upgrade InputManager
This commit is contained in:
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a8492abe60
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ba757265f2
2 changed files with 81 additions and 88 deletions
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@ -114,9 +114,8 @@ namespace ZoFo.GameCore.GameManagers
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GraphicsDevice.Clear(Color.CornflowerBlue);
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GraphicsDevice.Clear(Color.CornflowerBlue);
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debugHud.Draw(_spriteBatch);
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currentGUI.Draw(_spriteBatch);
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currentGUI.Draw(_spriteBatch);
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debugHud.Draw(_spriteBatch);
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switch (gamestate)
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switch (gamestate)
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{
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{
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case GameState.ClientPlaying:
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case GameState.ClientPlaying:
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@ -3,63 +3,59 @@ using Microsoft.Xna.Framework.Input;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Diagnostics;
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using System.Formats.Tar;
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using System.Linq;
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using System.Linq;
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using System.Text;
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using System.Text;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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namespace ZoFo.GameCore.GameManagers
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namespace ZoFo.GameCore.GameManagers
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{
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{
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public enum ScopeState { Up, Middle, Down }
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public enum ScopeState { Left, Right, Straight, Back, StraightLeft, StraightRight, BackLeft, BackRight }
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public enum ControlsState { Gamepad, Keyboard }
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public class InputManager
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public class InputManager
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{
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{
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public delegate void Delegat();
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public delegate void Delegat();
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public event Delegat MovEventJump;
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public event Delegat ShootEvent; // событие удара(когда нажат X, событие срабатывает)
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public event Delegat MovEventDown;
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public event Delegat ShootEvent;
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public event Delegat OnInteract; // событие взаимодействия с collectable(например, лутом)
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//с помощью кнопки E.
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public event Delegat TalkEvent;
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Vector2 vectorMovementDirection;
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Vector2 vectorMovementDirection;
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ScopeState scopeState; // Положение оружия. Up, Middle, Down.
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ScopeState currentScopeState; // Положение оружия. Left, Right, Straight, Back, StraightLeft, StraightRight, BackLeft, BackRight.
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ControlsState controlsState;
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private bool _overrideControls = false;
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private bool _cheatsEnabled = false;
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private bool _cheatsEnabled = false;
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public bool InvincibilityCheat { get; private set; } = false;
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public bool InvincibilityCheat { get; private set; } = false;
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public bool CollisionsCheat { get; private set; } = false;
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public bool CollisionsCheat { get; private set; } = false;
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public bool InfiniteAmmoCheat { get; private set; } = false;
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public bool InfiniteAmmoCheat { get; private set; } = false;
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private bool isJumpDown; // Блокирует физическое нажатие прыжка и спуска
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private bool isShoot;
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private bool isShoot;
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private bool isInteract;
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private KeyboardState lastKeyboardState;
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private KeyboardState lastKeyboardState;
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private GamePadState lastGamePadState;
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private GamePadState lastGamePadState;
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public Vector2 VectorMovementDirection { get => vectorMovementDirection; }
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public Vector2 VectorMovementDirection { get => vectorMovementDirection; }
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public ScopeState ScopeState { get => scopeState; }
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public ScopeState ScopeState { get => currentScopeState; }
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public string currentControlsState;
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public string currentControlsState;
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public ScopeState CurrentScopeState { get => currentScopeState; } // получить текущее состояние
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public InputManager()
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public InputManager()
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{
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{
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this.isJumpDown = false;
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this.isShoot = false;
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this.isShoot = false;
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scopeState = ScopeState.Middle;
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currentScopeState = ScopeState.Straight;
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controlsState = ControlsState.Keyboard;
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vectorMovementDirection = new Vector2(0, 0);
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vectorMovementDirection = new Vector2(0, 0);
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}
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}
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public void Update()
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public void Update()
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{
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{
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if (_cheatsEnabled)
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if (_cheatsEnabled)
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{
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{
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//AppManager.Instance.DebugHUD.Set("cheats", _cheatsEnabled.ToString());
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AppManager.Instance.debugHud.Set("cheats", _cheatsEnabled.ToString());
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//AppManager.Instance.DebugHUD.Set("invincible", InvincibilityCheat.ToString());
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AppManager.Instance.debugHud.Set("invincible", InvincibilityCheat.ToString());
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//AppManager.Instance.DebugHUD.Set("infinite ammo", InfiniteAmmoCheat.ToString()); //TODO
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AppManager.Instance.debugHud.Set("infinite ammo", InfiniteAmmoCheat.ToString()); //TODO
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}
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}
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#region Работа с GamePad
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#region Работа с GamePad
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if (_overrideControls ? controlsState == ControlsState.Gamepad : GamePad.GetState(0).IsConnected)
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{
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controlsState = ControlsState.Gamepad;
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#region Обработка гейм-пада. Задает Vector2 vectorMovementDirection являющийся вектором отклонения левого стика.
