Files
Fishing2/Assets/ECM2/Examples/First Person/Scripts/FirstPersonInput.cs
2025-05-11 00:46:26 +08:00

115 lines
3.5 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
namespace ECM2.Examples.FirstPerson
{
/// <summary>
/// First person character input.
/// Extends the default CharacterInput component adding support for typical first person controls.
/// </summary>
public class FirstPersonInput : CharacterInput
{
[Space(15.0f)]
public bool invertLook = true;
[Tooltip("Look sensitivity")]
public Vector2 sensitivity = new Vector2(0.05f, 0.05f);
[Space(15.0f)]
[Tooltip("How far in degrees can you move the camera down.")]
public float minPitch = -80.0f;
[Tooltip("How far in degrees can you move the camera up.")]
public float maxPitch = 80.0f;
/// <summary>
/// Cached FirstPersonCharacter.
/// </summary>
public FirstPersonCharacter firstPersonCharacter { get; private set; }
/// <summary>
/// Movement InputAction.
/// </summary>
public InputAction lookInputAction { get; set; }
/// <summary>
/// Polls look InputAction (if any).
/// Return its current value or zero if no valid InputAction found.
/// </summary>
public Vector2 GetLookInput()
{
return lookInputAction?.ReadValue<Vector2>() ?? Vector2.zero;
}
/// <summary>
/// Initialize player InputActions (if any).
/// E.g. Subscribe to input action events and enable input actions here.
/// </summary>
protected override void InitPlayerInput()
{
base.InitPlayerInput();
// Look input action (no handler, this is polled, e.g. GetLookInput())
lookInputAction = inputActionsAsset.FindAction("Look");
lookInputAction?.Enable();
}
/// <summary>
/// Unsubscribe from input action events and disable input actions.
/// </summary>
protected override void DeinitPlayerInput()
{
base.DeinitPlayerInput();
// Unsubscribe from input action events and disable input actions
if (lookInputAction != null)
{
lookInputAction.Disable();
lookInputAction = null;
}
}
protected override void Awake()
{
base.Awake();
firstPersonCharacter = character as FirstPersonCharacter;
}
protected virtual void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
protected override void HandleInput()
{
// Move
Vector2 movementInput = GetMovementInput();
Vector3 movementDirection = Vector3.zero;
movementDirection += Vector3.forward * movementInput.y;
movementDirection += Vector3.right * movementInput.x;
movementDirection =
movementDirection.relativeTo(firstPersonCharacter.cameraTransform, firstPersonCharacter.GetUpVector());
firstPersonCharacter.SetMovementDirection(movementDirection);
// Look
Vector2 lookInput = GetLookInput() * sensitivity;
firstPersonCharacter.AddControlYawInput(lookInput.x);
firstPersonCharacter.AddControlPitchInput(invertLook ? -lookInput.y : lookInput.y, minPitch, maxPitch);
}
}
}