1074 lines
30 KiB
Lua
1074 lines
30 KiB
Lua
--[[
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-- Original By Kip Turner, Copyright Roblox 2014
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-- Updated by Garnold to utilize the new PathfindingService API, 2017
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-- 2018 PlayerScripts Update - AllYourBlox
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--]]
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--[[ Roblox Services ]]--
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local UserInputService = game:GetService("UserInputService")
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local ContextActionService = game:GetService("ContextActionService")
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local PathfindingService = game:GetService("PathfindingService")
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local Players = game:GetService("Players")
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local RunService = game:GetService("RunService")
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local DebrisService = game:GetService('Debris')
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local ReplicatedStorage = game:GetService('ReplicatedStorage')
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local TweenService = game:GetService("TweenService")
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--[[ Constants ]]--
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local ZERO_VECTOR3 = Vector3.new(0,0,0)
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local movementKeys = {
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[Enum.KeyCode.W] = true;
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[Enum.KeyCode.A] = true;
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[Enum.KeyCode.S] = true;
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[Enum.KeyCode.D] = true;
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[Enum.KeyCode.Up] = true;
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[Enum.KeyCode.Down] = true;
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}
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local FFlagUserNavigationFixClickToMoveInterruptionSuccess, FFlagUserNavigationFixClickToMoveInterruptionResult = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNavigationFixClickToMoveInterruption") end)
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local FFlagUserNavigationFixClickToMoveInterruption = FFlagUserNavigationFixClickToMoveInterruptionSuccess and FFlagUserNavigationFixClickToMoveInterruptionResult
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local Player = Players.LocalPlayer
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local PlayerScripts = Player.PlayerScripts
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local TouchJump = nil
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local SHOW_PATH = true
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local RayCastIgnoreList = workspace.FindPartOnRayWithIgnoreList
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local CurrentSeatPart = nil
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local DrivingTo = nil
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local XZ_VECTOR3 = Vector3.new(1,0,1)
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local ZERO_VECTOR3 = Vector3.new(0,0,0)
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local ZERO_VECTOR2 = Vector2.new(0,0)
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local BindableEvent_OnFailStateChanged = nil
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if UserInputService.TouchEnabled then
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-- BindableEvent_OnFailStateChanged = MasterControl:GetClickToMoveFailStateChanged()
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end
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--------------------------UTIL LIBRARY-------------------------------
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local Utility = {}
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do
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local function ViewSizeX()
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local camera = workspace.CurrentCamera
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local x = camera and camera.ViewportSize.X or 0
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local y = camera and camera.ViewportSize.Y or 0
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if x == 0 then
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return 1024
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else
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if x > y then
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return x
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else
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return y
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end
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end
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end
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Utility.ViewSizeX = ViewSizeX
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local function ViewSizeY()
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local camera = workspace.CurrentCamera
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local x = camera and camera.ViewportSize.X or 0
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local y = camera and camera.ViewportSize.Y or 0
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if y == 0 then
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return 768
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else
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if x > y then
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return y
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else
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return x
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end
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end
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end
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Utility.ViewSizeY = ViewSizeY
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local function FindCharacterAncestor(part)
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if part then
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local humanoid = part:FindFirstChild("Humanoid")
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if humanoid then
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return part, humanoid
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else
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return FindCharacterAncestor(part.Parent)
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end
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end
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end
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Utility.FindCharacterAncestor = FindCharacterAncestor
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local function Raycast(ray, ignoreNonCollidable, ignoreList)
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local ignoreList = ignoreList or {}
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local hitPart, hitPos, hitNorm, hitMat = RayCastIgnoreList(workspace, ray, ignoreList)
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if hitPart then
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if ignoreNonCollidable and hitPart.CanCollide == false then
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table.insert(ignoreList, hitPart)
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return Raycast(ray, ignoreNonCollidable, ignoreList)
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end
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return hitPart, hitPos, hitNorm, hitMat
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end
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return nil, nil
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end
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Utility.Raycast = Raycast
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local function AveragePoints(positions)
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local avgPos = ZERO_VECTOR2
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if #positions > 0 then
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for i = 1, #positions do
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avgPos = avgPos + positions[i]
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end
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avgPos = avgPos / #positions
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end
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return avgPos
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end
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Utility.AveragePoints = AveragePoints
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end
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local humanoidCache = {}
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local function findPlayerHumanoid(player)
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local character = player and player.Character
