rabidus-test/Assets/SCSM/SciFiShipController/Demos/Scripts/SampleInputOverride.cs

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2023-07-24 16:38:13 +03:00
using UnityEngine;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
/// <summary>
/// Attach a SampleInputOverride component to a player ship that has a
/// PlayerInputModule. It demonstrates how you could override the input
/// from an axis on the PlayerInputModule. In this case we are controlling
/// the speed of the ship and overriding the Longitudinal input. The player
/// now has no control over forwards input.
/// This is only a sample to demonstrate how API calls could be used in
/// your own code. You should write your own version of this in your own
/// namespace.
/// </summary>
[AddComponentMenu("Sci-Fi Ship Controller/Samples/Input Override")]
[HelpURL("http://scsmmedia.com/ssc-documentation")]
public class SampleInputOverride : MonoBehaviour
{
#region Public Variables
[Header("Speed in metres per second")]
[Range(0f, 1000f)] public float targetSpeed = 20f;
[Range(0.05f, 1f)] public float accelerationRate = 0.75f;
#endregion
#region Private Variables
private PlayerInputModule playerInputModule = null;
private ShipControlModule shipControlModule = null;
private bool isInitialised = false;
private ShipInput shipInput = null;
private float currentSpeed = 0f;
private float deltaSpeed = 0f;
#endregion
#region Initialisation Methods
// Start is called before the first frame update
void Start()
{
playerInputModule = GetComponent<PlayerInputModule>();
if (playerInputModule != null && playerInputModule.IsInitialised)
{
shipControlModule = playerInputModule.GetShipControlModule;
if (shipControlModule == null)
{
#if UNITY_EDITOR
Debug.LogWarning("ERROR: SampleInputOverride - could not get the ShipControlModule. Did you attach the script to the player ship?");
#endif
}
else if (!shipControlModule.IsInitialised)
{
#if UNITY_EDITOR
Debug.LogWarning("ERROR: SampleInputOverride - is Initialise on Awake is enabled on the Physics tab of the ShipControlModule?");
#endif
}
else
{
// Override the Longitudinal (foward/backward) axis
playerInputModule.isLongitudinalDataDiscarded = true;
// Re-initialise the DiscardData shipInput settings in the PlayerInputModule
// This is required after one or more of the [axis]DataDiscarded values are changed at runtime.
playerInputModule.ReinitialiseDiscardData();
// Create a new instance of the shipInput which we can send each frame to the ship.
shipInput = new ShipInput();
if (shipInput != null)
{
// Start by disabling everything. This helps to future-proof the code.
// We'll be telling the Ship you can discard anything else that we don't enable below.
shipInput.DisableAllData();
// When we send data, we will tell the ship we'll be sending Longitudinal data only.
shipInput.isLongitudinalDataEnabled = true;
isInitialised = true;
}
}
}
#if UNITY_EDITOR
else
{
Debug.LogWarning("ERROR: SampleInputOverride - did you forget to attach to the PlayerInputModule? Also check if Initialise on Awake is enabled.");
}
#endif
}
#endregion
#region Update Methods
// Update is called once per frame
void Update()
{
if (isInitialised && shipControlModule.ShipMovementIsEnabled())
{
currentSpeed = (shipControlModule.shipInstance.TransformInverseRotation * shipControlModule.shipInstance.WorldVelocity).z;
deltaSpeed = targetSpeed - currentSpeed;
// slow the approach acceleration as we get near the target speed
if (deltaSpeed == 0f) { shipInput.longitudinal = 0f; }
else if (targetSpeed != 0f)
{
shipInput.longitudinal = Mathf.Clamp(deltaSpeed / (targetSpeed * 0.2f), -1f, 1f) * accelerationRate;
}
else
{
// Add 1 to avoid divO
shipInput.longitudinal = Mathf.Clamp((deltaSpeed+1f) / ((targetSpeed + 1f) * 0.2f), -1f, 1f) * accelerationRate;
}
// Tell the ship we want only apply longitudinal input
shipControlModule.SendInput(shipInput);
}
}
#endregion
}
}