SyntaxGameServer/RCCService2020/ExtraContent/scripts/PlayerScripts/StarterPlayerScripts_NewStr.../PlayerModule.module/ControlModule.lua

504 lines
17 KiB
Lua

--[[
ControlModule - This ModuleScript implements a singleton class to manage the
selection, activation, and deactivation of the current character movement controller.
This script binds to RenderStepped at Input priority and calls the Update() methods
on the active controller instances.
The character controller ModuleScripts implement classes which are instantiated and
activated as-needed, they are no longer all instantiated up front as they were in
the previous generation of PlayerScripts.
2018 PlayerScripts Update - AllYourBlox
--]]
local ControlModule = {}
ControlModule.__index = ControlModule
--[[ Roblox Services ]]--
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local Workspace = game:GetService("Workspace")
local UserGameSettings = UserSettings():GetService("UserGameSettings")
-- Roblox User Input Control Modules - each returns a new() constructor function used to create controllers as needed
local Keyboard = require(script:WaitForChild("Keyboard"))
local Gamepad = require(script:WaitForChild("Gamepad"))
local DynamicThumbstick = require(script:WaitForChild("DynamicThumbstick"))
local FFlagUserMakeThumbstickDynamic do
local success, value = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserMakeThumbstickDynamic")
end)
FFlagUserMakeThumbstickDynamic = success and value
end
local TouchThumbstick = FFlagUserMakeThumbstickDynamic and DynamicThumbstick or require(script:WaitForChild("TouchThumbstick"))
-- These controllers handle only walk/run movement, jumping is handled by the
-- TouchJump controller if any of these are active
local ClickToMove = require(script:WaitForChild("ClickToMoveController"))
local TouchJump = require(script:WaitForChild("TouchJump"))
local VehicleController = require(script:WaitForChild("VehicleController"))
local CONTROL_ACTION_PRIORITY = Enum.ContextActionPriority.Default.Value
-- Mapping from movement mode and lastInputType enum values to control modules to avoid huge if elseif switching
local movementEnumToModuleMap = {
[Enum.TouchMovementMode.DPad] = DynamicThumbstick,
[Enum.DevTouchMovementMode.DPad] = DynamicThumbstick,
[Enum.TouchMovementMode.Thumbpad] = DynamicThumbstick,
[Enum.DevTouchMovementMode.Thumbpad] = DynamicThumbstick,
[Enum.TouchMovementMode.Thumbstick] = TouchThumbstick,
[Enum.DevTouchMovementMode.Thumbstick] = TouchThumbstick,
[Enum.TouchMovementMode.DynamicThumbstick] = DynamicThumbstick,
[Enum.DevTouchMovementMode.DynamicThumbstick] = DynamicThumbstick,
[Enum.TouchMovementMode.ClickToMove] = ClickToMove,
[Enum.DevTouchMovementMode.ClickToMove] = ClickToMove,
-- Current default
[Enum.TouchMovementMode.Default] = DynamicThumbstick,
[Enum.ComputerMovementMode.Default] = Keyboard,
[Enum.ComputerMovementMode.KeyboardMouse] = Keyboard,
[Enum.DevComputerMovementMode.KeyboardMouse] = Keyboard,
[Enum.DevComputerMovementMode.Scriptable] = nil,
[Enum.ComputerMovementMode.ClickToMove] = ClickToMove,
[Enum.DevComputerMovementMode.ClickToMove] = ClickToMove,
}
-- Keyboard controller is really keyboard and mouse controller
local computerInputTypeToModuleMap = {
[Enum.UserInputType.Keyboard] = Keyboard,
[Enum.UserInputType.MouseButton1] = Keyboard,
[Enum.UserInputType.MouseButton2] = Keyboard,
[Enum.UserInputType.MouseButton3] = Keyboard,
[Enum.UserInputType.MouseWheel] = Keyboard,
[Enum.UserInputType.MouseMovement] = Keyboard,
[Enum.UserInputType.Gamepad1] = Gamepad,
[Enum.UserInputType.Gamepad2] = Gamepad,
[Enum.UserInputType.Gamepad3] = Gamepad,
[Enum.UserInputType.Gamepad4] = Gamepad,
}
local lastInputType
function ControlModule.new()
local self = setmetatable({},ControlModule)
-- The Modules above are used to construct controller instances as-needed, and this
-- table is a map from Module to the instance created from it
self.controllers = {}
self.activeControlModule = nil -- Used to prevent unnecessarily expensive checks on each input event
self.activeController = nil
self.touchJumpController = nil
self.moveFunction = Players.LocalPlayer.Move
self.humanoid = nil
self.lastInputType = Enum.UserInputType.None
-- For Roblox self.vehicleController
self.humanoidSeatedConn = nil
self.vehicleController = nil
self.touchControlFrame = nil
self.vehicleController = VehicleController.new(CONTROL_ACTION_PRIORITY)
Players.LocalPlayer.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end)
Players.LocalPlayer.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char) end)
if Players.LocalPlayer.Character then
self:OnCharacterAdded(Players.LocalPlayer.Character)
end
RunService:BindToRenderStep("ControlScriptRenderstep", Enum.RenderPriority.Input.Value, function(dt)
self:OnRenderStepped(dt)
end)
UserInputService.LastInputTypeChanged:Connect(function(newLastInputType)
self:OnLastInputTypeChanged(newLastInputType)
end)
UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function()
self:OnTouchMovementModeChange()
end)
Players.LocalPlayer:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function()
self:OnTouchMovementModeChange()
end)
UserGameSettings:GetPropertyChangedSignal("ComputerMovementMode"):Connect(function()
self:OnComputerMovementModeChange()
end)
Players.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function()
self:OnComputerMovementModeChange()
end)
--[[ Touch Device UI ]]--
self.playerGui = nil
self.touchGui = nil
self.playerGuiAddedConn = nil
if UserInputService.TouchEnabled then
self.playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui")
if self.playerGui then
self:CreateTouchGuiContainer()
self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
else
self.playerGuiAddedConn = Players.LocalPlayer.ChildAdded:Connect(function(child)
if child:IsA("PlayerGui") then
self.playerGui = child
self:CreateTouchGuiContainer()
self.playerGuiAddedConn:Disconnect()
self.playerGuiAddedConn = nil
self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
end
end)
end
else
self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
end
return self
end
-- Convenience function so that calling code does not have to first get the activeController
-- and then call GetMoveVector on it. When there is no active controller, this function returns
-- nil so that this case can be distinguished from no current movement (which returns zero vector).