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if character then
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local resultHumanoid = humanoidCache[player]
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if resultHumanoid and resultHumanoid.Parent == character then
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return resultHumanoid
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else
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humanoidCache[player] = nil -- Bust Old Cache
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local humanoid = character:FindFirstChildOfClass("Humanoid")
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if humanoid then
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humanoidCache[player] = humanoid
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end
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return humanoid
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end
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end
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end
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--------------------------CHARACTER CONTROL-------------------------------
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local CurrentIgnoreList
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local function GetCharacter()
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return Player and Player.Character
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end
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local function GetTorso()
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local humanoid = findPlayerHumanoid(Player)
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return humanoid and humanoid.RootPart
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end
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local function getIgnoreList()
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if CurrentIgnoreList then
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return CurrentIgnoreList
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end
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CurrentIgnoreList = {}
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table.insert(CurrentIgnoreList, GetCharacter())
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return CurrentIgnoreList
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end
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-----------------------------------PATHER--------------------------------------
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local popupAdornee
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local function getPopupAdorneePart()
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--Handle the case of the adornee part getting deleted (camera changed, maybe)
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if popupAdornee and not popupAdornee.Parent then
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popupAdornee = nil
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end
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--If the adornee doesn't exist yet, create it
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if not popupAdornee then
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popupAdornee = Instance.new("Part")
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popupAdornee.Name = "ClickToMovePopupAdornee"
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popupAdornee.Transparency = 1
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popupAdornee.CanCollide = false
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popupAdornee.Anchored = true
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popupAdornee.Size = Vector3.new(2, 2, 2)
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popupAdornee.CFrame = CFrame.new()
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popupAdornee.Parent = workspace.CurrentCamera
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end
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return popupAdornee
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end
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local activePopups = {}
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local function createNewPopup(popupType)
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local newModel = Instance.new("ImageHandleAdornment")
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newModel.AlwaysOnTop = false
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newModel.Transparency = 1
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newModel.Size = ZERO_VECTOR2
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newModel.SizeRelativeOffset = ZERO_VECTOR3
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newModel.Image = "rbxasset://textures/ui/move.png"
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newModel.ZIndex = 20
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local radius = 0
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if popupType == "DestinationPopup" then
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newModel.Color3 = Color3.fromRGB(0, 175, 255)
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radius = 1.25
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elseif popupType == "DirectWalkPopup" then
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newModel.Color3 = Color3.fromRGB(0, 175, 255)
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radius = 1.25
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elseif popupType == "FailurePopup" then
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newModel.Color3 = Color3.fromRGB(255, 100, 100)
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radius = 1.25
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elseif popupType == "PatherPopup" then
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newModel.Color3 = Color3.fromRGB(255, 255, 255)
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radius = 1
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newModel.ZIndex = 10
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end
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newModel.Size = Vector2.new(5, 0.1) * radius
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local dataStructure = {}
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dataStructure.Model = newModel
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activePopups[#activePopups + 1] = newModel
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function dataStructure:TweenIn()
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local tweenInfo = TweenInfo.new(1.5, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out)
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local tween1 = TweenService:Create(newModel, tweenInfo, { Size = Vector2.new(2,2) * radius })
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tween1:Play()
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TweenService:Create(newModel, TweenInfo.new(0.25, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, false, 0.1), { Transparency = 0, SizeRelativeOffset = Vector3.new(0, radius * 1.5, 0) }):Play()
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return tween1
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end
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function dataStructure:TweenOut()
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local tweenInfo = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.In)
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local tween1 = TweenService:Create(newModel, tweenInfo, { Size = ZERO_VECTOR2 })
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tween1:Play()
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coroutine.wrap(function()
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tween1.Completed:Wait()
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for i = 1, #activePopups do
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if activePopups[i] == newModel then
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table.remove(activePopups, i)
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break
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end
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end
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end)()
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return tween1
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end
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function dataStructure:Place(position, dest)
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-- place the model at position
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if not self.Model.Parent then
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local popupAdorneePart = getPopupAdorneePart()
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self.Model.Parent = popupAdorneePart
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self.Model.Adornee = popupAdorneePart
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--Start the 10-stud long ray 2.5 studs above where the tap happened and point straight down to try to find
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--the actual ground position.