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#region Обработка гейм-пада. Задает Vector2 vectorMovementDirection являющийся вектором отклонения левого стика.
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GamePadState gamePadState = GamePad.GetState(0);
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GamePadState gamePadState = GamePad.GetState(0);
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vectorMovementDirection = gamePadState.ThumbSticks.Left;
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vectorMovementDirection = gamePadState.ThumbSticks.Left;
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@ -78,56 +74,57 @@ namespace ZoFo.GameCore.GameManagers
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}
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}
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#endregion // Cheats
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#endregion // Cheats
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#region Обработка нажатия прыжка и спуска. Вызывает события MovEvent.
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if (vectorMovementDirection.Y < -0.2 && gamePadState.Buttons.A == ButtonState.Pressed && !isJumpDown)
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{
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isJumpDown = true;
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MovEventDown?.Invoke();
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Debug.WriteLine("Спуск");
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}
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else if (gamePadState.Buttons.A == ButtonState.Pressed && lastGamePadState.Buttons.A == ButtonState.Released)
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{
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MovEventJump?.Invoke();
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Debug.WriteLine("Прыжок");
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}
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#endregion
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#region Обработка положения оружия. Задает значение полю scopeState.
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#region Обработка положения оружия. Задает значение полю scopeState.
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if (vectorMovementDirection.Y >= 0.7)
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if (vectorMovementDirection.Y >= 0.6)
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{
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{
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scopeState = ScopeState.Up;
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currentScopeState = ScopeState.Straight;
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}
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}
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else if (vectorMovementDirection.Y <= -0.7 && !isJumpDown)
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else if(vectorMovementDirection.Y <= 0.6)
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{
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{
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scopeState = ScopeState.Down;
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currentScopeState = ScopeState.Back;
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}
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}
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else
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else if(vectorMovementDirection.X >= 0.6)
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{
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{
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scopeState = ScopeState.Middle;
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currentScopeState = ScopeState.Right;
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}
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else if(vectorMovementDirection.X <= 0.6)
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{
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currentScopeState = ScopeState.Left;
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}
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else if(vectorMovementDirection.Y >= 0.6 && vectorMovementDirection.X >= 0.6)
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{
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currentScopeState = ScopeState.StraightRight;
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}
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else if(vectorMovementDirection.Y >= 0.6 && vectorMovementDirection.X <= 0.6)
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{
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currentScopeState = ScopeState.StraightLeft;
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}
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else if(vectorMovementDirection.Y <= 0.6 && vectorMovementDirection.X >= 0.6)
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{
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currentScopeState = ScopeState.BackRight;
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}
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else if(vectorMovementDirection.Y <= 0.6 && vectorMovementDirection.X <= 0.6)
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{
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currentScopeState = ScopeState.BackLeft;
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}
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}
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#endregion
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#endregion
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#region Обработка нажатия выстрела. Вызывает событие ShootEvent
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#region Обработка нажатия выстрела. Вызывает событие ShootEvent
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if (gamePadState.Buttons.X == ButtonState.Pressed && !isJumpDown && !isShoot)
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if (gamePadState.Buttons.X == ButtonState.Pressed && !isShoot)
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{
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{
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isShoot = true;
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isShoot = true;
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ShootEvent?.Invoke();
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ShootEvent?.Invoke();
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Debug.WriteLine("Выстрел");
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Debug.WriteLine("Выстрел");
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}
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}
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else if (gamePadState.Buttons.X == ButtonState.Released && !isJumpDown)
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else if (gamePadState.Buttons.X == ButtonState.Released)
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{
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{
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isShoot = false;
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isShoot = false;
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}
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}
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#endregion
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#endregion
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lastGamePadState = gamePadState;
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lastGamePadState = gamePadState;
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}
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#endregion
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#endregion
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#region Работа с KeyBoard
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#region Работа с KeyBoard
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else
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{
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controlsState = ControlsState.Keyboard;
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#region Состояние клавиатуры
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#region Состояние клавиатуры
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KeyboardState keyBoardState = Keyboard.GetState(); // Состояние клавиатуры
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KeyboardState keyBoardState = Keyboard.GetState(); // Состояние клавиатуры
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#endregion
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#endregion
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@ -154,76 +151,73 @@ namespace ZoFo.GameCore.GameManagers
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}
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}
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#endregion // Cheats
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#endregion // Cheats
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#region Обработка движения вправо-влево. Меняет у вектора vectorMovementDirection значение X на -1/0/1.
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#region Обработка состояния объекта. Задает значение полю scopeState.
