Initial Combat Implementation
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@@ -6,62 +6,73 @@ using Unity.NetCode;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only twin-stick input gather. Samples the Input System once per frame (WASD /
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/// left-stick -> Move, right-stick -> Aim) and writes <see cref="PlayerInput"/> on the
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/// locally-owned player ghost (filtered to <see cref="GhostOwnerIsLocal"/>). Runs in
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/// <see cref="GhostInputSystemGroup"/> — NOT the prediction loop — so devices are read once per
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/// frame, never re-read during rollback. Implemented as a non-Burst <see cref="ISystem"/>
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/// because it reads the managed Input System.
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/// Client-only twin-stick input gather. Samples the new Input System action map (the generated
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/// <c>ProjectMInput</c> wrapper over <c>Assets/Settings/Project M Input.inputactions</c>) once per
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/// frame and writes <see cref="PlayerInput"/> on the locally-owned player ghost (filtered to
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/// <see cref="GhostOwnerIsLocal"/>). Runs in <see cref="GhostInputSystemGroup"/> — NOT the
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/// prediction loop — so devices are read once per frame, never re-read during rollback.
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/// <para>
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/// NOTE: the Input System device types are fully qualified rather than imported via
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/// <c>using UnityEngine.InputSystem;</c> on purpose — that namespace also defines a
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/// <c>PlayerInput</c> type which would collide with <see cref="ProjectM.Simulation.PlayerInput"/>
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/// and make the Entities source generator bind <c>RefRW<PlayerInput></c> to the managed
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/// class (a spurious CS8377 "must be unmanaged").
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/// Implemented as a managed <see cref="SystemBase"/> (not a Burst <c>ISystem</c>) because it holds
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/// and reads the managed Input System wrapper. Fire is an <see cref="InputEvent"/>: the event field
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/// is reset each frame and raised via <c>Set()</c> on the press edge, so a single click fires
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/// exactly once; netcode accumulates the absolute <c>Count</c> into the command buffer across the
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/// frame→tick boundary (read back in <c>AbilityFireSystem</c> as the predicted-spawn key).
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/// </para>
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/// <para>
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/// NOTE: Input System types are fully qualified (e.g. <c>UnityEngine.Vector2</c>) and
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/// <c>using UnityEngine.InputSystem;</c> is intentionally omitted — that namespace defines a
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/// <c>PlayerInput</c> type that collides with <see cref="ProjectM.Simulation.PlayerInput"/> and
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/// makes the Entities generator bind <c>RefRW<PlayerInput></c> to the managed class (a
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/// spurious CS8377). The generated <c>ProjectMInput</c> wrapper lives in this assembly.
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/// </para>
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/// </summary>
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[UpdateInGroup(typeof(GhostInputSystemGroup))]
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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public partial struct PlayerInputGatherSystem : ISystem
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public partial class PlayerInputGatherSystem : SystemBase
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{
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public void OnCreate(ref SystemState state)
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private ProjectMInput _controls;
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protected override void OnCreate()
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{
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state.RequireForUpdate<PlayerInput>();
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RequireForUpdate<PlayerInput>();
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_controls = new ProjectMInput();
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_controls.Gameplay.Enable();
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}
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public void OnUpdate(ref SystemState state)
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protected override void OnDestroy()
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{
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float2 move = float2.zero;
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float2 aim = float2.zero;
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var keyboard = UnityEngine.InputSystem.Keyboard.current;
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if (keyboard != null)
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if (_controls != null)
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{
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if (keyboard.wKey.isPressed) move.y += 1f;
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if (keyboard.sKey.isPressed) move.y -= 1f;
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if (keyboard.dKey.isPressed) move.x += 1f;
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if (keyboard.aKey.isPressed) move.x -= 1f;
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_controls.Gameplay.Disable();
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_controls.Dispose();
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_controls = null;
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}
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}
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var gamepad = UnityEngine.InputSystem.Gamepad.current;
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if (gamepad != null)
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{
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float2 leftStick = gamepad.leftStick.ReadValue();
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if (math.lengthsq(leftStick) > math.lengthsq(move))
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move = leftStick;
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protected override void OnUpdate()
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{
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var gameplay = _controls.Gameplay;
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aim = gamepad.rightStick.ReadValue();
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}
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float2 move = (float2)gameplay.Move.ReadValue<UnityEngine.Vector2>();
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float2 aim = (float2)gameplay.Aim.ReadValue<UnityEngine.Vector2>();
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// Right-stick deadzone: a resting stick yields zero Aim so PlayerAimSystem falls back to
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// the movement heading (controller-first directional aim).
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// Right-stick deadzone: a resting stick yields zero Aim so PlayerAimSystem falls back to the
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// movement heading (controller-first directional aim).
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if (math.lengthsq(aim) < 0.04f)
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aim = float2.zero;
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bool firePressed = gameplay.Fire.WasPressedThisFrame();
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foreach (var input in SystemAPI.Query<RefRW<PlayerInput>>().WithAll<GhostOwnerIsLocal>())
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{
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input.ValueRW.Move = move;
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input.ValueRW.Aim = aim;
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// Reset the per-frame event, then raise it on the press edge. Netcode latches the
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// absolute Count into the command buffer; AbilityFireSystem reads it as the SpawnId key.
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input.ValueRW.Fire = default;
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if (firePressed)
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input.ValueRW.Fire.Set();
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}
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}
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}
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