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local ray = Ray.new(position + Vector3.new(0, 2.5, 0), Vector3.new(0, -10, 0))
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local hitPart, hitPoint, hitNormal = workspace:FindPartOnRayWithIgnoreList(ray, { workspace.CurrentCamera, Player.Character })
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self.Model.CFrame = CFrame.new(hitPoint) + Vector3.new(0, -radius,0)
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end
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end
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return dataStructure
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end
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local function createPopupPath(points, numCircles)
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-- creates a path with the provided points, using the path and number of circles provided
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local popups = {}
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local stopTraversing = false
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local function killPopup(i)
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-- kill all popups before and at i
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for iter, v in pairs(popups) do
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if iter <= i then
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local tween = v:TweenOut()
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spawn(function()
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tween.Completed:Wait()
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v.Model:Destroy()
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end)
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popups[iter] = nil
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end
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end
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end
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local function stopFunction()
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stopTraversing = true
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killPopup(#points)
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end
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spawn(function()
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for i = 1, #points do
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if stopTraversing then
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break
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end
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local includeWaypoint = i % numCircles == 0
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and i < #points
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and (points[#points].Position - points[i].Position).magnitude > 4
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if includeWaypoint then
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local popup = createNewPopup("PatherPopup")
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popups[i] = popup
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local nextPopup = points[i+1]
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popup:Place(points[i].Position, nextPopup and nextPopup.Position or points[#points].Position)
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local tween = popup:TweenIn()
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wait(0.2)
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end
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end
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end)
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return stopFunction, killPopup
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end
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local function Pather(character, endPoint, surfaceNormal)
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local this = {}
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this.Cancelled = false
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this.Started = false
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this.Finished = Instance.new("BindableEvent")
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this.PathFailed = Instance.new("BindableEvent")
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this.PathComputing = false
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this.PathComputed = false
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this.TargetPoint = endPoint
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this.TargetSurfaceNormal = surfaceNormal
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this.DiedConn = nil
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this.SeatedConn = nil
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this.MoveToConn = nil
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this.CurrentPoint = 0
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function this:Cleanup()
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if this.stopTraverseFunc then
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this.stopTraverseFunc()
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end
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if this.MoveToConn then
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this.MoveToConn:Disconnect()
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this.MoveToConn = nil
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end
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if this.DiedConn then
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this.DiedConn:Disconnect()
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this.DiedConn = nil
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end
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if this.SeatedConn then
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this.SeatedConn:Disconnect()
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this.SeatedConn = nil
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end
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this.humanoid = nil
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end
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function this:Cancel()
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this.Cancelled = true
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this:Cleanup()
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end
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function this:OnPathInterrupted()
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-- Stop moving
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this.Cancelled = true
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this:OnPointReached(false)
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end
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function this:ComputePath()
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local humanoid = findPlayerHumanoid(Player)
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local torso = humanoid and humanoid.Torso
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local success = false
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if torso then
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if this.PathComputed or this.PathComputing then return end
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this.PathComputing = true
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success = pcall(function()
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this.pathResult = PathfindingService:FindPathAsync(torso.CFrame.p, this.TargetPoint)
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end)
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this.pointList = this.pathResult and this.pathResult:GetWaypoints()
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this.PathComputing = false
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this.PathComputed = this.pathResult and this.pathResult.Status == Enum.PathStatus.Success or false
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end
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return true
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end
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function this:IsValidPath()
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if not this.pathResult then
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this:ComputePath()
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end
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return this.pathResult.Status == Enum.PathStatus.Success
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end
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function this:OnPointReached(reached)
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if reached and not this.Cancelled then
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this.CurrentPoint = this.CurrentPoint + 1
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if this.CurrentPoint > #this.pointList then
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-- End of path reached
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if this.stopTraverseFunc then
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this.stopTraverseFunc()
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end
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this.Finished:Fire()
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this:Cleanup()
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else
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-- If next action == Jump, but the humanoid
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-- is still jumping from a previous action
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-- wait until it gets to the ground
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if this.CurrentPoint + 1 <= #this.pointList then
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local nextAction = this.pointList[this.CurrentPoint + 1].Action
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if nextAction == Enum.PathWaypointAction.Jump then
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local currentState = this.humanoid:GetState()
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if currentState == Enum.HumanoidStateType.FallingDown or
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currentState == Enum.HumanoidStateType.Freefall or
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currentState == Enum.HumanoidStateType.Jumping then
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this.humanoid.FreeFalling:Wait()
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-- Give time to the humanoid's state to change
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-- Otherwise, the jump flag in Humanoid
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-- will be reset by the state change
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wait(0.1)
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end
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end
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end
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-- Move to the next point
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if this.setPointFunc then
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this.setPointFunc(this.CurrentPoint)
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end
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local nextWaypoint = this.pointList[this.CurrentPoint]
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if nextWaypoint.Action == Enum.PathWaypointAction.Jump then
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this.humanoid.Jump = true
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end
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this.humanoid:MoveTo(nextWaypoint.Position)
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end
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else
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this.PathFailed:Fire()
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this:Cleanup()
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end
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end
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function this:Start()
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if CurrentSeatPart then
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return
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end
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this.humanoid = findPlayerHumanoid(Player)
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if FFlagUserNavigationFixClickToMoveInterruption and not this.humanoid then
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this.PathFailed:Fire()
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return
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end
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if this.Started then return end
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this.Started = true
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if SHOW_PATH then
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-- choose whichever one Mike likes best
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this.stopTraverseFunc, this.setPointFunc = createPopupPath(this.pointList, 4)
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end
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if #this.pointList > 0 then
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if FFlagUserNavigationFixClickToMoveInterruption then
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this.SeatedConn = this.humanoid.Seated:Connect(function(reached) this:OnPathInterrupted() end)
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this.DiedConn = this.humanoid.Died:Connect(function(reached) this:OnPathInterrupted() end)
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end
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this.MoveToConn = this.humanoid.MoveToFinished:Connect(function(reached) this:OnPointReached(reached) end)
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this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.
