SyntaxGameServer/RCCService2020/ExtraContent/scripts/PlayerScripts/StarterPlayerScripts/CameraScript/ClickToMove/NewClickToMove.lua

1100 lines
30 KiB
Lua

-- Written By Kip Turner, Copyright Roblox 2014
-- Updated by Garnold to utilize the new PathfindingService API, 2017
local UIS = game:GetService("UserInputService")
local PathfindingService = game:GetService("PathfindingService")
local PlayerService = game:GetService("Players")
local RunService = game:GetService("RunService")
local DebrisService = game:GetService('Debris')
local ReplicatedStorage = game:GetService('ReplicatedStorage')
local tweenService = game:GetService("TweenService")
local CameraScript = script:FindFirstAncestor("CameraScript")
local InvisicamModule = require(CameraScript:WaitForChild("Invisicam"))
local OrbitalCamModule = require(CameraScript:WaitForChild('RootCamera'):WaitForChild('OrbitalCamera'))
local Player = PlayerService.LocalPlayer
local PlayerScripts = Player.PlayerScripts
local ControlScript = PlayerScripts:FindFirstChild("ControlScript")
local MasterControl, TouchJump
if ControlScript then
MasterControl = ControlScript:FindFirstChild("MasterControl")
if MasterControl then
local TouchJumpModule = MasterControl:FindFirstChild("TouchJump")
if TouchJumpModule then
TouchJump = require(TouchJumpModule)
end
end
end
local SHOW_PATH = true
local RayCastIgnoreList = workspace.FindPartOnRayWithIgnoreList
local math_min = math.min
local math_max = math.max
local math_pi = math.pi
local math_atan2 = math.atan2
local Vector3_new = Vector3.new
local Vector2_new = Vector2.new
local CFrame_new = CFrame.new
local CurrentSeatPart = nil
local DrivingTo = nil
local XZ_VECTOR3 = Vector3_new(1, 0, 1)
local ZERO_VECTOR3 = Vector3_new(0, 0, 0)
local ZERO_VECTOR2 = Vector2_new(0, 0)
local lastFailedPosition = nil
local BindableEvent_OnFailStateChanged = nil
if UIS.TouchEnabled then
BindableEvent_OnFailStateChanged = Instance.new('BindableEvent')
BindableEvent_OnFailStateChanged.Name = "OnClickToMoveFailStateChange"
BindableEvent_OnFailStateChanged.Parent = PlayerScripts
end
--------------------------UTIL LIBRARY-------------------------------
local Utility = {}
do
local Signal = {}
function Signal.Create()
local sig = {}
local mSignaler = Instance.new('BindableEvent')
local mArgData = nil
local mArgDataCount = nil
function sig:fire(...)
mArgData = {...}
mArgDataCount = select('#', ...)
mSignaler:Fire()
end
function sig:connect(f)
if not f then error("connect(nil)", 2) end
return mSignaler.Event:connect(function()
f(unpack(mArgData, 1, mArgDataCount))
end)
end
function sig:wait()
mSignaler.Event:wait()
assert(mArgData, "Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.")
return unpack(mArgData, 1, mArgDataCount)
end
return sig
end
Utility.Signal = Signal
function Utility.Create(instanceType)
return function(data)
local obj = Instance.new(instanceType)
for k, v in pairs(data) do
if type(k) == 'number' then
v.Parent = obj
else
obj[k] = v
end
end
return obj
end
end
local function ViewSizeX()
local camera = workspace.CurrentCamera
local x = camera and camera.ViewportSize.X or 0
local y = camera and camera.ViewportSize.Y or 0
if x == 0 then
return 1024
else
if x > y then
return x
else
return y
end
end
end
Utility.ViewSizeX = ViewSizeX
local function ViewSizeY()
local camera = workspace.CurrentCamera
local x = camera and camera.ViewportSize.X or 0
local y = camera and camera.ViewportSize.Y or 0
if y == 0 then
return 768
else
if x > y then
return y
else
return x
end
end
end
Utility.ViewSizeY = ViewSizeY
local function FindChacterAncestor(part)
if part then
local humanoid = part:FindFirstChild("Humanoid")
if humanoid then
return part, humanoid
else
return FindChacterAncestor(part.Parent)
end
end
end
Utility.FindChacterAncestor = FindChacterAncestor
local function Raycast(ray, ignoreNonCollidable, ignoreList)
local ignoreList = ignoreList or {}
local hitPart, hitPos, hitNorm, hitMat = RayCastIgnoreList(workspace, ray, ignoreList)
