|
{
|
|
if (CameraRotationLocked || !MoverQuery.TryGetComponent(uid, out var mover))
|
|
return;
|
|
|
|
mover.TargetRelativeRotation += angle;
|
|
Dirty(uid, mover);
|
|
}
|
|
|
|
public void ResetCamera(EntityUid uid)
|
|
{
|
|
if (CameraRotationLocked ||
|
|
!MoverQuery.TryGetComponent(uid, out var mover))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If we updated parent then cancel the accumulator and force it now.
|
|
if (!TryUpdateRelative(mover, XformQuery.GetComponent(uid)) && mover.TargetRelativeRotation.Equals(Angle.Zero))
|
|
return;
|
|
|
|
mover.LerpTarget = TimeSpan.Zero;
|
|
mover.TargetRelativeRotation = Angle.Zero;
|
|
Dirty(uid, mover);
|
|
}
|
|
|
|
private bool TryUpdateRelative(InputMoverComponent mover, TransformComponent xform)
|
|
{
|
|
var relative = xform.GridUid;
|
|
relative ??= xform.MapUid;
|
|
|
|
// So essentially what we want:
|
|
// 1. If we go from grid to map then preserve our rotation and continue as usual
|
|
// 2. If we go from grid -> grid then (after lerp time) snap to nearest cardinal (probably imperceptible)
|
|
// 3. If we go from map -> grid then (after lerp time) snap to nearest cardinal
|
|
|
|
if (mover.RelativeEntity.Equals(relative))
|
|
return false;
|
|
|
|
// Okay need to get our old relative rotation with respect to our new relative rotation
|
|
// e.g. if we were right side up on our current grid need to get what that is on our new grid.
|
|
var currentRotation = Angle.Zero;
|
|
var targetRotation = Angle.Zero;
|
|
|
|
// Get our current relative rotation
|
|
if (XformQuery.TryGetComponent(mover.RelativeEntity, out var oldRelativeXform))
|
|
{
|
|
currentRotation = _transform.GetWorldRotation(oldRelativeXform, XformQuery) + mover.RelativeRotation;
|
|
}
|
|
|
|
if (XformQuery.TryGetComponent(relative, out var relativeXform))
|
|
{
|
|
// This is our current rotation relative to our new parent.
|
|
mover.RelativeRotation = (currentRotation - _transform.GetWorldRotation(relativeXform)).FlipPositive();
|
|
}
|
|
|
|
// If we went from grid -> map we'll preserve our worldrotation
|
|
if (relative != null && _mapManager.IsMap(relative.Value))
|
|
{
|
|
targetRotation = currentRotation.FlipPositive().Reduced();
|
|
}
|
|
// If we went from grid -> grid OR grid -> map then snap the target to cardinal and lerp there.
|
|
// OR just rotate to zero (depending on cvar)
|
|
else if (relative != null && _mapManager.IsGrid(relative.Value))
|
|
{
|
|
if (CameraRotationLocked)
|
|
targetRotation = Angle.Zero;
|
|
else
|
|
targetRotation = mover.RelativeRotation.GetCardinalDir().ToAngle().Reduced();
|
|
}
|
|
|
|
mover.RelativeEntity = relative;
|
|
mover.TargetRelativeRotation = targetRotation;
|
|
return true;
|
|
}
|
|
|
|
public Angle GetParentGridAngle(InputMoverComponent mover)
|
|
{
|
|
var rotation = mover.RelativeRotation;
|
|
|
|
if (XformQuery.TryGetComponent(mover.RelativeEntity, out var relativeXform))
|
|
return _transform.GetWorldRotation(relativeXform) + rotation;
|
|
|
|
return rotation;
|
|
}
|
|
|
|
private void OnFollowedParentChange(EntityUid uid, FollowedComponent component, ref EntParentChangedMessage args)
|
|
{
|
|
foreach (var foll in component.Following)
|
|
{
|
|
if (!MoverQuery.TryGetComponent(foll, out var mover))
|
|
continue;
|
|
|
|
var ev = new EntParentChangedMessage(foll, null, args.OldMapId, XformQuery.GetComponent(foll));
|
|
OnInputParentChange(foll, mover, ref ev);
|
|
}
|
|
}
|
|
|
|
private void OnInputParentChange(EntityUid uid, InputMoverComponent component, ref EntParentChangedMessage args)
|
|
{
|
|
// If we change our grid / map then delay updating our LastGridAngle.