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this:OnPointReached(true) -- Move to first point
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else
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this.PathFailed:Fire()
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if this.stopTraverseFunc then
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this.stopTraverseFunc()
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end
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end
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end
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this:ComputePath()
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if not this.PathComputed then
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-- set the end point towards the camera and raycasted towards the ground in case we hit a wall
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local offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5
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local ray = Ray.new(offsetPoint, Vector3.new(0,-1,0)*50)
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local newHitPart, newHitPos = RayCastIgnoreList(workspace, ray, getIgnoreList())
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if newHitPart then
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this.TargetPoint = newHitPos
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end
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-- try again
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this:ComputePath()
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end
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return this
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end
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-------------------------------------------------------------------------
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local function IsInBottomLeft(pt)
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local joystickHeight = math.min(Utility.ViewSizeY() * 0.33, 250)
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local joystickWidth = joystickHeight
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return pt.X <= joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
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end
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local function IsInBottomRight(pt)
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local joystickHeight = math.min(Utility.ViewSizeY() * 0.33, 250)
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local joystickWidth = joystickHeight
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return pt.X >= Utility.ViewSizeX() - joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
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end
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|
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local function CheckAlive(character)
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local humanoid = findPlayerHumanoid(Player)
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return humanoid ~= nil and humanoid.Health > 0
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end
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|
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local function GetEquippedTool(character)
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if character ~= nil then
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for _, child in pairs(character:GetChildren()) do
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if child:IsA('Tool') then
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return child
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end
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end
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end
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end
|
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|
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local ExistingPather = nil
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local ExistingIndicator = nil
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local PathCompleteListener = nil
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local PathFailedListener = nil
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|
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local function CleanupPath()
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DrivingTo = nil
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if ExistingPather then
|
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ExistingPather:Cancel()