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if (keyBoardState.IsKeyDown(Keys.Left))
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if (keyBoardState.IsKeyDown(Keys.Up) || keyBoardState.IsKeyDown(Keys.W))
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{
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{
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vectorMovementDirection.X = -1;
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currentScopeState = ScopeState.Straight;
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}
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}
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else if (keyBoardState.IsKeyDown(Keys.Right))
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else if (keyBoardState.IsKeyDown(Keys.Down) || keyBoardState.IsKeyDown(Keys.S))
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{
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{
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vectorMovementDirection.X = 1;
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currentScopeState = ScopeState.Back;
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}
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}
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else
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else if(keyBoardState.IsKeyDown(Keys.Left) || keyBoardState.IsKeyDown(Keys.A))
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{
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{
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vectorMovementDirection.X = 0;
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currentScopeState = ScopeState.Left;
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}
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}
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#endregion
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else if(keyBoardState.IsKeyDown(Keys.Right) || keyBoardState.IsKeyDown(Keys.D))
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#region Обработка прыжка и спуска. Вызываются события MovEvent.
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if (keyBoardState.IsKeyDown(Keys.LeftShift) && !isJumpDown && keyBoardState.IsKeyDown(Keys.Down))
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{
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{
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isJumpDown = true;
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currentScopeState = ScopeState.Right;
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MovEventDown?.Invoke();
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Debug.WriteLine("Спуск");
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}
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}
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else if (keyBoardState.IsKeyDown(Keys.LeftShift) && !isJumpDown)
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else if(keyBoardState.IsKeyDown(Keys.Right) && keyBoardState.IsKeyDown(Keys.Up) ||
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keyBoardState.IsKeyDown(Keys.D) && keyBoardState.IsKeyDown(Keys.W))
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{
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{
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isJumpDown = true;
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currentScopeState = ScopeState.StraightRight;
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MovEventJump?.Invoke();
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Debug.WriteLine("Прыжок");
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}
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}
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else if (keyBoardState.IsKeyUp(Keys.LeftShift))
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else if(keyBoardState.IsKeyDown(Keys.Left) && keyBoardState.IsKeyDown(Keys.Up) ||
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keyBoardState.IsKeyDown(Keys.A) && keyBoardState.IsKeyDown(Keys.W))
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{
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{
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isJumpDown = false;
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currentScopeState = ScopeState.StraightLeft;
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}
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}
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#endregion
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else if(keyBoardState.IsKeyDown(Keys.Right) && keyBoardState.IsKeyDown(Keys.Down) ||
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keyBoardState.IsKeyDown(Keys.D) && keyBoardState.IsKeyDown(Keys.S))
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#region Обработка положения оружия. Задает значение полю scopeState.
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if (keyBoardState.IsKeyDown(Keys.Up))
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{
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{
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scopeState = ScopeState.Up;
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currentScopeState = ScopeState.BackRight;
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}
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}
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else if (keyBoardState.IsKeyDown(Keys.Down) && !isJumpDown)
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else if(keyBoardState.IsKeyDown(Keys.Left) && keyBoardState.IsKeyDown(Keys.Down) ||
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keyBoardState.IsKeyDown(Keys.A) && keyBoardState.IsKeyDown(Keys.S))
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{
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{
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scopeState = ScopeState.Down;
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currentScopeState = ScopeState.BackLeft;
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}
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else
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{
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scopeState = ScopeState.Middle;
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}
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}
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#endregion
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#endregion
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#region Обработка нажатия выстрела. Вызывает событие ShootEvent
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#region Обработка нажатия выстрела. Вызывает событие ShootEvent
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if (keyBoardState.IsKeyDown(Keys.X) && !isJumpDown && !isShoot)
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if (keyBoardState.IsKeyDown(Keys.P) && !isShoot)
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{
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{
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isShoot = true;
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isShoot = true;
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ShootEvent?.Invoke();
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ShootEvent?.Invoke();
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Debug.WriteLine("Выстрел");
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Debug.WriteLine("Выстрел");
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}
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}
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else if (keyBoardState.IsKeyUp(Keys.X) && !isJumpDown)
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else if (keyBoardState.IsKeyUp(Keys.P))
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{
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{
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isShoot = false;
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isShoot = false;
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}
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}
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#endregion
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#endregion
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SetState(ControlsState.Keyboard);
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#region Обработка взаимодействия с collectable(например лутом). Вызывает событие OnInteract
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if (keyBoardState.IsKeyDown(Keys.E) && !isInteract)
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{
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OnInteract?.Invoke();
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Debug.WriteLine("взаимодействие с Collectable");
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}
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else if (keyBoardState.IsKeyUp(Keys.E))
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{
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isInteract = false;
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}
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#endregion
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lastKeyboardState = keyBoardState;
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lastKeyboardState = keyBoardState;
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}
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#endregion
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#endregion
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}
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}
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public void SetState(ControlsState controlsState)
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{
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currentControlsState = controlsState.ToString();
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}
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}
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}
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}
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}
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Reference in a new issue