if hitPart then
if ignoreNonCollidable and hitPart.CanCollide == false then
table.insert(ignoreList, hitPart)
return Raycast(ray, ignoreNonCollidable, ignoreList)
end
return hitPart, hitPos, hitNorm, hitMat
end
return nil, nil
end
Utility.Raycast = Raycast
local function AveragePoints(positions)
local avgPos = ZERO_VECTOR2
if #positions > 0 then
for i = 1, #positions do
avgPos = avgPos + positions[i]
end
avgPos = avgPos / #positions
end
return avgPos
end
Utility.AveragePoints = AveragePoints
local function FuzzyEquals(numa, numb)
return numa + 0.1 > numb and numa - 0.1 < numb
end
Utility.FuzzyEquals = FuzzyEquals
local LastInput = 0
UIS.InputBegan:connect(function(inputObject, wasSunk)
if not wasSunk then
if inputObject.UserInputType == Enum.UserInputType.Touch or
inputObject.UserInputType == Enum.UserInputType.MouseButton1 or
inputObject.UserInputType == Enum.UserInputType.MouseButton2 then
LastInput = tick()
end
end
end)
Utility.GetLastInput = function()
return LastInput
end
end
local humanoidCache = {}
local function findPlayerHumanoid(player)
local character = player and player.Character
if character then
local resultHumanoid = humanoidCache[player]
if resultHumanoid and resultHumanoid.Parent == character then
return resultHumanoid
else
humanoidCache[player] = nil -- Bust Old Cache
local humanoid = character:FindFirstChildOfClass("Humanoid")
if humanoid then
humanoidCache[player] = humanoid
end
return humanoid
end
end
end
---------------------------------------------------------
local Signal = Utility.Signal
local Create = Utility.Create
--------------------------CHARACTER CONTROL-------------------------------
local CurrentIgnoreList
local function GetCharacter()
return Player and Player.Character
end
local function GetTorso()
local humanoid = findPlayerHumanoid(Player)
return humanoid and humanoid.Torso
end
local function getIgnoreList()
if CurrentIgnoreList then
return CurrentIgnoreList
end
CurrentIgnoreList = {}
table.insert(CurrentIgnoreList, GetCharacter())
return CurrentIgnoreList
end
-----------------------------------------------------------------------------
-----------------------------------PATHER--------------------------------------
local function createNewPopup(popupType)
local newModel = Instance.new("ImageHandleAdornment")
newModel.AlwaysOnTop = false
newModel.Image = "rbxasset://textures/Cursors/Gamepad/Pointer@2x.png"
newModel.ZIndex = 2
local size = ZERO_VECTOR2
if popupType == "DestinationPopup" then
newModel.Color3 = Color3.fromRGB(0, 175, 255)
size = Vector2.new(4,4)
elseif popupType == "DirectWalkPopup" then
newModel.Color3 = Color3.fromRGB(255, 255, 100)
size = Vector2.new(4,4)
elseif popupType == "FailurePopup" then
newModel.Color3 = Color3.fromRGB(255, 100, 100)
size = Vector2.new(4,4)
elseif popupType == "PatherPopup" then
newModel.Color3 = Color3.fromRGB(255, 255, 255)
size = Vector2.new(3,3)
newModel.ZIndex = 1
end
local dataStructure = {}
dataStructure.Model = newModel
function dataStructure:TweenIn()
local tween1 = tweenService:Create(self.Model,
TweenInfo.new(
1,
Enum.EasingStyle.Elastic,
Enum.EasingDirection.Out,
0,
false,
0
),{
Size = size
}
)
tween1:Play()
return tween1
end
function dataStructure:TweenOut()
local tween1 = tweenService:Create(self.Model,
TweenInfo.new(
.25,
Enum.EasingStyle.Quad,
Enum.EasingDirection.In,
0,
false,
0
),{
Size = ZERO_VECTOR2
}
)
tween1:Play()
return tween1
end
function dataStructure:Place(position, dest)
-- place the model at position
if not self.Model.Parent then
self.Model.Parent = workspace.Terrain
self.Model.Adornee = workspace.Terrain
self.Model.CFrame = CFrame.new(position,dest)*CFrame.Angles(math.pi/2,0,0)-Vector3.new(0,-.2,0)
end
end
return dataStructure
end
local function createPopupPath(points, numCircles)
-- creates a path with the provided points, using the path and number of circles provided
local popups = {}
local stopTraversing = false