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end
|
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if PathCompleteListener then
|
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PathCompleteListener:Disconnect()
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PathCompleteListener = nil
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end
|
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if PathFailedListener then
|
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PathFailedListener:Disconnect()
|
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PathFailedListener = nil
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end
|
|
if ExistingIndicator then
|
|
local obj = ExistingIndicator
|
|
local tween = obj:TweenOut()
|
|
local tweenCompleteEvent = nil
|
|
tweenCompleteEvent = tween.Completed:connect(function()
|
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tweenCompleteEvent:Disconnect()
|
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obj.Model:Destroy()
|
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end)
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ExistingIndicator = nil
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|
end
|
|
end
|
|
|
|
local function getExtentsSize(Parts)
|
|
local maxX,maxY,maxZ = -math.huge,-math.huge,-math.huge
|
|
local minX,minY,minZ = math.huge,math.huge,math.huge
|
|
for i = 1, #Parts do
|
|
maxX,maxY,maxZ = math.max(maxX, Parts[i].Position.X), math.max(maxY, Parts[i].Position.Y), math.max(maxZ, Parts[i].Position.Z)
|
|
minX,minY,minZ = math.min(minX, Parts[i].Position.X), math.min(minY, Parts[i].Position.Y), math.min(minZ, Parts[i].Position.Z)
|
|
end
|
|
return Region3.new(Vector3.new(minX, minY, minZ), Vector3.new(maxX, maxY, maxZ))
|
|
end
|
|
|
|
local function inExtents(Extents, Position)
|
|
if Position.X < (Extents.CFrame.p.X - Extents.Size.X/2) or Position.X > (Extents.CFrame.p.X + Extents.Size.X/2) then
|
|
return false
|
|
end
|
|
if Position.Z < (Extents.CFrame.p.Z - Extents.Size.Z/2) or Position.Z > (Extents.CFrame.p.Z + Extents.Size.Z/2) then
|
|
return false
|
|
end
|
|
--ignoring Y for now
|
|
return true
|
|
end
|
|
|
|
local function showQuickPopupAsync(position, popupType)
|
|
local popup = createNewPopup(popupType)
|
|
popup:Place(position, Vector3.new(0,position.y,0))
|
|
local tweenIn = popup:TweenIn()
|
|
tweenIn.Completed:Wait()
|
|
local tweenOut = popup:TweenOut()
|
|
tweenOut.Completed:Wait()
|
|
popup.Model:Destroy()
|
|
popup = nil
|
|
end
|
|
|
|
local FailCount = 0
|
|
local function OnTap(tapPositions, goToPoint)
|
|
-- Good to remember if this is the latest tap event
|
|
local camera = workspace.CurrentCamera
|
|
local character = Player.Character
|
|
|
|
if not CheckAlive(character) then return end
|
|
|
|
-- This is a path tap position
|
|
if #tapPositions == 1 or goToPoint then
|
|
if camera then
|
|
local unitRay = camera:ScreenPointToRay(tapPositions[1].x, tapPositions[1].y)
|
|
local ray = Ray.new(unitRay.Origin, unitRay.Direction*1000)
|
|
|
|
-- inivisicam stuff
|
|
local initIgnore = getIgnoreList()
|
|
local invisicamParts = {} --InvisicamModule and InvisicamModule:GetObscuredParts() or {}
|
|
local ignoreTab = {}
|
|
|
|
-- add to the ignore list
|
|
for i, v in pairs(invisicamParts) do
|
|
ignoreTab[#ignoreTab+1] = i
|
|
end
|
|
for i = 1, #initIgnore do
|
|
ignoreTab[#ignoreTab+1] = initIgnore[i]
|
|
end
|
|
--
|
|
local myHumanoid = findPlayerHumanoid(Player)
|
|
local hitPart, hitPt, hitNormal, hitMat = Utility.Raycast(ray, true, ignoreTab)
|
|
|
|
local hitChar, hitHumanoid = Utility.FindCharacterAncestor(hitPart)
|
|
local torso = GetTorso()
|
|
local startPos = torso.CFrame.p
|
|
if goToPoint then
|
|
hitPt = goToPoint
|
|
hitChar = nil
|
|
end
|
|
if hitChar and hitHumanoid and hitHumanoid.RootPart and (hitHumanoid.Torso.CFrame.p - torso.CFrame.p).magnitude < 7 then
|
|
CleanupPath()
|
|
|
|
if myHumanoid then
|
|
myHumanoid:MoveTo(hitPt)
|
|
end
|
|
-- Do shoot
|
|
local currentWeapon = GetEquippedTool(character)
|
|
if currentWeapon then
|
|
currentWeapon:Activate()
|
|
LastFired = tick()
|
|
end
|
|
elseif hitPt and character and not CurrentSeatPart then
|
|
local thisPather = Pather(character, hitPt, hitNormal)
|
|
if thisPather:IsValidPath() then
|
|
FailCount = 0
|
|
|
|
thisPather:Start()
|
|
if BindableEvent_OnFailStateChanged then
|
|
BindableEvent_OnFailStateChanged:Fire(false)
|
|
end
|
|
CleanupPath()
|
|
|
|
local destinationPopup = createNewPopup("DestinationPopup")
|
|
destinationPopup:Place(hitPt, Vector3.new(0,hitPt.y,0))
|
|
local failurePopup = createNewPopup("FailurePopup")
|
|
local currentTween = destinationPopup:TweenIn()
