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

181 lines
6.4 KiB
Lua

--[[
// FileName: VehicleControl
// Version 1.0
// Written by: jmargh
// Description: Implements in-game vehicle controls for all input devices
// NOTE: This works for basic vehicles (single vehicle seat). If you use custom VehicleSeat code,
// multiple VehicleSeats or your own implementation of a VehicleSeat this will not work.
--]]
local VehicleController = {}
local ContextActionService = game:GetService('ContextActionService')
local Players = game:GetService('Players')
local RunService = game:GetService('RunService')
local MasterControl = require(script.Parent)
while not Players.LocalPlayer do
wait()
end
local LocalPlayer = Players.LocalPlayer
local CurrentVehicleSeat = nil
local CurrentThrottle = 0
local CurrentSteer = 0
local HumanoidSeatedCn = nil
local RenderSteppedCn = nil
local Accelerating = false
local Deccelerating = false
local TurningRight = false
local TurningLeft = false
-- Set this to true if you want to instead use the triggers for the throttle
local useTriggersForThrottle = true
-- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected
local onlyTriggersForThrottle = false
local function onThrottleAccel(actionName, inputState, inputObject)
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, -CurrentThrottle))
CurrentThrottle = (inputState == Enum.UserInputState.End or Deccelerating) and 0 or -1
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))
Accelerating = not (inputState == Enum.UserInputState.End)
if (inputState == Enum.UserInputState.End) and Deccelerating then
CurrentThrottle = 1
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))
end
end
local function onThrottleDeccel(actionName, inputState, inputObject)
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, -CurrentThrottle))
CurrentThrottle = (inputState == Enum.UserInputState.End or Accelerating) and 0 or 1
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))
Deccelerating = not (inputState == Enum.UserInputState.End)
if (inputState == Enum.UserInputState.End) and Accelerating then
CurrentThrottle = -1
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))
end
end
local function onSteerRight(actionName, inputState, inputObject)
MasterControl:AddToPlayerMovement(Vector3.new(-CurrentSteer, 0, 0))
CurrentSteer = (inputState == Enum.UserInputState.End or TurningLeft) and 0 or 1
MasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0))
TurningRight = not (inputState == Enum.UserInputState.End)
if (inputState == Enum.UserInputState.End) and TurningLeft then
CurrentSteer = -1
MasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0))
end
end
local function onSteerLeft(actionName, inputState, inputObject)
MasterControl:AddToPlayerMovement(Vector3.new(-CurrentSteer, 0, 0))
CurrentSteer = (inputState == Enum.UserInputState.End or TurningRight) and 0 or -1
MasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0))
TurningLeft = not (inputState == Enum.UserInputState.End)
if (inputState == Enum.UserInputState.End) and TurningRight then
CurrentSteer = 1
MasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0))
end
end
local function getHumanoid()
local character = LocalPlayer and LocalPlayer.Character
if character then
for _,child in pairs(character:GetChildren()) do
if child:IsA('Humanoid') then
return child
end
end
end
end
local function getClosestFittingValue(value)
if value > 0.5 then
return 1
elseif value < -0.5 then
return -1
end
return 0
end
local function onRenderStepped()
if CurrentVehicleSeat then
local moveValue = MasterControl:GetMoveVector()
local didSetThrottleSteerFloat = false
didSetThrottleSteerFloat = pcall(function()
if game:GetService("UserInputService"):GetGamepadConnected(Enum.UserInputType.Gamepad1) and onlyTriggersForThrottle and useTriggersForThrottle then
CurrentVehicleSeat.ThrottleFloat = -CurrentThrottle
else
CurrentVehicleSeat.ThrottleFloat = -moveValue.z
end
CurrentVehicleSeat.SteerFloat = moveValue.x
end)
if didSetThrottleSteerFloat == false then
if game:GetService("UserInputService"):GetGamepadConnected(Enum.UserInputType.Gamepad1) and onlyTriggersForThrottle and useTriggersForThrottle then
CurrentVehicleSeat.Throttle = -CurrentThrottle
else
CurrentVehicleSeat.Throttle = getClosestFittingValue(-moveValue.z)
end
CurrentVehicleSeat.Steer = getClosestFittingValue(moveValue.x)
end
end
end
local function onSeated(active, currentSeatPart)
if active then
if currentSeatPart and currentSeatPart:IsA('VehicleSeat') then
CurrentVehicleSeat = currentSeatPart
if useTriggersForThrottle then
ContextActionService:BindAction("throttleAccel", onThrottleAccel, false, Enum.KeyCode.ButtonR2)
ContextActionService:BindAction("throttleDeccel", onThrottleDeccel, false, Enum.KeyCode.ButtonL2)
end
ContextActionService:BindAction("arrowSteerRight", onSteerRight, false, Enum.KeyCode.Right)
ContextActionService:BindAction("arrowSteerLeft", onSteerLeft, false, Enum.KeyCode.Left)
local success = pcall(function() RunService:BindToRenderStep("VehicleControlStep", Enum.RenderPriority.Input.Value, onRenderStepped) end)
if not success then
if RenderSteppedCn then return end
RenderSteppedCn = RunService.RenderStepped:connect(onRenderStepped)
end
end
else
CurrentVehicleSeat = nil
if useTriggersForThrottle then
ContextActionService:UnbindAction("throttleAccel")
ContextActionService:UnbindAction("throttleDeccel")
end
ContextActionService:UnbindAction("arrowSteerRight")
ContextActionService:UnbindAction("arrowSteerLeft")
MasterControl:AddToPlayerMovement(Vector3.new(-CurrentSteer, 0, -CurrentThrottle))
CurrentThrottle = 0
CurrentSteer = 0
local success = pcall(function() RunService:UnbindFromRenderStep("VehicleControlStep") end)
if not success and RenderSteppedCn then
RenderSteppedCn:disconnect()
RenderSteppedCn = nil
end
end
end
local function CharacterAdded(character)
local humanoid = getHumanoid()
while not humanoid do
wait()
humanoid = getHumanoid()
end
--
if HumanoidSeatedCn then
HumanoidSeatedCn:disconnect()
HumanoidSeatedCn = nil
end
HumanoidSeatedCn = humanoid.Seated:connect(onSeated)
end
if LocalPlayer.Character then
CharacterAdded(LocalPlayer.Character)
end
LocalPlayer.CharacterAdded:connect(CharacterAdded)
return VehicleController