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path: root/_ActiveRagdoll/Handlers/InputHandler.cs
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using UnityEngine;

public class InputHandler : MonoBehaviour
{
	public Vector3 inputMovementDirection;

	public Vector3 lastInputDirection;

	public bool isSpringting;

	private WeaponHandler wepaonHandler;

	private MovementDataHandler movementData;

	private WeaponHandler weaponHandler;

	private CameraMovement cameraMovement;

	private PlayerDeath death;

	private HasControl hasControl;

	private MovementHandler movement;

	public bool allowStrafe = true;

	private void Start()
	{
		death = GetComponent<PlayerDeath>();
		movement = GetComponent<MovementHandler>();
		wepaonHandler = GetComponent<WeaponHandler>();
		hasControl = GetComponent<HasControl>();
		movementData = GetComponent<MovementDataHandler>();
		weaponHandler = GetComponent<WeaponHandler>();
		cameraMovement = GetComponentInChildren<CameraMovement>();
	}

	private void Update()
	{
		if ((bool)death && death.dead)
		{
			return;
		}
		if (!hasControl || hasControl.hasControl)
		{
			isSpringting = false;
			inputMovementDirection = Vector3.zero;
			if (Input.GetKey(KeyCode.W))
			{
				inputMovementDirection += movementData.groundedForward;
			}
			if (Input.GetKey(KeyCode.S))
			{
				inputMovementDirection += movementData.groundedBack;
			}
			if (Input.GetKey(KeyCode.D) && allowStrafe)
			{
				inputMovementDirection += movementData.right;
			}
			if (Input.GetKey(KeyCode.A) && allowStrafe)
			{
				inputMovementDirection += movementData.left;
			}
			if (Input.GetKey(KeyCode.LeftShift) && (!cameraMovement || !cameraMovement.ADS))
			{
				isSpringting = true;
			}
			inputMovementDirection = inputMovementDirection.normalized;
			if ((bool)movement && Input.GetKeyDown(KeyCode.Space))
			{
				movement.Jump();
			}
			if ((bool)weaponHandler)
			{
				if (weaponHandler.isDualWeilding)
				{
					if (Input.GetKey(KeyCode.Mouse1))
					{
						weaponHandler.HoldAttack(shootWithRightGun: true, ADS: false);
					}
					if (Input.GetKeyDown(KeyCode.Mouse1))
					{
						weaponHandler.PressAttack(shootWithRightGun: true, ADS: false);
					}
					if (Input.GetKey(KeyCode.Mouse0))
					{
						weaponHandler.HoldAttack(shootWithRightGun: false, ADS: false);
					}
					if (Input.GetKeyDown(KeyCode.Mouse0))
					{
						weaponHandler.PressAttack(shootWithRightGun: false, ADS: false);
					}
				}
				else
				{
					if (Input.GetKey(KeyCode.Mouse1))
					{
						cameraMovement.ADS = true;
					}
					else
					{
						cameraMovement.ADS = false;
					}
					if (Input.GetKey(KeyCode.Mouse0))
					{
						weaponHandler.HoldAttack(shootWithRightGun: true, cameraMovement.ADS);
					}
					if (Input.GetKeyDown(KeyCode.Mouse0))
					{
						weaponHandler.PressAttack(shootWithRightGun: true, cameraMovement.ADS);
					}
				}
			}
		}
		if (inputMovementDirection != Vector3.zero)
		{
			lastInputDirection = inputMovementDirection;
		}
	}
}