DangerousD/DangerousD/GameCore/InputManager.cs
2023-08-16 18:48:41 +03:00

156 lines
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using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
using System.Xml.Serialization;
using System.Runtime.InteropServices;
namespace DangerousD.GameCore
{
public enum ScopeState { Up, Middle, Down }
public class InputManager
{
public delegate void Delegat();
public event Delegat MovEventJump;
public event Delegat MovEventDown;
public event Delegat ShootEvent;
Vector2 vectorMovementDirection;
ScopeState scopeState; // Положение оружия. Up, Middle, Down.
private bool isJumpDown; // Блокирует физическое нажатие прыжка и спуска
private bool isShoot;
public Vector2 VectorMovementDirection { get => vectorMovementDirection; }
public ScopeState ScopeState { get => scopeState; }
public InputManager()
{
this.isJumpDown = false;
this.isShoot = false;
scopeState = ScopeState.Middle;
vectorMovementDirection = new Vector2(0, 0);
}
public void Update()
{
// Работа с GamePad
if (GamePad.GetState(0).IsConnected)
{
// Обработка гейм-пада. Задает Vector2 vectorMovementDirection являющийся вектором отклонения левого стика.
GamePadState gamePadState = GamePad.GetState(0);
vectorMovementDirection = gamePadState.ThumbSticks.Left;
// Обработка нажатия прыжка и спуска. Вызывает события MovEvent.
if (vectorMovementDirection.Y < -0.2 && gamePadState.Buttons.A == ButtonState.Pressed && !isJumpDown)
{
isJumpDown = true;
MovEventDown?.Invoke();
Debug.WriteLine("Спуск");
}
else if (gamePadState.Buttons.A == ButtonState.Pressed && !isJumpDown)
{
isJumpDown = true;
MovEventJump?.Invoke();
Debug.WriteLine("Прыжок");
}
else if (gamePadState.Buttons.A == ButtonState.Released)
{
isJumpDown = false;
}
// Обработка положения оружия. Задает значение полю scopeState.
if (vectorMovementDirection.Y >= 0.7)
{
scopeState = ScopeState.Up;
}
else if (vectorMovementDirection.Y <= -0.7 && !isJumpDown)
{
scopeState = ScopeState.Down;
}
else
{
scopeState = ScopeState.Middle;
}
// Обработка нажатия выстрела. Вызывает событие ShootEvent
if (gamePadState.Buttons.X == ButtonState.Pressed && !isJumpDown && !isShoot)
{
isShoot = true;
ShootEvent?.Invoke();
Debug.WriteLine("Выстрел");
}
else if (gamePadState.Buttons.X == ButtonState.Released && !isJumpDown)
{
isShoot = false;
}
}
// Работа с KeyBoard
else
{
KeyboardState keyBoardState = Keyboard.GetState(); // Состояние клавиатуры
// Обработка движения вправо-влево. Меняет у вектора vectorMovementDirection значение X на -1/0/1.
if (keyBoardState.IsKeyDown(Keys.Left))
{
vectorMovementDirection.X = -1;
}
else if (keyBoardState.IsKeyDown(Keys.Right))
{
vectorMovementDirection.X = 1;
}
else
{
vectorMovementDirection.X = 0;
}
// Обработка прыжка и спуска. Вызываются события MovEvent.
if (keyBoardState.IsKeyDown(Keys.LeftShift) && !isJumpDown && keyBoardState.IsKeyDown(Keys.Down))
{
isJumpDown = true;
MovEventDown?.Invoke();
Debug.WriteLine("Спуск");
}
else if (keyBoardState.IsKeyDown(Keys.LeftShift) && !isJumpDown)
{
isJumpDown = true;
MovEventJump?.Invoke();
Debug.WriteLine("Прыжок");
}
else if (keyBoardState.IsKeyUp(Keys.LeftShift))
{
isJumpDown = false;
}
// Обработка положения оружия. Задает значение полю scopeState.
if (keyBoardState.IsKeyDown(Keys.Up))
{
scopeState = ScopeState.Up;
}
else if (keyBoardState.IsKeyDown(Keys.Down) && !isJumpDown)
{
scopeState = ScopeState.Down;
}
else
{
scopeState = ScopeState.Middle;
}
// Обработка нажатия выстрела. Вызывает событие ShootEvent
if (keyBoardState.IsKeyDown(Keys.X) && !isJumpDown && !isShoot)
{
isShoot = true;
ShootEvent?.Invoke();
Debug.WriteLine("Выстрел");
}
else if (keyBoardState.IsKeyUp(Keys.X) && !isJumpDown)
{
isShoot = false;
}
}
}
}
}