[Add] New Player Input
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@@ -1,12 +1,18 @@
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using FishNet.Object;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Players
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{
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public sealed class PlayerMoving : NetworkBehaviour
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{
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[SerializeField] private float _moveSpeed = 5f;
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[SerializeField] private float _sprintMultiplier = 2f;
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[SerializeField] private float _slowMultiplier = 0.5f;
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[SerializeField] private CharacterController _characterController;
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[SerializeField] private InputActionReference _moveAction;
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[SerializeField] private InputActionReference _sprintAction;
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[SerializeField] private InputActionReference _slowAction;
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private Transform _cameraTransform;
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@@ -16,22 +22,72 @@ namespace Players
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if (playerCamera != null)
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_cameraTransform = playerCamera.transform;
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}
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private void OnEnable()
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{
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EnableAction(_moveAction);
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EnableAction(_sprintAction);
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EnableAction(_slowAction);
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}
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private void OnDisable()
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{
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DisableAction(_moveAction);
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DisableAction(_sprintAction);
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DisableAction(_slowAction);
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}
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private void Update()
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{
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if (!IsOwner)
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return;
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float horizontal = Input.GetAxisRaw("Horizontal");
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float vertical = Input.GetAxisRaw("Vertical");
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Vector2 moveInput = ReadMoveInput();
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float speedMultiplier = ReadSpeedMultiplier();
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Transform directionSource = _cameraTransform != null ? _cameraTransform : transform;
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Vector3 forward = Vector3.ProjectOnPlane(directionSource.forward, Vector3.up).normalized;
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Vector3 right = Vector3.ProjectOnPlane(directionSource.right, Vector3.up).normalized;
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Vector3 moveDirection = (right * horizontal + forward * vertical).normalized;
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Vector3 offset = moveDirection * (_moveSpeed * Time.deltaTime);
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Vector3 moveDirection = (right * moveInput.x + forward * moveInput.y).normalized;
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Vector3 offset = moveDirection * (_moveSpeed * speedMultiplier * Time.deltaTime);
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_characterController.Move(offset);
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}
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private Vector2 ReadMoveInput()
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{
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InputAction action = _moveAction != null ? _moveAction.action : null;
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return action != null ? action.ReadValue<Vector2>() : Vector2.zero;
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}
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private float ReadSpeedMultiplier()
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{
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bool isSprinting = IsActionPressed(_sprintAction);
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bool isSlowing = IsActionPressed(_slowAction);
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if (isSprinting == isSlowing)
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return 1f;
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return isSprinting ? _sprintMultiplier : _slowMultiplier;
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}
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private static bool IsActionPressed(InputActionReference actionReference)
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{
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InputAction action = actionReference != null ? actionReference.action : null;
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return action != null && action.IsPressed();
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}
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private static void EnableAction(InputActionReference actionReference)
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{
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InputAction action = actionReference != null ? actionReference.action : null;
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if (action != null && !action.enabled)
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action.Enable();
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}
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private static void DisableAction(InputActionReference actionReference)
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{
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InputAction action = actionReference != null ? actionReference.action : null;
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if (action != null && action.enabled)
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action.Disable();
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}
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}
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}
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