2025-01-30 17:20:27 +01:00

127 lines
5.5 KiB
C#

using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Transforms;
using UnityEngine;
using Unity.CharacterController;
[UpdateInGroup(typeof(InitializationSystemGroup))]
public partial class ThirdPersonPlayerInputsSystem : SystemBase
{
protected override void OnCreate()
{
RequireForUpdate<FixedTickSystem.Singleton>();
RequireForUpdate(SystemAPI.QueryBuilder().WithAll<ThirdPersonPlayer, ThirdPersonPlayerInputs>().Build());
}
protected override void OnUpdate()
{
uint tick = SystemAPI.GetSingleton<FixedTickSystem.Singleton>().Tick;
foreach (var (playerInputs, player) in SystemAPI.Query<RefRW<ThirdPersonPlayerInputs>, ThirdPersonPlayer>())
{
playerInputs.ValueRW.MoveInput = new float2
{
x = (Input.GetKey(KeyCode.D) ? 1f : 0f) + (Input.GetKey(KeyCode.A) ? -1f : 0f),
y = (Input.GetKey(KeyCode.W) ? 1f : 0f) + (Input.GetKey(KeyCode.S) ? -1f : 0f),
};
playerInputs.ValueRW.CameraLookInput = new float2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
playerInputs.ValueRW.CameraZoomInput = -Input.mouseScrollDelta.y;
if (Input.GetKeyDown(KeyCode.Space))
{
playerInputs.ValueRW.JumpPressed.Set(tick);
}
}
}
}
/// <summary>
/// Apply inputs that need to be read at a variable rate
/// </summary>
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateAfter(typeof(FixedStepSimulationSystemGroup))]
[BurstCompile]
public partial struct ThirdPersonPlayerVariableStepControlSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate(SystemAPI.QueryBuilder().WithAll<ThirdPersonPlayer, ThirdPersonPlayerInputs>().Build());
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
foreach (var (playerInputs, player) in SystemAPI.Query<ThirdPersonPlayerInputs, ThirdPersonPlayer>().WithAll<Simulate>())
{
if (SystemAPI.HasComponent<OrbitCameraControl>(player.ControlledCamera))
{
OrbitCameraControl cameraControl = SystemAPI.GetComponent<OrbitCameraControl>(player.ControlledCamera);
cameraControl.FollowedCharacterEntity = player.ControlledCharacter;
cameraControl.LookDegreesDelta = playerInputs.CameraLookInput;
cameraControl.ZoomDelta = playerInputs.CameraZoomInput;
SystemAPI.SetComponent(player.ControlledCamera, cameraControl);
}
}
}
}
/// <summary>
/// Apply inputs that need to be read at a fixed rate.
/// It is necessary to handle this as part of the fixed step group, in case your framerate is lower than the fixed step rate.
/// </summary>
[UpdateInGroup(typeof(FixedStepSimulationSystemGroup), OrderFirst = true)]
[BurstCompile]
public partial struct ThirdPersonPlayerFixedStepControlSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<FixedTickSystem.Singleton>();
state.RequireForUpdate(SystemAPI.QueryBuilder().WithAll<ThirdPersonPlayer, ThirdPersonPlayerInputs>().Build());
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
uint tick = SystemAPI.GetSingleton<FixedTickSystem.Singleton>().Tick;
foreach (var (playerInputs, player) in SystemAPI.Query<ThirdPersonPlayerInputs, ThirdPersonPlayer>().WithAll<Simulate>())
{
if (SystemAPI.HasComponent<ThirdPersonCharacterControl>(player.ControlledCharacter))
{
ThirdPersonCharacterControl characterControl = SystemAPI.GetComponent<ThirdPersonCharacterControl>(player.ControlledCharacter);
float3 characterUp = MathUtilities.GetUpFromRotation(SystemAPI.GetComponent<LocalTransform>(player.ControlledCharacter).Rotation);
// Get camera rotation, since our movement is relative to it.
quaternion cameraRotation = quaternion.identity;
if (SystemAPI.HasComponent<OrbitCamera>(player.ControlledCamera))
{
// Camera rotation is calculated rather than gotten from transform, because this allows us to
// reduce the size of the camera ghost state in a netcode prediction context.
// If not using netcode prediction, we could simply get rotation from transform here instead.
OrbitCamera orbitCamera = SystemAPI.GetComponent<OrbitCamera>(player.ControlledCamera);
cameraRotation = OrbitCameraUtilities.CalculateCameraRotation(characterUp, orbitCamera.PlanarForward, orbitCamera.PitchAngle);
}
float3 cameraForwardOnUpPlane = math.normalizesafe(MathUtilities.ProjectOnPlane(MathUtilities.GetForwardFromRotation(cameraRotation), characterUp));
float3 cameraRight = MathUtilities.GetRightFromRotation(cameraRotation);
// Move
characterControl.MoveVector = (playerInputs.MoveInput.y * cameraForwardOnUpPlane) + (playerInputs.MoveInput.x * cameraRight);
characterControl.MoveVector = MathUtilities.ClampToMaxLength(characterControl.MoveVector, 1f);
// Jump
characterControl.Jump = playerInputs.JumpPressed.IsSet(tick);
SystemAPI.SetComponent(player.ControlledCharacter, characterControl);
}
}
}
}