224 lines
10 KiB
C#
224 lines
10 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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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.Text;
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using System.Threading.Tasks;
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namespace ZoFo.GameCore.GameManagers
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{
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public enum ScopeState { Left, Right, Straight, Back, StraightLeft, StraightRight, BackLeft, BackRight }
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public class InputManager
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{
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public delegate void Delegat();
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public event Delegat ShootEvent; // событие удара(когда нажат X, событие срабатывает)
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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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ScopeState currentScopeState; // Положение оружия. Left, Right, Straight, Back, StraightLeft, StraightRight, BackLeft, BackRight.
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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 CollisionsCheat { get; private set; } = false;
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public bool InfiniteAmmoCheat { get; private set; } = false;
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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 GamePadState lastGamePadState;
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public Vector2 VectorMovementDirection { get => vectorMovementDirection; }
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public ScopeState ScopeState { get => currentScopeState; }
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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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{
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this.isShoot = false;
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currentScopeState = ScopeState.Straight;
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vectorMovementDirection = new Vector2(0, 0);
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}
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public void Update()
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{
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if (_cheatsEnabled)
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{
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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("infinite ammo", InfiniteAmmoCheat.ToString()); //TODO
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}
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#region Работа с GamePad
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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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vectorMovementDirection = gamePadState.ThumbSticks.Left;
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#endregion
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#region читы
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if (gamePadState.Triggers.Left >= 0.9 && gamePadState.Triggers.Right >= 0.9)
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_cheatsEnabled = true;
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if (_cheatsEnabled)
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{
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if (gamePadState.Buttons.Y == ButtonState.Pressed && lastGamePadState.Buttons.Y == ButtonState.Released)
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InvincibilityCheat = !InvincibilityCheat;
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if (gamePadState.Buttons.B == ButtonState.Pressed && lastGamePadState.Buttons.B == ButtonState.Released)
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CollisionsCheat = !CollisionsCheat;
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//TODO: infinite ammo cheat by gamepad
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}
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#endregion // Cheats
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#region Обработка положения оружия. Задает значение полю scopeState.
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if (vectorMovementDirection.Y >= 0.6)
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{
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currentScopeState = ScopeState.Straight;
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}
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else if(vectorMovementDirection.Y <= 0.6)
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{
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currentScopeState = ScopeState.Back;
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}
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else if(vectorMovementDirection.X >= 0.6)
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{
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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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#endregion
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#region Обработка нажатия выстрела. Вызывает событие ShootEvent
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if (gamePadState.Buttons.X == ButtonState.Pressed && !isShoot)
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{
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isShoot = true;
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ShootEvent?.Invoke();
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Debug.WriteLine("Выстрел");
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}
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else if (gamePadState.Buttons.X == ButtonState.Released)
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{
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isShoot = false;
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}
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#endregion
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lastGamePadState = gamePadState;
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#endregion
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#region Работа с KeyBoard
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#region Состояние клавиатуры
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KeyboardState keyBoardState = Keyboard.GetState(); // Состояние клавиатуры
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#endregion
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#region читы
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if (keyBoardState.IsKeyDown(Keys.LeftShift) && keyBoardState.IsKeyDown(Keys.RightShift))
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_cheatsEnabled = true;
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if (_cheatsEnabled)
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{
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if (keyBoardState.IsKeyDown(Keys.I) && lastKeyboardState.IsKeyUp(Keys.I))
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InvincibilityCheat = !InvincibilityCheat;
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if (keyBoardState.IsKeyDown(Keys.C) && lastKeyboardState.IsKeyUp(Keys.C))
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CollisionsCheat = !CollisionsCheat;
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if (keyBoardState.IsKeyDown(Keys.N) && lastKeyboardState.IsKeyUp(Keys.N))
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InfiniteAmmoCheat = !InfiniteAmmoCheat;
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List<Keys> lvls = new List<Keys>() { Keys.D0, Keys.D1, Keys.D2, Keys.D3, Keys.D4, Keys.D5, Keys.D6, Keys.D7, Keys.D8, Keys.D9 };
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for (int i = 0; i < lvls.Count; i++)
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{
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//if (keyBoardState.IsKeyDown(lvls[i]) && lastKeyboardState.IsKeyUp(lvls[i])) //TODO
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// AppManager.Instance.Restart($"lvl{i}");
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}
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}
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#endregion // Cheats
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#region Обработка состояния объекта. Задает значение полю scopeState.
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if (keyBoardState.IsKeyDown(Keys.Up) || keyBoardState.IsKeyDown(Keys.W))
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{
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currentScopeState = ScopeState.Straight;
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}
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else if (keyBoardState.IsKeyDown(Keys.Down) || keyBoardState.IsKeyDown(Keys.S))
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{
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currentScopeState = ScopeState.Back;
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}
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else if(keyBoardState.IsKeyDown(Keys.Left) || keyBoardState.IsKeyDown(Keys.A))
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{
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currentScopeState = ScopeState.Left;
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}
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else if(keyBoardState.IsKeyDown(Keys.Right) || keyBoardState.IsKeyDown(Keys.D))
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{
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currentScopeState = ScopeState.Right;
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}
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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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currentScopeState = ScopeState.StraightRight;
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}
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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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currentScopeState = ScopeState.StraightLeft;
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}
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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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{
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currentScopeState = ScopeState.BackRight;
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}
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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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currentScopeState = ScopeState.BackLeft;
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}
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#endregion
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#region Обработка нажатия выстрела. Вызывает событие ShootEvent
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if (keyBoardState.IsKeyDown(Keys.P) && !isShoot)
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{
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isShoot = true;
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ShootEvent?.Invoke();
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Debug.WriteLine("Выстрел");
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}
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else if (keyBoardState.IsKeyUp(Keys.P))
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{
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isShoot = false;
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}
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#endregion
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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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#endregion
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}
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}
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}
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