using ProjectM.Simulation;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
namespace ProjectM.Client
{
///
/// Client-only twin-stick input gather. Samples the Input System once per frame (WASD /
/// left-stick -> Move, right-stick -> Aim) and writes on the
/// locally-owned player ghost (filtered to ). Runs in
/// — NOT the prediction loop — so devices are read once per
/// frame, never re-read during rollback. Implemented as a non-Burst
/// because it reads the managed Input System.
///
/// NOTE: the Input System device types are fully qualified rather than imported via
/// using UnityEngine.InputSystem; on purpose — that namespace also defines a
/// PlayerInput type which would collide with
/// and make the Entities source generator bind RefRW<PlayerInput> to the managed
/// class (a spurious CS8377 "must be unmanaged").
///
///
[UpdateInGroup(typeof(GhostInputSystemGroup))]
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
public partial struct PlayerInputGatherSystem : ISystem
{
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate();
}
public void OnUpdate(ref SystemState state)
{
float2 move = float2.zero;
float2 aim = float2.zero;
var keyboard = UnityEngine.InputSystem.Keyboard.current;
if (keyboard != null)
{
if (keyboard.wKey.isPressed) move.y += 1f;
if (keyboard.sKey.isPressed) move.y -= 1f;
if (keyboard.dKey.isPressed) move.x += 1f;
if (keyboard.aKey.isPressed) move.x -= 1f;
}
var gamepad = UnityEngine.InputSystem.Gamepad.current;
if (gamepad != null)
{
float2 leftStick = gamepad.leftStick.ReadValue();
if (math.lengthsq(leftStick) > math.lengthsq(move))
move = leftStick;
aim = gamepad.rightStick.ReadValue();
}
// Right-stick deadzone: a resting stick yields zero Aim so PlayerAimSystem falls back to
// the movement heading (controller-first directional aim).
if (math.lengthsq(aim) < 0.04f)
aim = float2.zero;
foreach (var input in SystemAPI.Query>().WithAll())
{
input.ValueRW.Move = move;
input.ValueRW.Aim = aim;
}
}
}
}