|
|
|
|
|
|
ExistingPather = thisPather
|
|
ExistingIndicator = destinationPopup
|
|
|
|
PathCompleteListener = thisPather.Finished.Event:Connect(function()
|
|
if destinationPopup then
|
|
if ExistingIndicator == destinationPopup then
|
|
ExistingIndicator = nil
|
|
end
|
|
local tween = destinationPopup:TweenOut()
|
|
local tweenCompleteEvent = nil
|
|
tweenCompleteEvent = tween.Completed:Connect(function()
|
|
tweenCompleteEvent:Disconnect()
|
|
destinationPopup.Model:Destroy()
|
|
destinationPopup = nil
|
|
end)
|
|
end
|
|
if hitChar then
|
|
local humanoid = findPlayerHumanoid(Player)
|
|
local currentWeapon = GetEquippedTool(character)
|
|
if currentWeapon then
|
|
currentWeapon:Activate()
|
|
LastFired = tick()
|
|
end
|
|
if humanoid then
|
|
humanoid:MoveTo(hitPt)
|
|
end
|
|
end
|
|
end)
|
|
PathFailedListener = thisPather.PathFailed.Event:Connect(function()
|
|
if FFlagUserNavigationFixClickToMoveInterruption then
|
|
CleanupPath()
|
|
end
|
|
if failurePopup then
|
|
failurePopup:Place(hitPt, Vector3.new(0,hitPt.y,0))
|
|
local failTweenIn = failurePopup:TweenIn()
|
|
failTweenIn.Completed:Wait()
|
|
local failTweenOut = failurePopup:TweenOut()
|
|
failTweenOut.Completed:Wait()
|
|
failurePopup.Model:Destroy()
|
|
failurePopup = nil
|
|
end
|
|
end)
|
|
else
|
|
if hitPt then
|
|
-- Feedback here for when we don't have a good path
|
|
local foundDirectPath = false
|
|
if (hitPt-startPos).Magnitude < 25 and (startPos.y-hitPt.y > -3) then
|
|
-- move directly here
|
|
if myHumanoid then
|
|
if myHumanoid.Sit then
|
|
myHumanoid.Jump = true
|
|
end
|
|
myHumanoid:MoveTo(hitPt)
|
|
foundDirectPath = true
|
|
end
|
|
end
|
|
|
|
coroutine.wrap(showQuickPopupAsync)(hitPt, foundDirectPath and "DirectWalkPopup" or "FailurePopup")
|
|
end
|
|
end
|
|
elseif hitPt and character and CurrentSeatPart then
|
|
local destinationPopup = createNewPopup("DestinationPopup")
|
|
ExistingIndicator = destinationPopup
|
|
destinationPopup:Place(hitPt, Vector3.new(0,hitPt.y,0))
|
|
destinationPopup:TweenIn()
|
|
|
|
DrivingTo = hitPt
|
|
local ConnectedParts = CurrentSeatPart:GetConnectedParts(true)
|
|
|
|
while wait() do
|
|
if CurrentSeatPart and ExistingIndicator == destinationPopup then
|
|
local ExtentsSize = getExtentsSize(ConnectedParts)
|
|
if inExtents(ExtentsSize, hitPt) then
|
|
local popup = destinationPopup
|
|
spawn(function()
|
|
local tweenOut = popup:TweenOut()
|
|
tweenOut.Completed:Wait()
|
|
popup.Model:Destroy()
|
|
end)
|
|
destinationPopup = nil
|
|
DrivingTo = nil
|
|
break
|
|
end
|
|
else
|
|
if CurrentSeatPart == nil and destinationPopup == ExistingIndicator then
|
|
DrivingTo = nil
|
|
OnTap(tapPositions, hitPt)
|
|
end
|
|
local popup = destinationPopup
|
|
spawn(function()
|
|
local tweenOut = popup:TweenOut()
|
|
tweenOut.Completed:Wait()
|
|
popup.Model:Destroy()
|
|
end)
|
|
destinationPopup = nil
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
elseif #tapPositions >= 2 then
|
|
if camera then
|
|
-- Do shoot
|
|
local avgPoint = Utility.AveragePoints(tapPositions)
|
|
local unitRay = camera:ScreenPointToRay(avgPoint.x, avgPoint.y)
|
|
local currentWeapon = GetEquippedTool(character)
|
|
if currentWeapon then
|
|
currentWeapon:Activate()
|
|
LastFired = tick()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local function IsFinite(num)
|
|
return num == num and num ~= 1/0 and num ~= -1/0
|
|
end
|
|
|
|
local function findAngleBetweenXZVectors(vec2, vec1)
|
|
return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z)
|
|
end
|
|
|
|
local function DisconnectEvent(event)
|
|
if event then
|
|
event:Disconnect()
|
|
end
|
|
end
|
|
|
|
--[[ The ClickToMove Controller Class ]]--
|
|
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
|
|
local ClickToMove = setmetatable({}, BaseCharacterController)
|
|
ClickToMove.__index = ClickToMove
|
|
|
|
function ClickToMove.new()
|
|
print("Instantiating Keyboard Controller")
|
|
local self = setmetatable(BaseCharacterController.new(), ClickToMove)
|
|
|
|
self.fingerTouches = {}
|
|
self.numUnsunkTouches = 0
|
|
-- PC simulation
|
|
self.mouse1Down = tick()
|
|
self.mouse1DownPos = Vector2.new()
|
|
self.mouse2DownTime = tick()
|
|
self.mouse2DownPos = Vector2.new()
|
|
self.mouse2UpTime = tick()
|
|
|
|
|
|
|
|
self.tapConn = nil
|
|
self.inputBeganConn = nil
|
|
self.inputChangedConn = nil
|
|
self.inputEndedConn = nil
|
|
self.humanoidDiedConn = nil
|
|
self.characterChildAddedConn = nil
|
|
self.onCharacterAddedConn = nil
|
|
self.characterChildRemovedConn = nil
|
|
self.renderSteppedConn = nil
|
|
self.humanoidSeatedConn = nil
|
|
|
|
self.running = false
|
|
|
|
return self
|
|
end
|
|
|
|
function ClickToMove:DisconnectEvents()
