Files
GTG-Autorun/Scripts/Game/GTGAutorun/SCR_AutorunComponent.c
2026-03-09 21:05:14 +01:00

102 lines
3.2 KiB
C

[ComponentEditorProps(category: "GameScripted/Character", description: "Erlaubt automatisches Laufen und Gehen")]
class SCR_AutorunComponentClass: ScriptComponentClass
{
}
class SCR_AutorunComponent: ScriptComponent
{
protected bool m_bIsAutoSprintEnabled = false;
protected bool m_bIsAutoWalkEnabled = false;
protected bool m_bWaitForKeyRelease = false;
protected SCR_CharacterControllerComponent m_CharacterController;
protected InputManager m_InputManager;
// --- NEU: Hilfsfunktion für die Sicherung (damit wir den Code nicht doppelt schreiben müssen) ---
protected void CheckForExistingInput(bool isEnabled)
{
if (isEnabled && m_InputManager.GetActionValue("CharacterForward") > 0.5)
m_bWaitForKeyRelease = true;
else
m_bWaitForKeyRelease = false;
}
// --- Aktion für SPRINTEN (Rennen) ---
protected void OnAutorunPressed()
{
m_bIsAutoSprintEnabled = !m_bIsAutoSprintEnabled;
if (m_bIsAutoSprintEnabled) m_bIsAutoWalkEnabled = false; // Gehen ausschalten, falls an
CheckForExistingInput(m_bIsAutoSprintEnabled);
}
// --- Aktion für GEHEN/JOGGEN (Normales Laufen) ---
protected void OnAutowalkPressed()
{
m_bIsAutoWalkEnabled = !m_bIsAutoWalkEnabled;
if (m_bIsAutoWalkEnabled) m_bIsAutoSprintEnabled = false; // Sprint ausschalten, falls an
CheckForExistingInput(m_bIsAutoWalkEnabled);
}
protected void OnLifeStateChangedCallback()
{
m_bIsAutoSprintEnabled = false;
m_bIsAutoWalkEnabled = false;
}
protected void OnControlledByPlayerCallback(IEntity owner, bool controlled)
{
m_bIsAutoSprintEnabled = false;
m_bIsAutoWalkEnabled = false;
}
protected void OnPrepareControlsCallback(IEntity owner, ActionManager am, float dt, bool player)
{
// Abbrechen, wenn weder Sprint noch Gehen aktiv sind
if (!m_bIsAutoSprintEnabled && !m_bIsAutoWalkEnabled)
return;
float forwardInput = m_InputManager.GetActionValue("CharacterForward");
float rightInput = m_InputManager.GetActionValue("CharacterRight");
if (m_bWaitForKeyRelease && forwardInput < 0.5)
{
m_bWaitForKeyRelease = false;
}
// Autorun abbrechen, wenn manuell eingegriffen wird
if (!m_InputManager.IsContextActive("CharacterMovementContext") ||
am.GetActionTriggered("GadgetMap") ||
Math.AbsFloat(rightInput) >= 0.75 ||
(!m_bWaitForKeyRelease && Math.AbsFloat(forwardInput) >= 0.75))
{
m_bIsAutoSprintEnabled = false;
m_bIsAutoWalkEnabled = false;
return;
}
// Bewegungswerte setzen: "Forward" (W-Taste) ist bei beiden aktiv
m_InputManager.SetActionValue("CharacterForward", 1.0);
// "Sprint" (Shift-Taste) kommt nur beim Autorun dazu
if (m_bIsAutoSprintEnabled)
{
m_InputManager.SetActionValue("CharacterSprint", 1.0);
}
}
override void OnPostInit(IEntity owner)
{
m_CharacterController = SCR_CharacterControllerComponent.Cast(owner.FindComponent(SCR_CharacterControllerComponent));
if (!m_CharacterController)
return;
m_InputManager = GetGame().GetInputManager();
m_CharacterController.m_OnPrepareControls.Insert(OnPrepareControlsCallback);
// Beide Actions registrieren
m_InputManager.AddActionListener("SCR_Autorun", EActionTrigger.DOWN, OnAutorunPressed);
m_InputManager.AddActionListener("SCR_Autowalk", EActionTrigger.DOWN, OnAutowalkPressed); // <--- NEU
}
}