local function killPopup(i)
-- kill all popups before and at i
for iter, v in pairs(popups) do
if iter <= i then
local tween = v:TweenOut()
spawn(function()
tween.Completed:wait()
v.Model:Destroy()
end)
popups[iter] = nil
end
end
end
local function stopFunction()
stopTraversing = true
killPopup(#points)
end
spawn(function()
for i = 1, #points do
if stopTraversing then
break
end
local includeWaypoint = i % numCircles == 0
and i < #points
and (points[#points].Position - points[i].Position).magnitude > 4
if includeWaypoint then
local popup = createNewPopup("PatherPopup")
popups[i] = popup
local nextPopup = points[i+1]
popup:Place(points[i].Position, nextPopup and nextPopup.Position or points[#points].Position)
local tween = popup:TweenIn()
wait(0.2)
end
end
end)
return stopFunction, killPopup
end
local function Pather(character, endPoint, surfaceNormal)
local this = {}
this.Cancelled = false
this.Started = false
this.Finished = Signal.Create()
this.PathFailed = Signal.Create()
this.PathStarted = Signal.Create()
this.PathComputing = false
this.PathComputed = false
this.TargetPoint = endPoint
this.TargetSurfaceNormal = surfaceNormal
this.MoveToConn = nil
this.CurrentPoint = 0
function this:Cleanup()
if this.stopTraverseFunc then
this.stopTraverseFunc()
end
if this.MoveToConn then
this.MoveToConn:disconnect()
this.MoveToConn = nil
this.humanoid = nil
end
this.humanoid = nil
end
function this:Cancel()
this.Cancelled = true
this:Cleanup()
end
function this:ComputePath()
local humanoid = findPlayerHumanoid(Player)
local torso = humanoid and humanoid.Torso
local success = false
if torso then
if this.PathComputed or this.PathComputing then return end
this.PathComputing = true
success = pcall(function()
this.pathResult = PathfindingService:FindPathAsync(torso.CFrame.p, this.TargetPoint)
end)
this.pointList = this.pathResult and this.pathResult:GetWaypoints()
this.PathComputing = false
this.PathComputed = this.pathResult and this.pathResult.Status == Enum.PathStatus.Success or false
end
return true
end
function this:IsValidPath()
if not this.pathResult then
this:ComputePath()
end
return this.pathResult.Status == Enum.PathStatus.Success
end
function this:OnPointReached(reached)
if reached and not this.Cancelled then
this.CurrentPoint = this.CurrentPoint + 1
if this.CurrentPoint > #this.pointList then
-- End of path reached
if this.stopTraverseFunc then
this.stopTraverseFunc()
end
this.Finished:fire()
this:Cleanup()
else
-- If next action == Jump, but the humanoid
-- is still jumping from a previous action
-- wait until it gets to the ground
if this.CurrentPoint + 1 <= #this.pointList then
local nextAction = this.pointList[this.CurrentPoint + 1].Action
if nextAction == Enum.PathWaypointAction.Jump then
local currentState = this.humanoid:GetState()
if currentState == Enum.HumanoidStateType.FallingDown or
currentState == Enum.HumanoidStateType.Freefall or
currentState == Enum.HumanoidStateType.Jumping then
this.humanoid.FreeFalling:wait()
-- Give time to the humanoid's state to change
-- Otherwise, the jump flag in Humanoid
-- will be reset by the state change
wait(0.1)
end
end
end
-- Move to the next point
if this.setPointFunc then
this.setPointFunc(this.CurrentPoint)
end
local nextWaypoint = this.pointList[this.CurrentPoint]
if nextWaypoint.Action == Enum.PathWaypointAction.Jump then
this.humanoid.Jump = true
end
this.humanoid:MoveTo(nextWaypoint.Position)
end
else
this.PathFailed:fire()
this:Cleanup()
end
end
function this:Start()
if CurrentSeatPart then
return
end
this.humanoid = findPlayerHumanoid(Player)
if this.Started then return end
this.Started = true
if SHOW_PATH then
-- choose whichever one Mike likes best
this.stopTraverseFunc, this.setPointFunc = createPopupPath(this.pointList, 4)
end
if #this.pointList > 0 then
this.MoveToConn = this.humanoid.MoveToFinished:connect(function(reached) this:OnPointReached(reached) end)
this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.
