using System.Collections;
using UnityEditor;
using UnityEngine;
using UnityEngine.Events;
namespace Invector.vCharacterController
{
[vClassHeader("Input Manager", iconName = "inputIcon")]
public class vThirdPersonInput : vMonoBehaviour, vIAnimatorMoveReceiver
{
public delegate void OnUpdateEvent();
public event OnUpdateEvent onUpdate;
public event OnUpdateEvent onLateUpdate;
public event OnUpdateEvent onFixedUpdate;
public event OnUpdateEvent onAnimatorMove;
#region Variables
[vEditorToolbar("Inputs")]
[vHelpBox("Check these options if you need to use the mouse cursor, ex: 2.5D, Topdown or Mobile", vHelpBoxAttribute.MessageType.Info)]
public bool unlockCursorOnStart = false;
public bool showCursorOnStart = false;
[vHelpBox("PC only - use it to toggle between run/walk", vHelpBoxAttribute.MessageType.Info)]
public KeyCode toggleWalk = KeyCode.CapsLock;
[Header("Movement Input")]
public GenericInput horizontalInput = new GenericInput("Horizontal", "LeftAnalogHorizontal", "Horizontal");
public GenericInput verticallInput = new GenericInput("Vertical", "LeftAnalogVertical", "Vertical");
public GenericInput sprintInput = new GenericInput("LeftShift", "LeftStickClick", "LeftStickClick");
public GenericInput crouchInput = new GenericInput("C", "Y", "Y");
public GenericInput strafeInput = new GenericInput("Tab", "RightStickClick", "RightStickClick");
public GenericInput jumpInput = new GenericInput("Space", "X", "X");
public GenericInput rollInput = new GenericInput("Q", "B", "B");
[HideInInspector] public bool lockInput;
[vEditorToolbar("Camera Settings")]
public bool lockCameraInput;
public bool invertCameraInputVertical, invertCameraInputHorizontal;
[vEditorToolbar("Inputs")]
[Header("Camera Input")]
public GenericInput rotateCameraXInput = new GenericInput("Mouse X", "RightAnalogHorizontal", "Mouse X");
public GenericInput rotateCameraYInput = new GenericInput("Mouse Y", "RightAnalogVertical", "Mouse Y");
public GenericInput cameraZoomInput = new GenericInput("Mouse ScrollWheel", "", "");
[vEditorToolbar("Events")]
public UnityEvent OnLockCamera;
public UnityEvent OnUnlockCamera;
public UnityEvent onEnableAnimatorMove = new UnityEvent();
public UnityEvent onDisableDisableAnimatorMove = new UnityEvent();
[HideInInspector]
public vCamera.vThirdPersonCamera tpCamera; // access tpCamera info
[HideInInspector]
public bool ignoreTpCamera; // controls whether update the cameraStates of not
[HideInInspector]
public string customCameraState; // generic string to change the CameraState
[HideInInspector]
public string customlookAtPoint; // generic string to change the CameraPoint of the Fixed Point Mode
[HideInInspector]
public bool changeCameraState; // generic bool to change the CameraState
[HideInInspector]
public bool smoothCameraState; // generic bool to know if the state will change with or without lerp
[HideInInspector]
public vThirdPersonController cc; // access the ThirdPersonController component
[HideInInspector]
public vHUDController hud; // acess vHUDController component
protected bool updateIK = false;
protected bool isInit;
[HideInInspector] public bool lockMoveInput;
protected InputDevice inputDevice { get { return vInput.instance.inputDevice; } }
protected Camera _cameraMain;
protected bool withoutMainCamera;
internal bool lockUpdateMoveDirection; // lock the method UpdateMoveDirection
public Camera cameraMain
{
get
{
