rabidus-test/Assets/BNG Framework/Scripts/Core/PlayerRotation.cs

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2023-07-24 16:38:13 +03:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
namespace BNG {
public enum RotationMechanic {
Snap,
Smooth
}
public class PlayerRotation : MonoBehaviour {
[Header("Input")]
[Tooltip("Set to false to skip Update")]
public bool AllowInput = true;
[Tooltip("Used to determine whether to turn left / right. This can be an X Axis on the thumbstick, for example. -1 to snap left, 1 to snap right.")]
public List<InputAxis> inputAxis = new List<InputAxis>() { InputAxis.RightThumbStickAxis };
[Tooltip("Unity Input Action used to rotate the player")]
public InputActionReference RotateAction;
[Header("Smooth / Snap Turning")]
[Tooltip("Snap rotation will rotate a fixed amount of degrees on turn. Smooth will linearly rotate the player.")]
public RotationMechanic RotationType = RotationMechanic.Snap;
[Header("Snap Turn Settings")]
[Tooltip("How many degrees to rotate if RotationType is set to 'Snap'")]
public float SnapRotationAmount = 45f;
[Tooltip("Thumbstick X axis must be >= this amount to be considered an input event")]
public float SnapInputAmount = 0.75f;
[Header("Smooth Turn Settings")]
[Tooltip("How fast to rotate the player if RotationType is set to 'Smooth'")]
public float SmoothTurnSpeed = 40f;
[Tooltip("Thumbstick X axis must be >= this amount to be considered an input event")]
public float SmoothTurnMinInput = 0.1f;
float recentSnapTurnTime;
/// <summary>
/// How much to rotate this frame
/// </summary>
float rotationAmount = 0;
float xAxis;
float previousXInput;
#region Events
public delegate void OnBeforeRotateAction();
public static event OnBeforeRotateAction OnBeforeRotate;
public delegate void OnAfterRotateAction();
public static event OnAfterRotateAction OnAfterRotate;
#endregion
void Update() {
if(!AllowInput) {
return;
}
xAxis = GetAxisInput();
if (RotationType == RotationMechanic.Snap) {
DoSnapRotation(xAxis);
}
else if (RotationType == RotationMechanic.Smooth) {
DoSmoothRotation(xAxis);
}
// Store input for future checks
previousXInput = xAxis;
}
/// <summary>
/// Return a float between -1 and 1 to determine which direction to turn the character
/// </summary>
/// <returns></returns>
public virtual float GetAxisInput() {
// Use the largest, non-zero value we find in our input list
float lastVal = 0;
// Check Raw Input
if(inputAxis != null) {
for (int i = 0; i < inputAxis.Count; i++) {
float axisVal = InputBridge.Instance.GetInputAxisValue(inputAxis[i]).x;
// Always take this value if our last entry was 0.
if (lastVal == 0) {
lastVal = axisVal;
}
else if (axisVal != 0 && axisVal > lastVal) {
lastVal = axisVal;
}
}
}
// Check Unity Input Action
if(RotateAction != null) {
float axisVal = RotateAction.action.ReadValue<Vector2>().x;
// Always take this value if our last entry was 0.
if (lastVal == 0) {
lastVal = axisVal;
}
else if (axisVal != 0 && axisVal > lastVal) {
lastVal = axisVal;
}
}
return lastVal;
}
public virtual void DoSnapRotation(float xInput) {
// Reset rotation amount before retrieving inputs
rotationAmount = 0;
// Snap Right
if (xInput >= 0.1f && previousXInput < 0.1f) {
rotationAmount += SnapRotationAmount;
}
// Snap Left
else if (xInput <= -0.1f && previousXInput > -0.1f) {
rotationAmount -= SnapRotationAmount;
}
if(Math.Abs(rotationAmount) > 0) {
// Call any Before Rotation Events
OnBeforeRotate?.Invoke();
// Apply rotation
transform.rotation = Quaternion.Euler(new Vector3(transform.eulerAngles.x, transform.eulerAngles.y + rotationAmount, transform.eulerAngles.z));
recentSnapTurnTime = Time.time;
// Call any After Rotation Events
OnAfterRotate?.Invoke();
}
}
public virtual bool RecentlySnapTurned() {
return Time.time - recentSnapTurnTime <= 0.1f;
}
public virtual void DoSmoothRotation(float xInput) {
// Reset rotation amount before retrieving inputs
rotationAmount = 0;
// Smooth Rotate Right
if (xInput >= SmoothTurnMinInput) {
rotationAmount += xInput * SmoothTurnSpeed * Time.deltaTime;
}
// Smooth Rotate Left
else if (xInput <= -SmoothTurnMinInput) {
rotationAmount += xInput * SmoothTurnSpeed * Time.deltaTime;
}
// Apply rotation
transform.rotation = Quaternion.Euler(new Vector3(transform.eulerAngles.x, transform.eulerAngles.y + rotationAmount, transform.eulerAngles.z));
}
}
}