this:OnPointReached(true) -- Move to first point
else
this.PathFailed:fire()
if this.stopTraverseFunc then
this.stopTraverseFunc()
end
end
end
this:ComputePath()
if not this.PathComputed then
-- set the end point towards the camera and raycasted towards the ground in case we hit a wall
local offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5
local ray = Ray.new(offsetPoint, Vector3_new(0,-1,0)*50)
local newHitPart, newHitPos = RayCastIgnoreList(workspace, ray, getIgnoreList())
if newHitPart then
this.TargetPoint = newHitPos
end
-- try again
this:ComputePath()
end
return this
end
-------------------------------------------------------------------------
local function IsInBottomLeft(pt)
local joystickHeight = math_min(Utility.ViewSizeY() * 0.33, 250)
local joystickWidth = joystickHeight
return pt.X <= joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
end
local function IsInBottomRight(pt)
local joystickHeight = math_min(Utility.ViewSizeY() * 0.33, 250)
local joystickWidth = joystickHeight
return pt.X >= Utility.ViewSizeX() - joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
end
local function CheckAlive(character)
local humanoid = findPlayerHumanoid(Player)
return humanoid ~= nil and humanoid.Health > 0
end
local function GetEquippedTool(character)
if character ~= nil then
for _, child in pairs(character:GetChildren()) do
if child:IsA('Tool') then
return child
end
end
end
end
local ExistingPather = nil
local ExistingIndicator = nil
local PathCompleteListener = nil
local PathFailedListener = nil
local function CleanupPath()
DrivingTo = nil
if ExistingPather then
ExistingPather:Cancel()
end
if PathCompleteListener then
PathCompleteListener:disconnect()
PathCompleteListener = nil
end
if PathFailedListener then
PathFailedListener:disconnect()
PathFailedListener = nil
end
if ExistingIndicator then
local obj = ExistingIndicator
local tween = obj:TweenOut()
local tweenCompleteEvent = nil
tweenCompleteEvent = tween.Completed:connect(function()
tweenCompleteEvent:disconnect()
obj.Model:Destroy()
end)
ExistingIndicator = nil
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 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*400)
-- inivisicam stuff
local initIgnore = getIgnoreList()
local invisicamParts = InvisicamModule:GetObscuredParts()
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.FindChacterAncestor(hitPart)
local torso = GetTorso()
local startPos = torso.CFrame.p
if goToPoint then
hitPt = goToPoint
hitChar = nil
end
if hitChar and hitHumanoid and hitHumanoid.Torso 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: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:connect(function()
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
local currentPosition
myHumanoid:MoveTo(hitPt)
foundDirectPath = true
end
end
spawn(function()
local directPopup = createNewPopup(foundDirectPath and "DirectWalkPopup" or "FailurePopup")
directPopup:Place(hitPt, Vector3_new(0,hitPt.y,0))
local directTweenIn = directPopup:TweenIn()
directTweenIn.Completed:wait()
local directTweenOut = directPopup:TweenOut()
directTweenOut.Completed:wait()
directPopup.Model:Destroy()
directPopup = nil
end)
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 CreateClickToMoveModule()
local this = {}
local LastStateChange = 0
local LastState = Enum.HumanoidStateType.Running
local FingerTouches = {}
local NumUnsunkTouches = 0
-- PC simulation
local mouse1Down = tick()
local mouse1DownPos = Vector2_new()
local mouse2Down = tick()
local mouse2DownPos = Vector2_new()
local mouse2Up = tick()
local movementKeys = {
[Enum.KeyCode.W] = true;
[Enum.KeyCode.A] = true;
[Enum.KeyCode.S] = true;
[Enum.KeyCode.D] = true;
[Enum.KeyCode.Up] = true;
[Enum.KeyCode.Down] = true;
}
local TapConn = nil
local InputBeganConn = nil
local InputChangedConn = nil
local InputEndedConn = nil
local HumanoidDiedConn = nil
local CharacterChildAddedConn = nil
local OnCharacterAddedConn = nil
local CharacterChildRemovedConn = nil
local RenderSteppedConn = nil
local HumanoidSeatedConn = nil
local function disconnectEvent(event)
if event then
event:disconnect()
end
end
local function DisconnectEvents()
disconnectEvent(TapConn)
disconnectEvent(InputBeganConn)
disconnectEvent(InputChangedConn)
disconnectEvent(InputEndedConn)
disconnectEvent(HumanoidDiedConn)
disconnectEvent(CharacterChildAddedConn)
