SyntaxGameServer/RCCService2020/ExtraContent/scripts/PlayerScripts/StarterPlayerScripts/ControlScript/MasterControl/Gamepad.lua

199 lines
6.6 KiB
Lua

--[[
// FileName: Gamepad
// Written by: jeditkacheff
// Description: Implements movement controls for gamepad devices (XBox, PS4, MFi, etc.)
--]]
local Gamepad = {}
local MasterControl = require(script.Parent)
local Players = game:GetService('Players')
local RunService = game:GetService('RunService')
local UserInputService = game:GetService('UserInputService')
local ContextActionService = game:GetService('ContextActionService')
local StarterPlayer = game:GetService('StarterPlayer')
local Settings = UserSettings()
local GameSettings = Settings.GameSettings
local currentMoveVector = Vector3.new(0,0,0)
local activateGamepad = nil
local gamepadConnectedCon = nil
local gamepadDisconnectedCon = nil
while not Players.LocalPlayer do
wait()
end
local LocalPlayer = Players.LocalPlayer
--[[ Constants ]]--
local thumbstickDeadzone = 0.22 --raised from 14% on 3/1/16 to accommodate looser XB360 controllers
function assignActivateGamepad()
local connectedGamepads = UserInputService:GetConnectedGamepads()
if #connectedGamepads > 0 then
for i = 1, #connectedGamepads do
if activateGamepad == nil then
activateGamepad = connectedGamepads[i]
elseif connectedGamepads[i].Value < activateGamepad.Value then
activateGamepad = connectedGamepads[i]
end
end
end
if activateGamepad == nil then -- nothing is connected, at least set up for gamepad1
activateGamepad = Enum.UserInputType.Gamepad1
end
end
--[[ Public API ]]--
function Gamepad:Enable()
local forwardValue = 0
local backwardValue = 0
local leftValue = 0
local rightValue = 0
local moveFunc = LocalPlayer.Move
local gamepadSupports = UserInputService.GamepadSupports
local controlCharacterGamepad = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Cancel then
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
return
end
if activateGamepad ~= inputObject.UserInputType then return end
if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end
if inputObject.Position.magnitude > thumbstickDeadzone then
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)
MasterControl:AddToPlayerMovement(currentMoveVector)
else
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
end
end
local jumpCharacterGamepad = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Cancel then
MasterControl:SetIsJumping(false)
return
end
if activateGamepad ~= inputObject.UserInputType then return end
if inputObject.KeyCode ~= Enum.KeyCode.ButtonA then return end
MasterControl:SetIsJumping(inputObject.UserInputState == Enum.UserInputState.Begin)
end
local doDpadMoveUpdate = function(userInputType)
if LocalPlayer and LocalPlayer.Character then
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(leftValue + rightValue,0,forwardValue + backwardValue)
MasterControl:AddToPlayerMovement(currentMoveVector)
end
end
local moveForwardFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.End then
forwardValue = -1
elseif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Cancel then
forwardValue = 0
end
doDpadMoveUpdate(inputObject.UserInputType)
end
local moveBackwardFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.End then
backwardValue = 1
elseif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Cancel then
backwardValue = 0
end
doDpadMoveUpdate(inputObject.UserInputType)
end
local moveLeftFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.End then
leftValue = -1
elseif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Cancel then
leftValue = 0
end
doDpadMoveUpdate(inputObject.UserInputType)
end
local moveRightFunc = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.End then
rightValue = 1
elseif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Cancel then
rightValue = 0
end
doDpadMoveUpdate(inputObject.UserInputType)
end
local function setActivateGamepad()
if activateGamepad then
ContextActionService:UnbindActivate(activateGamepad, Enum.KeyCode.ButtonR2)
end
assignActivateGamepad()
if activateGamepad then
ContextActionService:BindActivate(activateGamepad, Enum.KeyCode.ButtonR2)
end
end
ContextActionService:BindAction("JumpButton",jumpCharacterGamepad, false, Enum.KeyCode.ButtonA)
ContextActionService:BindAction("MoveThumbstick",controlCharacterGamepad, false, Enum.KeyCode.Thumbstick1)
setActivateGamepad()
if not gamepadSupports(UserInputService, activateGamepad, Enum.KeyCode.Thumbstick1) then
-- if the gamepad supports thumbsticks, theres no point in having the dpad buttons getting eaten up by these actions
ContextActionService:BindAction("forwardDpad", moveForwardFunc, false, Enum.KeyCode.DPadUp)
ContextActionService:BindAction("backwardDpad", moveBackwardFunc, false, Enum.KeyCode.DPadDown)
ContextActionService:BindAction("leftDpad", moveLeftFunc, false, Enum.KeyCode.DPadLeft)
ContextActionService:BindAction("rightDpad", moveRightFunc, false, Enum.KeyCode.DPadRight)
end
gamepadConnectedCon = UserInputService.GamepadDisconnected:connect(function(gamepadEnum)
if activateGamepad ~= gamepadEnum then return end
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
activateGamepad = nil
setActivateGamepad()
end)
gamepadDisconnectedCon = UserInputService.GamepadConnected:connect(function(gamepadEnum)
if activateGamepad == nil then
setActivateGamepad()
end
end)
end
function Gamepad:Disable()
ContextActionService:UnbindAction("forwardDpad")
ContextActionService:UnbindAction("backwardDpad")
ContextActionService:UnbindAction("leftDpad")
ContextActionService:UnbindAction("rightDpad")
ContextActionService:UnbindAction("MoveThumbstick")
ContextActionService:UnbindAction("JumpButton")
ContextActionService:UnbindActivate(activateGamepad, Enum.KeyCode.ButtonR2)
if gamepadConnectedCon then gamepadConnectedCon:disconnect() end
if gamepadDisconnectedCon then gamepadDisconnectedCon:disconnect() end
activateGamepad = nil
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
MasterControl:SetIsJumping(false)
end
return Gamepad