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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;
}
}
}
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