Files
GTG-Autorun/Scripts/Game/GTGAutorun/SCR_AutorunComponent.c
2026-03-07 19:59:03 +01:00

64 lines
2.0 KiB
C

[ComponentEditorProps(category: "GameScripted/Character", description: "Erlaubt automatisches Laufen/Rennen")]
class SCR_AutorunComponentClass: ScriptComponentClass
{
}
class SCR_AutorunComponent: ScriptComponent
{
protected bool m_bIsAutorunEnabled = false;
protected SCR_CharacterControllerComponent m_CharacterController;
protected InputManager m_InputManager;
protected void OnAutorunPressed()
{
m_bIsAutorunEnabled = !m_bIsAutorunEnabled;
}
protected void OnLifeStateChangedCallback()
{
m_bIsAutorunEnabled = false;
}
protected void OnControlledByPlayerCallback(IEntity owner, bool controlled)
{
m_bIsAutorunEnabled = false;
}
protected void OnPrepareControlsCallback(IEntity owner, ActionManager am, float dt, bool player)
{
if (!m_bIsAutorunEnabled)
return;
// Autorun abbrechen, wenn: Kontext inaktiv, Karte offen oder Spieler bewegt sich manuell (W/S/A/D)
if (!m_InputManager.IsContextActive("CharacterMovementContext") ||
am.GetActionTriggered("GadgetMap") ||
Math.AbsFloat(m_InputManager.GetActionValue("CharacterForward")) >= 0.75 ||
Math.AbsFloat(m_InputManager.GetActionValue("CharacterRight")) >= 0.75)
{
m_bIsAutorunEnabled = false;
return;
}
// Bewegungswerte zwingen (Laufen + Rennen)
m_InputManager.SetActionValue("CharacterForward", 1.0);
m_InputManager.SetActionValue("CharacterSprint", 1.0);
}
override void OnPostInit(IEntity owner)
{
m_CharacterController = SCR_CharacterControllerComponent.Cast(owner.FindComponent(SCR_CharacterControllerComponent));
if (!m_CharacterController)
{
Print("[SCR_Autorun] Kein SCR_CharacterControllerComponent gefunden! Mod funktioniert nicht.", LogLevel.WARNING);
return;
}
m_InputManager = GetGame().GetInputManager();
// Events abonnieren
m_CharacterController.m_OnPrepareControls.Insert(OnPrepareControlsCallback);
// Action Listener (Der Name "SCR_Autorun" muss mit der Input-Config übereinstimmen!)
m_InputManager.AddActionListener("SCR_Autorun", EActionTrigger.DOWN, OnAutorunPressed);
}
}