if (!_cameraMain && !withoutMainCamera)
{
if (!Camera.main)
{
Debug.Log("Missing a Camera with the tag MainCamera, please add one.");
withoutMainCamera = true;
}
else
{
_cameraMain = Camera.main;
cc.rotateTarget = _cameraMain.transform;
}
}
return _cameraMain;
}
set
{
_cameraMain = value;
}
}
public Animator animator
{
get
{
if (cc == null)
{
cc = GetComponent();
}
if (cc.animator == null)
{
return GetComponent();
}
return cc.animator;
}
}
#endregion
#region Initialize Character, Camera & HUD when LoadScene
protected virtual void Start()
{
cc = GetComponent();
if (cc != null)
{
cc.Init();
}
StartCoroutine(CharacterInit());
ShowCursor(showCursorOnStart);
LockCursor(unlockCursorOnStart);
EnableOnAnimatorMove();
}
protected virtual IEnumerator CharacterInit()
{
FindCamera();
yield return new WaitForEndOfFrame();
FindHUD();
}
public virtual void FindHUD()
{
if (hud == null && vHUDController.instance != null)
{
hud = vHUDController.instance;
hud.Init(cc);
}
}
public virtual void FindCamera()
{
var tpCameras = FindObjectsOfType();
if (tpCameras.Length > 1)
{
tpCamera = System.Array.Find(tpCameras, tp => !tp.isInit);
if (tpCamera == null)
{
tpCamera = tpCameras[0];
}
if (tpCamera != null)
{
for (int i = 0; i < tpCameras.Length; i++)
{
if (tpCamera != tpCameras[i])
{
Destroy(tpCameras[i].gameObject);
}
}
}
}
else if (tpCameras.Length == 1)
{
tpCamera = tpCameras[0];
}
if (tpCamera && tpCamera.mainTarget != transform)
{
tpCamera.SetMainTarget(this.transform);
}
}
#endregion
protected virtual void LateUpdate()
{
if (cc == null || Time.timeScale == 0)
{
return;
}
if (!updateIK)
{
return;
}
if (onLateUpdate != null)
{
onLateUpdate.Invoke();
}
CameraInput(); // update camera input
UpdateCameraStates(); // update camera states
updateIK = false;
}
protected virtual void FixedUpdate()
{
if (onFixedUpdate != null)
{
onFixedUpdate.Invoke();
}
Physics.SyncTransforms();
cc.UpdateMotor(); // handle the ThirdPersonMotor methods
cc.ControlLocomotionType(); // handle the controller locomotion type and movespeed
ControlRotation();
cc.UpdateAnimator(); // handle the ThirdPersonAnimator methods
updateIK = true;
}
protected virtual void Update()
{
if (cc == null || Time.timeScale == 0)
{
return;
}
if (onUpdate != null)
{
onUpdate.Invoke();
}
InputHandle(); // update input methods
UpdateHUD(); // update hud graphics
}
public virtual void OnAnimatorMoveEvent()
{
if (cc == null)
{
return;
}
cc.ControlAnimatorRootMotion();
if (onAnimatorMove != null)
{
onAnimatorMove.Invoke();
}
}
#region Generic Methods
// you can call this methods anywhere in the inspector or third party assets to have better control of the controller or cutscenes
///
/// Lock all Basic Input from the Player
///
///
public virtual void SetLockBasicInput(bool value)
{
lockInput = value;
if (value)
{
//cc.input = Vector2.zero;
//cc.isSprinting = false;
//cc.animator.SetFloat("InputHorizontal", 0, 0.25f, Time.deltaTime);
//cc.animator.SetFloat("InputVertical", 0, 0.25f, Time.deltaTime);
//cc.animator.SetFloat("InputMagnitude", 0, 0.25f, Time.deltaTime);
}
}
///
/// Lock all Inputs
///
///
public virtual void SetLockAllInput(bool value)
{
SetLockBasicInput(value);
}
///
/// Show/Hide Cursor
///
///
public virtual void ShowCursor(bool value)
{
Cursor.visible = value;
}
///
/// Lock/Unlock the cursor to the center of screen
///
///
public virtual void LockCursor(bool value)
{
if (!value)
{
