UnityGame/Library/PackageCache/com.unity.inputsystem/Samples~/SimpleDemo/SimpleController_UsingActionAsset.cs

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2024-10-27 10:53:47 +03:00
using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem.Interactions;
// Use action set asset instead of lose InputActions directly on component.
public class SimpleController_UsingActionAsset : MonoBehaviour
{
public float moveSpeed;
public float rotateSpeed;
public float burstSpeed;
public GameObject projectile;
private SimpleControls m_Controls;
private bool m_Charging;
private Vector2 m_Rotation;
public void Awake()
{
m_Controls = new SimpleControls();
m_Controls.gameplay.fire.performed +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
{
StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed)));
}
else
{
Fire();
}
m_Charging = false;
};
m_Controls.gameplay.fire.started +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
m_Charging = true;
};
m_Controls.gameplay.fire.canceled +=
ctx =>
{
m_Charging = false;
};
}
public void OnEnable()
{
m_Controls.Enable();
}
public void OnDisable()
{
m_Controls.Disable();
}
public void OnGUI()
{
if (m_Charging)
GUI.Label(new Rect(100, 100, 200, 100), "Charging...");
}
public void Update()
{
var look = m_Controls.gameplay.look.ReadValue<Vector2>();
var move = m_Controls.gameplay.move.ReadValue<Vector2>();
// Update orientation first, then move. Otherwise move orientation will lag
// behind by one frame.
Look(look);
Move(move);
}
private void Move(Vector2 direction)
{
if (direction.sqrMagnitude < 0.01)
return;
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
// For simplicity's sake, we just keep movement in a single plane here. Rotate
// direction according to world Y rotation of player.
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
transform.position += move * scaledMoveSpeed;
}
private void Look(Vector2 rotate)
{
if (rotate.sqrMagnitude < 0.01)
return;
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
m_Rotation.y += rotate.x * scaledRotateSpeed;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
private IEnumerator BurstFire(int burstAmount)
{
for (var i = 0; i < burstAmount; ++i)
{
Fire();
yield return new WaitForSeconds(0.1f);
}
}
private void Fire()
{
var transform = this.transform;
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
newProjectile.transform.rotation = transform.rotation;
const int size = 1;
newProjectile.transform.localScale *= size;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color =
new Color(Random.value, Random.value, Random.value, 1.0f);
}
}