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using Fusion;
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using StarterAssets;
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using UnityEngine;
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using UnityEngine.InputSystem;
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/// <summary>
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/// Tracks player input.
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/// </summary>
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[DefaultExecutionOrder(-10)]
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public sealed class TopDownPlayerInput : NetworkBehaviour, IBeforeUpdate, IBeforeTick, INetworkInput
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{
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public NetworkedInput CurrentInput => _currentInput;
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public NetworkedInput PreviousInput => _previousInput;
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//===================================================
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// PRIVATE FIELDS
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//===================================================
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private UICanvasControllerInput _mobileInput = null;
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[Networked]
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private NetworkedInput _currentInput { get; set; }
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private bool _resetAccumulatedInput;
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private NetworkedInput _accumulatedInput;
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private NetworkedInput _previousInput;
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//===================================================
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// METHODS
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//===================================================
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public override void Spawned()
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{
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// Reset to default state.
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_currentInput = default;
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_previousInput = default;
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_accumulatedInput = default;
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_resetAccumulatedInput = default;
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if (Object.HasInputAuthority == true)
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{
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Runner.GetComponent<ClientSessionHandler>().OnInputAction += OnInput;
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if(Application.isMobilePlatform)
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{
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_mobileInput = Runner.GetComponent<ClientSessionHandler>().MobileInput;
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}//if end
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// else if(Application.isEditor)
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// {
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// Cursor.lockState = CursorLockMode.Locked;
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// Cursor.visible = false;
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// }//if end
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}//if end
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ReplicateToAll(false);
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ReplicateTo(Object.InputAuthority, true);
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}//Spawned() end
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void IBeforeUpdate.BeforeUpdate()
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{
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if (HasInputAuthority == false)
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return;
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if (_resetAccumulatedInput == true)
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{
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_resetAccumulatedInput = false;
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_accumulatedInput = default;
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}//if end
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if(Application.isMobilePlatform)
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{
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MobileInput();
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}//if end
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else
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{
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// if (Cursor.lockState != CursorLockMode.Locked)
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// return;
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StandaloneInput();
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}//if end
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}//BeforeUpdate() end
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void IBeforeTick.BeforeTick()
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{
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if (Object == null)
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return;
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_previousInput = _currentInput;
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NetworkedInput currentInput = _currentInput;
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_currentInput = currentInput;
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if (Object.InputAuthority != PlayerRef.None)
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{
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if (GetInput(out NetworkedInput input) == true)
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_currentInput = input;
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}//if end
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}//BeforeTick() end
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private void OnInput(NetworkRunner runner, NetworkInput networkInput)
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{
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networkInput.Set(_accumulatedInput);
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_resetAccumulatedInput = true;
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}//OnInput() end
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private void StandaloneInput()
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{
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Keyboard keyboard = Keyboard.current;
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if (keyboard != null)
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{
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Vector2 moveDirection = Vector2.zero;
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if (keyboard.wKey.isPressed == true) { moveDirection += Vector2.up ; }
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if (keyboard.sKey.isPressed == true) { moveDirection += Vector2.down ; }
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if (keyboard.aKey.isPressed == true) { moveDirection += Vector2.left ; }
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if (keyboard.dKey.isPressed == true) { moveDirection += Vector2.right; }
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_accumulatedInput.MoveDirection = moveDirection.normalized;
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_accumulatedInput.Sprint = keyboard.leftShiftKey.isPressed;
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_accumulatedInput.JumpAction.Set(NetworkedInput.JUMP_BUTTON, keyboard.spaceKey.isPressed);
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}//if end
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if(Mouse.current != null)
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_accumulatedInput.AttackAction.Set(NetworkedInput.ATTACK_BUTTON, Mouse.current.leftButton.isPressed);
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}//StandaloneInput() end
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private void MobileInput()
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{
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if(_mobileInput is null)
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return;
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_accumulatedInput.MoveDirection = _mobileInput.Move;
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_accumulatedInput.Sprint = _mobileInput.Sprint;
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_accumulatedInput.JumpAction.Set(NetworkedInput.JUMP_BUTTON, _mobileInput.Jump);
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_accumulatedInput.AttackAction.Set(NetworkedInput.ATTACK_BUTTON, _mobileInput.Attack);
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}//MobileInput() end
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}//class end
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