disconnectEvent(OnCharacterAddedConn)
disconnectEvent(RenderSteppedConn)
disconnectEvent(CharacterChildRemovedConn)
pcall(function() RunService:UnbindFromRenderStep("ClickToMoveRenderUpdate") end)
disconnectEvent(HumanoidSeatedConn)
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
-- Setup the camera
CameraModule = OrbitalCamModule()
local function OnTouchBegan(input, processed)
if FingerTouches[input] == nil and not processed then
NumUnsunkTouches = NumUnsunkTouches + 1
end
FingerTouches[input] = processed
end
local function OnTouchChanged(input, processed)
if FingerTouches[input] == nil then
FingerTouches[input] = processed
if not processed then
NumUnsunkTouches = NumUnsunkTouches + 1
end
end
end
local function OnTouchEnded(input, processed)
if FingerTouches[input] ~= nil and FingerTouches[input] == false then
NumUnsunkTouches = NumUnsunkTouches - 1
end
FingerTouches[input] = nil
end
local function OnCharacterAdded(character)
DisconnectEvents()
InputBeganConn = UIS.InputBegan:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
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(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
mouse1Down = tick()
mouse1DownPos = input.Position
end
if input.UserInputType == Enum.UserInputType.MouseButton2 then
mouse2Down = tick()
mouse2DownPos = input.Position
end
end)
InputChangedConn = UIS.InputChanged:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
OnTouchChanged(input, processed)
end
end)
InputEndedConn = UIS.InputEnded:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
OnTouchEnded(input, processed)
end
if input.UserInputType == Enum.UserInputType.MouseButton2 then
mouse2Up = tick()
local currPos = input.Position
if mouse2Up - mouse2Down < 0.25 and (currPos - mouse2DownPos).magnitude < 5 then
local positions = {currPos}
OnTap(positions)
end
end
end)
TapConn = UIS.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 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)
return throttle, steer
end
local function Update()
if CameraModule then
CameraModule.UserPanningTheCamera = true
if CameraModule.UserPanningTheCamera then
CameraModule.UpdateTweenFunction = nil
else
if CameraModule.UpdateTweenFunction then
local done = CameraModule.UpdateTweenFunction()
if done then
CameraModule.UpdateTweenFunction = nil
end
end
end
CameraModule:Update()
end
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
end
RunService:BindToRenderStep("ClickToMoveRenderUpdate",Enum.RenderPriority.Camera.Value - 1,Update)
local function onSeated(child, active, currentSeatPart)
if active then
if TouchJump and UIS.TouchEnabled then
TouchJump:Enable()
end
if currentSeatPart and currentSeatPart.ClassName == "VehicleSeat" then
CurrentSeatPart = currentSeatPart
end
else
CurrentSeatPart = nil
if TouchJump and UIS.TouchEnabled then
TouchJump:Disable()
end
end
end
local function OnCharacterChildAdded(child)
if UIS.TouchEnabled then
if child:IsA('Tool') then
child.ManualActivationOnly = true
end
end
if child:IsA('Humanoid') then
disconnectEvent(HumanoidDiedConn)
HumanoidDiedConn = child.Died:connect(function()
if ExistingIndicator then
DebrisService:AddItem(ExistingIndicator.Model, 1)
end
end)
HumanoidSeatedConn = child.Seated:connect(function(active, seat) onSeated(child, active, seat) end)
if child.SeatPart then
onSeated(child, true, child.SeatPart)
end
end
end
CharacterChildAddedConn = character.ChildAdded:connect(function(child)
OnCharacterChildAdded(child)
end)
CharacterChildRemovedConn = character.ChildRemoved:connect(function(child)
if UIS.TouchEnabled then
if child:IsA('Tool') then
child.ManualActivationOnly = false
end
end
end)
for _, child in pairs(character:GetChildren()) do
OnCharacterChildAdded(child)
end
end
local Running = false
function this:Stop()
if Running then
DisconnectEvents()
CleanupPath()
if CameraModule then
CameraModule.UpdateTweenFunction = nil
CameraModule:SetEnabled(false)
end
-- Restore tool activation on shutdown
if UIS.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
Running = false
end
end
function this:Start()
if not Running then
if Player.Character then -- retro-listen
OnCharacterAdded(Player.Character)
end
OnCharacterAddedConn = Player.CharacterAdded:connect(OnCharacterAdded)
if CameraModule then
CameraModule:SetEnabled(true)
end
Running = true
end
end
return this
end
return CreateClickToMoveModule