Cursor.lockState = CursorLockMode.Locked;
}
else
{
Cursor.lockState = CursorLockMode.None;
}
}
///
/// Lock the Camera Input
///
///
public virtual void SetLockCameraInput(bool value)
{
lockCameraInput = value;
if (lockCameraInput)
{
OnLockCamera.Invoke();
}
else
{
OnUnlockCamera.Invoke();
}
}
///
/// If you're using the MoveCharacter method with a custom targetDirection, check this true to align the character with your custom targetDirection
///
///
public virtual void SetLockUpdateMoveDirection(bool value)
{
lockUpdateMoveDirection = value;
}
///
/// Limits the character to walk only, useful for cutscenes and 'indoor' areas
///
///
public virtual void SetWalkByDefault(bool value)
{
cc.freeSpeed.walkByDefault = value;
cc.strafeSpeed.walkByDefault = value;
}
///
/// Set the character to Strafe Locomotion
///
///
public virtual void SetStrafeLocomotion(bool value)
{
cc.lockInStrafe = value;
cc.isStrafing = value;
}
///
/// OnAnimatorMove Event Sender
///
internal virtual vAnimatorMoveSender animatorMoveSender { get; set; }
///
/// Use Animator Move Event Sender
///
protected bool _useAnimatorMove { get; set; }
///
/// Check if OnAnimatorMove is Enabled
///
public virtual bool UseAnimatorMove
{
get
{
return _useAnimatorMove;
}
set
{
if (_useAnimatorMove != value)
{
if (value)
{
animatorMoveSender = gameObject.AddComponent();
onEnableAnimatorMove?.Invoke();
}
else
{
if (animatorMoveSender)
{
Destroy(animatorMoveSender);
}
onEnableAnimatorMove?.Invoke();
}
}
_useAnimatorMove = value;
}
}
///
/// Enable OnAnimatorMove event
///
public virtual void EnableOnAnimatorMove()
{
UseAnimatorMove = true;
}
///
/// Disable OnAnimatorMove event
///
public virtual void DisableOnAnimatorMove()
{
UseAnimatorMove = false;
}
#endregion
#region Basic Locomotion Inputs
protected virtual void InputHandle()
{
if (lockInput || cc.ragdolled)
{
return;
}
MoveInput();
SprintInput();
CrouchInput();
StrafeInput();
JumpInput();
RollInput();
}
public virtual void MoveInput()
{
if (!lockMoveInput)
{
// gets input
cc.input.x = horizontalInput.GetAxisRaw();
cc.input.z = verticallInput.GetAxisRaw();
}
if (Input.GetKeyDown(toggleWalk))
{
cc.alwaysWalkByDefault = !cc.alwaysWalkByDefault;
}
cc.ControlKeepDirection();
}
public virtual void ControlRotation()
{
if (cameraMain && !lockUpdateMoveDirection)
{
if (!cc.keepDirection)
{
cc.UpdateMoveDirection(cameraMain.transform);
}
}
if (tpCamera != null && tpCamera.lockTarget && cc.isStrafing)
{
cc.RotateToPosition(tpCamera.lockTarget.position); // rotate the character to a specific target
}
else
{
cc.ControlRotationType(); // handle the controller rotation type (strafe or free)
}
}
protected virtual void StrafeInput()
{
if (strafeInput.GetButtonDown())
{
cc.Strafe();
}
}
protected virtual void SprintInput()
{
if (sprintInput.useInput)
{
cc.Sprint(cc.useContinuousSprint ? sprintInput.GetButtonDown() : sprintInput.GetButton());
}
}
protected virtual void CrouchInput()
{
cc.AutoCrouch();
if (crouchInput.useInput && crouchInput.GetButtonDown())
{
cc.Crouch();
}
}
///
/// Conditions to trigger the Jump animation & behavior
///
///
protected virtual bool JumpConditions()
{
return !cc.customAction && !cc.isCrouching && cc.isGrounded && cc.GroundAngle() < cc.slopeLimit && cc.currentStamina >= cc.jumpStamina && !cc.isJumping && !cc.isRolling;
}
///
/// Input to trigger the Jump
///
protected virtual void JumpInput()
{
if (jumpInput.GetButtonDown() && JumpConditions())