|
|
DisconnectEvent(self.tapConn)
|
|
DisconnectEvent(self.inputBeganConn)
|
|
DisconnectEvent(self.inputChangedConn)
|
|
DisconnectEvent(self.inputEndedConn)
|
|
DisconnectEvent(self.humanoidDiedConn)
|
|
DisconnectEvent(self.characterChildAddedConn)
|
|
DisconnectEvent(self.onCharacterAddedConn)
|
|
DisconnectEvent(self.renderSteppedConn)
|
|
DisconnectEvent(self.characterChildRemovedConn)
|
|
|
|
-- TODO: Resolve with ControlScript handling of seating for vehicles
|
|
DisconnectEvent(self.humanoidSeatedConn)
|
|
|
|
pcall(function() RunService:UnbindFromRenderStep("ClickToMoveRenderUpdate") end)
|
|
end
|
|
|
|
function ClickToMove:OnTouchBegan(input, processed)
|
|
if self.fingerTouches[input] == nil and not processed then
|
|
self.numUnsunkTouches = self.numUnsunkTouches + 1
|
|
end
|
|
self.fingerTouches[input] = processed
|
|
end
|
|
|
|
function ClickToMove:OnTouchChanged(input, processed)
|
|
if self.fingerTouches[input] == nil then
|
|
self.fingerTouches[input] = processed
|
|
if not processed then
|
|
self.numUnsunkTouches = self.numUnsunkTouches + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
function ClickToMove:OnTouchEnded(input, processed)
|
|
if self.fingerTouches[input] ~= nil and self.fingerTouches[input] == false then
|
|
self.numUnsunkTouches = self.numUnsunkTouches - 1
|
|
end
|
|
self.fingerTouches[input] = nil
|
|
end
|
|
|
|
|
|
function ClickToMove:OnCharacterAdded(character)
|
|
self:DisconnectEvents()
|
|
|
|
self.inputBeganConn = UserInputService.InputBegan:Connect(function(input, processed)
|
|
if input.UserInputType == Enum.UserInputType.Touch then
|
|
self:OnTouchBegan(input, processed)
|
|
|
|
-- Give back controls when they tap both sticks
|
|
local wasInBottomLeft = IsInBottomLeft(input.Position)
|
|
local wasInBottomRight = IsInBottomRight(input.Position)
|
|
if wasInBottomRight or wasInBottomLeft then
|
|
for otherInput, _ in pairs(self.fingerTouches) do
|
|
if otherInput ~= input then
|
|
local otherInputInLeft = IsInBottomLeft(otherInput.Position)
|
|
local otherInputInRight = IsInBottomRight(otherInput.Position)
|
|
if otherInput.UserInputState ~= Enum.UserInputState.End and ((wasInBottomLeft and otherInputInRight) or (wasInBottomRight and otherInputInLeft)) then
|
|
if BindableEvent_OnFailStateChanged then
|
|
BindableEvent_OnFailStateChanged:Fire(true)
|
|
end
|
|
return
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Cancel path when you use the keyboard controls.
|
|
if processed == false and input.UserInputType == Enum.UserInputType.Keyboard and movementKeys[input.KeyCode] then
|
|
CleanupPath()
|
|
end
|
|
if input.UserInputType == Enum.UserInputType.MouseButton1 then
|
|
self.mouse1DownTime = tick()
|
|
self.mouse1DownPos = input.Position
|
|
end
|
|
if input.UserInputType == Enum.UserInputType.MouseButton2 then
|
|
self.mouse2DownTime = tick()
|
|
self.mouse2DownPos = input.Position
|
|
end
|
|
end)
|
|
|
|
self.inputChangedConn = UserInputService.InputChanged:Connect(function(input, processed)
|
|
if input.UserInputType == Enum.UserInputType.Touch then
|
|
self:OnTouchChanged(input, processed)
|
|
end
|
|
end)
|
|
|
|
self.inputEndedConn = UserInputService.InputEnded:Connect(function(input, processed)
|
|
if input.UserInputType == Enum.UserInputType.Touch then
|
|
self:OnTouchEnded(input, processed)
|
|
end
|
|
|
|
if input.UserInputType == Enum.UserInputType.MouseButton2 then
|
|
self.mouse2UpTime = tick()
|
|
local currPos = input.Position
|
|
if self.mouse2UpTime - self.mouse2DownTime < 0.25 and (currPos - self.mouse2DownPos).magnitude < 5 then
|
|
local positions = {currPos}
|
|
OnTap(positions)
|
|
end
|
|
end
|
|
end)
|
|
|
|
self.tapConn = UserInputService.TouchTap:Connect(function(touchPositions, processed)
|
|
if not processed then
|
|
OnTap(touchPositions)
|
|
end
|
|
end)
|
|
|
|
local function computeThrottle(dist)
|
|
if dist > .2 then
|
|
return 0.5+(dist^2)/2
|
|
else
|
|
return 0
|
|
end
|
|
end
|
|
|
|
local lastSteer = 0
|
|
|
|
--kP = how much the steering corrects for the current error in driving angle
|
|
--kD = how much the steering corrects for how quickly the error in driving angle is changing
|
|
local kP = 1
|
|
local kD = 0.5
|
|
local function getThrottleAndSteer(object, point)
|
|
local throttle, steer = 0, 0
|
|
local oCF = object.CFrame
|
|
|
|
local relativePosition = oCF:pointToObjectSpace(point)
|
|
local relativeZDirection = -relativePosition.z
|
|
local relativeDistance = relativePosition.magnitude
|
|
|
|
-- throttle quadratically increases from 0-1 as distance from the selected point goes from 0-50, after 50, throttle is 1.
|
|
-- this allows shorter distance travel to have more fine-tuned control.