|
|
var relative = args.Transform.GridUid;
|
|
relative ??= args.Transform.MapUid;
|
|
|
|
if (component.LifeStage < ComponentLifeStage.Running)
|
|
{
|
|
component.RelativeEntity = relative;
|
|
Dirty(uid, component);
|
|
return;
|
|
}
|
|
|
|
var oldMapId = args.OldMapId;
|
|
var mapId = args.Transform.MapID;
|
|
|
|
// If we change maps then reset eye rotation entirely.
|
|
if (oldMapId != mapId)
|
|
{
|
|
component.RelativeEntity = relative;
|
|
component.TargetRelativeRotation = Angle.Zero;
|
|
component.RelativeRotation = Angle.Zero;
|
|
component.LerpTarget = TimeSpan.Zero;
|
|
Dirty(uid, component);
|
|
return;
|
|
}
|
|
|
|
// If we go on a grid and back off then just reset the accumulator.
|
|
if (relative == component.RelativeEntity)
|
|
{
|
|
if (component.LerpTarget >= Timing.CurTime)
|
|
{
|
|
component.LerpTarget = TimeSpan.Zero;
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
component.LerpTarget = TimeSpan.FromSeconds(InputMoverComponent.LerpTime) + Timing.CurTime;
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
private void HandleDirChange(EntityUid entity, Direction dir, ushort subTick, bool state)
|
|
{
|
|
// Relayed movement just uses the same keybinds given we're moving the relayed entity
|
|
// the same as us.
|
|
|
|
if (TryComp<RelayInputMoverComponent>(entity, out var relayMover))
|
|
{
|
|
DebugTools.Assert(relayMover.RelayEntity != entity);
|
|
DebugTools.AssertNotNull(relayMover.RelayEntity);
|
|
|
|
if (MoverQuery.TryGetComponent(entity, out var mover))
|
|
SetMoveInput(mover, MoveButtons.None);
|
|
|
|
if (!_mobState.IsIncapacitated(entity))
|
|
HandleDirChange(relayMover.RelayEntity, dir, subTick, state);
|
|
|
|
return;
|
|
}
|
|
|
|
if (!MoverQuery.TryGetComponent(entity, out var moverComp))
|
|
return;
|
|
|
|
// For stuff like "Moving out of locker" or the likes
|
|
// We'll relay a movement input to the parent.
|
|
if (_container.IsEntityInContainer(entity) &&
|
|
TryComp<TransformComponent>(entity, out var xform) &&
|
|
xform.ParentUid.IsValid() &&
|
|
_mobState.IsAlive(entity))
|
|
{
|
|
var relayMoveEvent = new ContainerRelayMovementEntityEvent(entity);
|
|
RaiseLocalEvent(xform.ParentUid, ref relayMoveEvent);
|
|
}
|
|
|
|
SetVelocityDirection(entity, moverComp, dir, subTick, state);
|
|
}
|
|
|
|
private void OnInputInit(EntityUid uid, InputMoverComponent component, ComponentInit args)
|
|
{
|
|
var xform = Transform(uid);
|
|
|
|
if (!xform.ParentUid.IsValid())
|
|
return;
|
|
|
|
component.RelativeEntity = xform.GridUid ?? xform.MapUid;
|
|
component.TargetRelativeRotation = Angle.Zero;
|
|
}
|
|
|
|
private void HandleRunChange(EntityUid uid, ushort subTick, bool walking)
|
|
{
|
|
MoverQuery.TryGetComponent(uid, out var moverComp);
|
|
|
|
if (TryComp<RelayInputMoverComponent>(uid, out var relayMover))
|
|
{
|
|
// if we swap to relay then stop our existing input if we ever change back.
|
|
if (moverComp != null)
|
|
{
|
|
SetMoveInput(moverComp, MoveButtons.None);
|
|
}
|
|
|
|
HandleRunChange(relayMover.RelayEntity, subTick, walking);
|
|
return;
|
|
}
|
|
|
|
if (moverComp == null) return;
|
|
|
|
SetSprinting(uid, moverComp, subTick, walking);
|
|
}
|
|
|
|
public (Vector2 Walking, Vector2 Sprinting) GetVelocityInput(InputMoverComponent mover)
|
|
{
|
|
if (!Timing.InSimulation)
|
|
{
|
|
// Outside of simulation we'll be running client predicted movement per-frame.
|
|
// So return a full-length vector as if it's a full tick.
|
|
// Physics system will have the correct time step anyways.