{
cc.Jump(true);
}
}
///
/// Conditions to trigger the Roll animation & behavior
///
///
protected virtual bool RollConditions()
{
return (!cc.isRolling || cc.canRollAgain) && cc.isGrounded && cc.input != Vector3.zero && !cc.customAction && cc.currentStamina > cc.rollStamina && !cc.isJumping && !cc.isSliding;
}
///
/// Input to trigger the Roll
///
protected virtual void RollInput()
{
if (rollInput.GetButtonDown() )//&& RollConditions())
{
cc.Roll();
}
}
#endregion
#region Camera Methods
public virtual void CameraInput()
{
if (!cameraMain)
{
return;
}
if (tpCamera == null)
{
return;
}
var Y = lockCameraInput ? 0f : rotateCameraYInput.GetAxis();
var X = lockCameraInput ? 0f : rotateCameraXInput.GetAxis();
if (invertCameraInputHorizontal)
{
X *= -1;
}
if (invertCameraInputVertical)
{
Y *= -1;
}
var zoom = cameraZoomInput.GetAxis();
//Debug.Log("Camera: X,Y: "+X+" "+Y);
tpCamera.RotateCamera(X, Y);
if (!lockCameraInput)
{
tpCamera.Zoom(zoom);
}
}
public virtual void UpdateCameraStates()
{
// CAMERA STATE - you can change the CameraState here, the bool means if you want lerp of not, make sure to use the same CameraState String that you named on TPCameraListData
if (ignoreTpCamera)
{
return;
}
if (tpCamera == null)
{
tpCamera = FindObjectOfType();
if (tpCamera == null)
{
return;
}
if (tpCamera)
{
tpCamera.SetMainTarget(this.transform);
tpCamera.Init();
}
}
if (changeCameraState)
{
tpCamera.ChangeState(customCameraState, customlookAtPoint, smoothCameraState);
}
else if (cc.isCrouching)
{
tpCamera.ChangeState("Crouch", true);
}
else if (cc.isStrafing)
{
tpCamera.ChangeState("Strafing", true);
}
else
{
tpCamera.ChangeState("Default", true);
}
}
public virtual void ChangeCameraState(string cameraState, bool useLerp = true)
{
if (useLerp)
{
ChangeCameraStateWithLerp(cameraState);
}
else
{
ChangeCameraStateNoLerp(cameraState);
}
}
public virtual void ResetCameraAngle()
{
if (tpCamera)
{
tpCamera.ResetAngle();
}
}
public virtual void ChangeCameraStateWithLerp(string cameraState)
{
changeCameraState = true;
customCameraState = cameraState;
smoothCameraState = true;
}
public virtual void ChangeCameraStateNoLerp(string cameraState)
{
changeCameraState = true;
customCameraState = cameraState;
smoothCameraState = false;
}
public virtual void ResetCameraState()
{
changeCameraState = false;
customCameraState = string.Empty;
}
#endregion
#region HUD
public virtual void UpdateHUD()
{
if (hud == null)
{
if (vHUDController.instance != null)
{
hud = vHUDController.instance;
hud.Init(cc);
}
else
{
return;
}
}
hud.UpdateHUD(cc);
}
#endregion
}
///
/// Interface to receive events from
///
public interface vIAnimatorMoveReceiver
{
///
/// Check if Component is Enabled
///
bool enabled { get; set; }
///
/// Method Called from
///
void OnAnimatorMoveEvent();
}
///
/// OnAnimatorMove Event Sender
///
class vAnimatorMoveSender : MonoBehaviour
{
private void Awake()
{
///Hide in Inpector
this.hideFlags = HideFlags.HideInInspector;
vIAnimatorMoveReceiver[] animatorMoves = GetComponents();
for (int i = 0; i < animatorMoves.Length; i++)
{
var receiver = animatorMoves[i];
animatorMoveEvent += () =>
{
if (receiver.enabled)
{
receiver.OnAnimatorMoveEvent();
}
};
}
}
///
/// AnimatorMove event called using default unity OnAnimatorMove
///
public System.Action animatorMoveEvent;
private void OnAnimatorMove()
{
animatorMoveEvent?.Invoke();
}
}
}