104 lines
3.7 KiB
Lua
104 lines
3.7 KiB
Lua
--[[
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// FileName: VehicleControl
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// Version 1.0
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// Written by: jmargh
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// Description: Implements in-game vehicle controls for all input devices
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// NOTE: This works for basic vehicles (single vehicle seat). If you use custom VehicleSeat code,
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// multiple VehicleSeats or your own implementation of a VehicleSeat this will not work.
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--]]
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local ContextActionService = game:GetService("ContextActionService")
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local Players = game:GetService("Players")
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local RunService = game:GetService("RunService")
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--[[ Constants ]]--
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-- Set this to true if you want to instead use the triggers for the throttle
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local useTriggersForThrottle = true
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-- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected
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local onlyTriggersForThrottle = false
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local ZERO_VECTOR3 = Vector3.new(0,0,0)
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-- Note that VehicleController does not derive from BaseCharacterController, it is a special case
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local VehicleController = {}
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VehicleController.__index = VehicleController
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function VehicleController.new()
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local self = setmetatable({}, VehicleController)
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self.enabled = false
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self.vehicleSeat = nil
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self.throttle = 0
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self.steer = 0
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self.acceleration = 0
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self.decceleration = 0
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self.turningRight = 0
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self.turningLeft = 0
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self.vehicleMoveVector = ZERO_VECTOR3
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return self
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end
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function VehicleController:Enable(enable, vehicleSeat)
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if enable == self.enabled and vehicleSeat == self.vehicleSeat then
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return
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end
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if enable then
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if vehicleSeat then
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self.vehicleSeat = vehicleSeat
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if useTriggersForThrottle then
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ContextActionService:BindAction("throttleAccel", (function() self:OnThrottleAccel() end), false, Enum.KeyCode.ButtonR2)
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ContextActionService:BindAction("throttleDeccel", (function() self:OnThrottleDeccel() end), false, Enum.KeyCode.ButtonL2)
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end
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ContextActionService:BindAction("arrowSteerRight", (function() self:OnSteerRight() end), false, Enum.KeyCode.Right)
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ContextActionService:BindAction("arrowSteerLeft", (function() self:OnSteerLeft() end), false, Enum.KeyCode.Left)
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end
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else
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if useTriggersForThrottle then
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ContextActionService:UnbindAction("throttleAccel")
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ContextActionService:UnbindAction("throttleDeccel")
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end
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ContextActionService:UnbindAction("arrowSteerRight")
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ContextActionService:UnbindAction("arrowSteerLeft")
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self.vehicleSeat = nil
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end
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end
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function VehicleController:OnThrottleAccel(actionName, inputState, inputObject)
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self.acceleration = (inputState ~= Enum.UserInputState.End) and -1 or 0
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self.throttle = self.acceleration + self.decceleration
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end
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function VehicleController:OnThrottleDeccel(actionName, inputState, inputObject)
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self.decceleration = (inputState ~= Enum.UserInputState.End) and 1 or 0
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self.throttle = self.acceleration + self.decceleration
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end
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function VehicleController:OnSteerRight(actionName, inputState, inputObject)
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self.turningRight = (inputState ~= Enum.UserInputState.End) and 1 or 0
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self.steer = self.turningRight + self.turningLeft
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end
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function VehicleController:OnSteerLeft(actionName, inputState, inputObject)
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self.turningLeft = (inputState ~= Enum.UserInputState.End) and -1 or 0
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self.steer = self.turningRight + self.turningLeft
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end
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-- Call this from a function bound to Renderstep with Input Priority
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function VehicleController:Update(moveVector, usingGamepad)
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if self.vehicleSeat then
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moveVector = moveVector + Vector3.new(self.steer, 0, self.throttle)
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if usingGamepad and onlyTriggersForThrottle and useTriggersForThrottle then
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self.vehicleSeat.ThrottleFloat = -self.throttle
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else
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self.vehicleSeat.ThrottleFloat = -moveVector.Z
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end
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self.vehicleSeat.SteerFloat = moveVector.X
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return moveVector, true
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end
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return moveVector, false
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end
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return VehicleController |