|
|
var immediateDir = DirVecForButtons(mover.HeldMoveButtons);
|
|
return mover.Sprinting ? (Vector2.Zero, immediateDir) : (immediateDir, Vector2.Zero);
|
|
}
|
|
|
|
Vector2 walk;
|
|
Vector2 sprint;
|
|
float remainingFraction;
|
|
|
|
if (Timing.CurTick > mover.LastInputTick)
|
|
{
|
|
walk = Vector2.Zero;
|
|
sprint = Vector2.Zero;
|
|
remainingFraction = 1;
|
|
}
|
|
else
|
|
{
|
|
walk = mover.CurTickWalkMovement;
|
|
sprint = mover.CurTickSprintMovement;
|
|
remainingFraction = (ushort.MaxValue - mover.LastInputSubTick) / (float) ushort.MaxValue;
|
|
}
|
|
|
|
var curDir = DirVecForButtons(mover.HeldMoveButtons) * remainingFraction;
|
|
|
|
if (mover.Sprinting)
|
|
{
|
|
sprint += curDir;
|
|
}
|
|
else
|
|
{
|
|
walk += curDir;
|
|
}
|
|
|
|
// Logger.Info($"{curDir}{walk}{sprint}");
|
|
return (walk, sprint);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Toggles one of the four cardinal directions. Each of the four directions are
|
|
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
|
|
/// opposite directions will cancel each other out, resulting in no direction.
|
|
/// </summary>
|
|
public void SetVelocityDirection(EntityUid entity, InputMoverComponent component, Direction direction, ushort subTick, bool enabled)
|
|
{
|
|
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] {direction}: {enabled}");
|
|
|
|
var bit = direction switch
|
|
{
|
|
Direction.East => MoveButtons.Right,
|
|
Direction.North => MoveButtons.Up,
|
|
Direction.West => MoveButtons.Left,
|
|
Direction.South => MoveButtons.Down,
|
|
_ => throw new ArgumentException(nameof(direction))
|
|
};
|
|
|
|
SetMoveInput(entity, component, subTick, enabled, bit);
|
|
}
|
|
|
|
private void SetMoveInput(EntityUid entity, InputMoverComponent component, ushort subTick, bool enabled, MoveButtons bit)
|
|
{
|
|
// Modifies held state of a movement button at a certain sub tick and updates current tick movement vectors.
|
|
ResetSubtick(component);
|
|
|
|
if (subTick >= component.LastInputSubTick)
|
|
{
|
|
var fraction = (subTick - component.LastInputSubTick) / (float) ushort.MaxValue;
|
|
|
|
ref var lastMoveAmount = ref component.Sprinting ? ref component.CurTickSprintMovement : ref component.CurTickWalkMovement;
|
|
|
|
lastMoveAmount += DirVecForButtons(component.HeldMoveButtons) * fraction;
|
|
|
|
component.LastInputSubTick = subTick;
|
|
}
|
|
|
|
var buttons = component.HeldMoveButtons;
|
|
|
|
if (enabled)
|
|
{
|
|
buttons |= bit;
|
|
}
|
|
else
|
|
{
|
|
buttons &= ~bit;
|
|
}
|
|
|
|
SetMoveInput(component, buttons);
|
|
}
|
|
|
|
private void ResetSubtick(InputMoverComponent component)
|
|
{
|
|
if (Timing.CurTick <= component.LastInputTick) return;
|
|
|
|
component.CurTickWalkMovement = Vector2.Zero;
|
|
component.CurTickSprintMovement = Vector2.Zero;
|
|
component.LastInputTick = Timing.CurTick;
|
|
component.LastInputSubTick = 0;
|
|
}
|
|
|
|
public void SetSprinting(EntityUid entity, InputMoverComponent component, ushort subTick, bool walking)
|
|
{
|
|
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
|
|
|
|
SetMoveInput(entity, component, subTick, walking, MoveButtons.Walk);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieves the normalized direction vector for a specified combination of movement keys.
|
|
/// </summary>
|
|
private Vector2 DirVecForButtons(MoveButtons buttons)
|
|
{
|
|
// key directions are in screen coordinates
|
|
// _moveDir is in world coordinates
|
|
// if the camera is moved, this needs to be changed
|
|
|
|
var x = 0;
|
|
x -= HasFlag(buttons, MoveButtons.Left) ? 1 : 0;
|
|
x += HasFlag(buttons, MoveButtons.Right) ? 1 : 0;
|
|
|
|
var y = 0;
|
|
if (DiagonalMovementEnabled || x == 0)
|
|
{
|
|
y -= HasFlag(buttons, MoveButtons.Down) ? 1 : 0;
|
|
y += HasFlag(buttons, MoveButtons.Up) ? 1 : 0;
|
|
}
|
|
|
|
var vec = new Vector2(x, y);
|
|
|
|
// can't normalize zero length vector
|
|
if (vec.LengthSquared() > 1.0e-6)
|
|
{
|
|
// Normalize so that diagonals aren't faster or something.
