Clients/Client2018/content/scripts/PlayerScripts/StarterPlayerScripts_NewStr.../RobloxPlayerScript/ControlScript/Keyboard.lua

150 lines
4.9 KiB
Lua

--[[
Keyboard Character Control - This module handles controlling your avatar from a keyboard
2018 PlayerScripts Update - AllYourBlox
--]]
--[[ Roblox Services ]]--
local UserInputService = game:GetService("UserInputService")
local ContextActionService = game:GetService("ContextActionService")
--[[ Constants ]]--
local ZERO_VECTOR3 = Vector3.new(0,0,0)
--[[ The Module ]]--
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
local Keyboard = setmetatable({}, BaseCharacterController)
Keyboard.__index = Keyboard
function Keyboard.new()
print("Instantiating Keyboard Controller")
local self = setmetatable(BaseCharacterController.new(), Keyboard)
self.textFocusReleasedConn = nil
self.textFocusGainedConn = nil
self.windowFocusReleasedConn = nil
self.forwardValue = 0
self.backwardValue = 0
self.leftValue = 0
self.rightValue = 0
return self
end
function Keyboard:Enable(enable)
if not UserInputService.KeyboardEnabled then
return false
end
if enable == self.enabled then
-- Module is already in the state being requested. True is returned here since the module will be in the state
-- expected by the code that follows the Enable() call. This makes more sense than returning false to indicate
-- no action was necessary. False indicates failure to be in requested/expected state.
return true
end
self.forwardValue = 0
self.backwardValue = 0
self.leftValue = 0
self.rightValue = 0
if enable then
self:BindContextActions()
self:ConnectFocusEventListeners()
else
self:UnbindContextActions()
self:DisconnectFocusEventListeners()
end
self.enabled = enable
return true
end
function Keyboard:BindContextActions()
local updateMovement = function(inputState)
if inputState == Enum.UserInputState.Cancel then
self.moveVector = ZERO_VECTOR3
else
self.moveVector = Vector3.new(self.leftValue + self.rightValue, 0, self.forwardValue + self.backwardValue)
end
end
-- Note: In the previous version of this code, the movement values were not zeroed-out on UserInputState. Cancel, now they are,
-- which fixes them from getting stuck on.
local handleMoveForward = function(actionName, inputState, inputObject)
self.forwardValue = (inputState == Enum.UserInputState.Begin) and -1 or 0
updateMovement(inputState)
end
local handleMoveBackward = function(actionName, inputState, inputObject)
self.backwardValue = (inputState == Enum.UserInputState.Begin) and 1 or 0
updateMovement(inputState)
end
local handleMoveLeft = function(actionName, inputState, inputObject)
self.leftValue = (inputState == Enum.UserInputState.Begin) and -1 or 0
updateMovement(inputState)
end
local handleMoveRight = function(actionName, inputState, inputObject)
self.rightValue = (inputState == Enum.UserInputState.Begin) and 1 or 0
updateMovement(inputState)
end
local handleJumpAction = function(actionName, inputState, inputObject)
self.isJumping = (inputState == Enum.UserInputState.Begin)
end
-- TODO: Revert to KeyCode bindings so that in the future the abstraction layer from actual keys to
-- movement direction is done in Lua
ContextActionService:BindAction("moveForwardAction", handleMoveForward, false, Enum.PlayerActions.CharacterForward)
ContextActionService:BindAction("moveBackwardAction", handleMoveBackward, false, Enum.PlayerActions.CharacterBackward)
ContextActionService:BindAction("moveLeftAction", handleMoveLeft, false, Enum.PlayerActions.CharacterLeft)
ContextActionService:BindAction("moveRightAction", handleMoveRight, false, Enum.PlayerActions.CharacterRight)
ContextActionService:BindAction("jumpAction",handleJumpAction,false,Enum.PlayerActions.CharacterJump)
end
function Keyboard:UnbindContextActions()
ContextActionService:UnbindAction("moveForwardAction")
ContextActionService:UnbindAction("moveBackwardAction")
ContextActionService:UnbindAction("moveLeftAction")
ContextActionService:UnbindAction("moveRightAction")
ContextActionService:UnbindAction("jumpAction")
end
function Keyboard:ConnectFocusEventListeners()
local function onFocusReleased()
self.moveVector = ZERO_VECTOR3
self.forwardValue = 0
self.backwardValue = 0
self.leftValue = 0
self.rightValue = 0
self.isJumping = false
end
local function onTextFocusGained(textboxFocused)
self.isJumping = false
end
self.textFocusReleasedConn = UserInputService.TextBoxFocusReleased:Connect(onFocusReleased)
self.textFocusGainedConn = UserInputService.TextBoxFocused:Connect(onTextFocusGained)
self.windowFocusReleasedConn = UserInputService.WindowFocused:Connect(onFocusReleased)
end
function Keyboard:DisconnectFocusEventListeners()
if self.textFocusReleasedCon then
self.textFocusReleasedCon:Disconnect()
self.textFocusReleasedCon = nil
end
if self.textFocusGainedConn then
self.textFocusGainedConn:Disconnect()
self.textFocusGainedConn = nil
end
if self.windowFocusReleasedConn then
self.windowFocusReleasedConn:Disconnect()
self.windowFocusReleasedConn = nil
end
end
return Keyboard