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