|
|
vec = vec.Normalized();
|
|
}
|
|
|
|
return vec;
|
|
}
|
|
|
|
private static bool HasFlag(MoveButtons buttons, MoveButtons flag)
|
|
{
|
|
return (buttons & flag) == flag;
|
|
}
|
|
|
|
private sealed class CameraRotateInputCmdHandler : InputCmdHandler
|
|
{
|
|
private readonly SharedMoverController _controller;
|
|
private readonly Angle _angle;
|
|
|
|
public CameraRotateInputCmdHandler(SharedMoverController controller, Direction direction)
|
|
{
|
|
_controller = controller;
|
|
_angle = direction.ToAngle();
|
|
}
|
|
|
|
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
|
|
{
|
|
if (session?.AttachedEntity == null) return false;
|
|
|
|
if (message.State != BoundKeyState.Up)
|
|
return false;
|
|
|
|
_controller.RotateCamera(session.AttachedEntity.Value, _angle);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private sealed class CameraResetInputCmdHandler : InputCmdHandler
|
|
{
|
|
private readonly SharedMoverController _controller;
|
|
|
|
public CameraResetInputCmdHandler(SharedMoverController controller)
|
|
{
|
|
_controller = controller;
|
|
}
|
|
|
|
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
|
|
{
|
|
if (session?.AttachedEntity == null) return false;
|
|
|
|
if (message.State != BoundKeyState.Up)
|
|
return false;
|
|
|
|
_controller.ResetCamera(session.AttachedEntity.Value);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private sealed class MoverDirInputCmdHandler : InputCmdHandler
|
|
{
|
|
private readonly SharedMoverController _controller;
|
|
private readonly Direction _dir;
|
|
|
|
public MoverDirInputCmdHandler(SharedMoverController controller, Direction dir)
|
|
{
|
|
_controller = controller;
|
|
_dir = dir;
|
|
}
|
|
|
|
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
|
|
{
|
|
if (session?.AttachedEntity == null) return false;
|
|
|
|
_controller.HandleDirChange(session.AttachedEntity.Value, _dir, message.SubTick, message.State == BoundKeyState.Down);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private sealed class WalkInputCmdHandler : InputCmdHandler
|
|
{
|
|
private SharedMoverController _controller;
|
|
|
|
public WalkInputCmdHandler(SharedMoverController controller)
|
|
{
|
|
_controller = controller;
|
|
}
|
|
|
|
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
|
|
{
|
|
if (session?.AttachedEntity == null) return false;
|
|
|
|
_controller.HandleRunChange(session.AttachedEntity.Value, message.SubTick, message.State == BoundKeyState.Down);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private sealed class ShuttleInputCmdHandler : InputCmdHandler
|
|
{
|
|
private readonly SharedMoverController _controller;
|
|
private readonly ShuttleButtons _button;
|
|
|
|
public ShuttleInputCmdHandler(SharedMoverController controller, ShuttleButtons button)
|
|
{
|
|
_controller = controller;
|
|
_button = button;
|
|
}
|
|
|
|
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
|
|
{
|
|
if (session?.AttachedEntity == null) return false;
|
|
|
|
_controller.HandleShuttleInput(session.AttachedEntity.Value, _button, message.SubTick, message.State == BoundKeyState.Down);
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
[Flags]
|
|
[Serializable, NetSerializable]
|
|
public enum MoveButtons : byte
|
|
{
|
|
None = 0,
|
|
Up = 1,
|
|
Down = 2,
|
|
Left = 4,
|
|
Right = 8,
|
|
Walk = 16,
|
|
AnyDirection = Up | Down | Left | Right,
|
|
}
|
|
|
|
[Flags]
|
|
public enum ShuttleButtons : byte
|
|
{
|
|
None = 0,
|
|
StrafeUp = 1 << 0,
|
|
StrafeDown = 1 << 1,
|
|
StrafeLeft = 1 << 2,
|
|
StrafeRight = 1 << 3,
|
|
RotateLeft = 1 << 4,
|
|
RotateRight = 1 << 5,
|
|
Brake = 1 << 6,
|
|
}
|
|
|
|
}
|