|
|
throttle = computeThrottle(math.min(1,relativeDistance/50))*math.sign(relativeZDirection)
|
|
|
|
local steerAngle = -math.atan2(-relativePosition.x, -relativePosition.z)
|
|
steer = steerAngle/(math.pi/4)
|
|
|
|
local steerDelta = steer - lastSteer
|
|
lastSteer = steer
|
|
local pdSteer = kP * steer + kD * steer
|
|
return throttle, pdSteer
|
|
end
|
|
|
|
local function Update()
|
|
if CurrentSeatPart then
|
|
if DrivingTo then
|
|
local throttle, steer = getThrottleAndSteer(CurrentSeatPart, DrivingTo)
|
|
CurrentSeatPart.ThrottleFloat = throttle
|
|
CurrentSeatPart.SteerFloat = steer
|
|
else
|
|
CurrentSeatPart.ThrottleFloat = 0
|
|
CurrentSeatPart.SteerFloat = 0
|
|
end
|
|
end
|
|
|
|
local cameraPos = workspace.CurrentCamera.CFrame.p
|
|
for i = 1, #activePopups do
|
|
local popup = activePopups[i]
|
|
popup.CFrame = CFrame.new(popup.CFrame.p, cameraPos)
|
|
end
|
|
end
|
|
|
|
RunService:BindToRenderStep("ClickToMoveRenderUpdate",Enum.RenderPriority.Camera.Value - 1,Update)
|
|
|
|
-- TODO: Resolve with control script seating functionality
|
|
-- local function onSeated(child, active, currentSeatPart)
|
|
-- if active then
|
|
-- if TouchJump and UserInputService.TouchEnabled then
|
|
-- TouchJump:Enable()
|
|
-- end
|
|
-- if currentSeatPart and currentSeatPart.ClassName == "VehicleSeat" then
|
|
-- CurrentSeatPart = currentSeatPart
|
|
-- end
|
|
-- else
|
|
-- CurrentSeatPart = nil
|
|
-- if TouchJump and UserInputService.TouchEnabled then
|
|
-- TouchJump:Disable()
|
|
-- end
|
|
-- end
|
|
-- end
|
|
|
|
local function OnCharacterChildAdded(child)
|
|
if UserInputService.TouchEnabled then
|
|
if child:IsA('Tool') then
|
|
child.ManualActivationOnly = true
|
|
end
|
|
end
|
|
if child:IsA('Humanoid') then
|
|
DisconnectEvent(self.humanoidDiedConn)
|
|
self.humanoidDiedConn = child.Died:Connect(function()
|
|
if ExistingIndicator then
|
|
DebrisService:AddItem(ExistingIndicator.Model, 1)
|
|
end
|
|
end)
|
|
-- self.humanoidSeatedConn = child.Seated:Connect(function(active, seat) onSeated(child, active, seat) end)
|
|
-- if child.SeatPart then
|
|
-- onSeated(child, true, child.SeatPart)
|
|
-- end
|
|
end
|
|
end
|
|
|
|
self.characterChildAddedConn = character.ChildAdded:Connect(function(child)
|
|
OnCharacterChildAdded(child)
|
|
end)
|
|
self.characterChildRemovedConn = character.ChildRemoved:Connect(function(child)
|
|
if UserInputService.TouchEnabled then
|
|
if child:IsA('Tool') then
|
|
child.ManualActivationOnly = false
|
|
end
|
|
end
|
|
end)
|
|
for _, child in pairs(character:GetChildren()) do
|
|
OnCharacterChildAdded(child)
|
|
end
|
|
end
|
|
|
|
function ClickToMove:Start()
|
|
self:Enable(true)
|
|
end
|
|
|
|
function ClickToMove:Stop()
|
|
self:Enable(false)
|
|
end
|
|
|
|
function ClickToMove:Enable(enable)
|
|
if enable then
|
|
if not self.running then
|
|
if Player.Character then -- retro-listen
|
|
self:OnCharacterAdded(Player.Character)
|
|
end
|
|
self.onCharacterAddedConn = Player.CharacterAdded:Connect(function(char)
|
|
self:OnCharacterAdded(char)
|
|
end)
|
|
self.running = true
|
|
end
|
|
else
|
|
if self.running then
|
|
self:DisconnectEvents()
|
|
CleanupPath()
|
|
-- Restore tool activation on shutdown
|
|
if UserInputService.TouchEnabled then
|
|
local character = Player.Character
|
|
if character then
|
|
for _, child in pairs(character:GetChildren()) do
|
|
if child:IsA('Tool') then
|
|
child.ManualActivationOnly = false
|
|
end
|
|
end
|
|
end
|
|
end
|
|
DrivingTo = nil
|
|
self.running = false
|
|
end
|
|
end
|
|
self.enabled = enable
|
|
end
|
|
|
|
return ClickToMove |