function ControlModule:GetMoveVector()
if self.activeController then
return self.activeController:GetMoveVector()
end
return Vector3.new(0,0,0)
end
function ControlModule:GetActiveController()
return self.activeController
end
function ControlModule:EnableActiveControlModule()
if self.activeControlModule == ClickToMove then
-- For ClickToMove, when it is the player's choice, we also enable the full keyboard controls.
-- When the developer is forcing click to move, the most keyboard controls (WASD) are not available, only jump.
self.activeController:Enable(
true,
Players.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.UserChoice,
self.touchJumpController
)
elseif self.touchControlFrame then
self.activeController:Enable(true, self.touchControlFrame)
else
self.activeController:Enable(true)
end
end
function ControlModule:Enable(enable)
if not self.activeController then
return
end
if enable == nil then
enable = true
end
if enable then
self:EnableActiveControlModule()
else
self:Disable()
end
end
-- For those who prefer distinct functions
function ControlModule:Disable()
if self.activeController then
self.activeController:Enable(false)
if self.moveFunction then
self.moveFunction(Players.LocalPlayer, Vector3.new(0,0,0), true)
end
end
end
-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
function ControlModule:SelectComputerMovementModule()
if not (UserInputService.KeyboardEnabled or UserInputService.GamepadEnabled) then
return nil, false
end
local computerModule
local DevMovementMode = Players.LocalPlayer.DevComputerMovementMode
if DevMovementMode == Enum.DevComputerMovementMode.UserChoice then
computerModule = computerInputTypeToModuleMap[lastInputType]
if UserGameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove and computerModule == Keyboard then
-- User has ClickToMove set in Settings, prefer ClickToMove controller for keyboard and mouse lastInputTypes
computerModule = ClickToMove
end
else
-- Developer has selected a mode that must be used.
computerModule = movementEnumToModuleMap[DevMovementMode]
-- computerModule is expected to be nil here only when developer has selected Scriptable
if (not computerModule) and DevMovementMode ~= Enum.DevComputerMovementMode.Scriptable then
warn("No character control module is associated with DevComputerMovementMode ", DevMovementMode)
end
end
if computerModule then
return computerModule, true
elseif DevMovementMode == Enum.DevComputerMovementMode.Scriptable then
-- Special case where nil is returned and we actually want to set self.activeController to nil for Scriptable
return nil, true
else
-- This case is for when computerModule is nil because of an error and no suitable control module could
-- be found.
return nil, false
end
end
-- Choose current Touch control module based on settings (user, dev)
-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
function ControlModule:SelectTouchModule()
if not UserInputService.TouchEnabled then
return nil, false
end
local touchModule
local DevMovementMode = Players.LocalPlayer.DevTouchMovementMode
if DevMovementMode == Enum.DevTouchMovementMode.UserChoice then
touchModule = movementEnumToModuleMap[UserGameSettings.TouchMovementMode]
elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then
return nil, true
else
touchModule = movementEnumToModuleMap[DevMovementMode]
end
return touchModule, true
end
local function calculateRawMoveVector(humanoid, cameraRelativeMoveVector)
local camera = Workspace.CurrentCamera
if not camera then
return cameraRelativeMoveVector
end
if humanoid:GetState() == Enum.HumanoidStateType.Swimming then
return camera.CFrame:VectorToWorldSpace(cameraRelativeMoveVector)
end
local c, s
local _, _, _, R00, R01, R02, _, _, R12, _, _, R22 = camera.CFrame:GetComponents()
if R12 < 1 and R12 > -1 then
-- X and Z components from back vector.
c = R22
s = R02
else
-- In this case the camera is looking straight up or straight down.
-- Use X components from right and up vectors.
c = R00
s = -R01*math.sign(R12)
end
local norm = math.sqrt(c*c + s*s)
return Vector3.new(
(c*cameraRelativeMoveVector.x + s*cameraRelativeMoveVector.z)/norm,
0,
(c*cameraRelativeMoveVector.z - s*cameraRelativeMoveVector.x)/norm
)
end
function ControlModule:OnRenderStepped(dt)
if self.activeController and self.activeController.enabled and self.humanoid then
-- Give the controller a chance to adjust its state
self.activeController:OnRenderStepped(dt)
-- Now retrieve info from the controller
local moveVector = self.activeController:GetMoveVector()
local cameraRelative = self.activeController:IsMoveVectorCameraRelative()
local clickToMoveController = self:GetClickToMoveController()
if self.activeController ~= clickToMoveController then
if moveVector.magnitude > 0 then
-- Clean up any developer started MoveTo path
clickToMoveController:CleanupPath()
else
-- Get move vector for developer started MoveTo
clickToMoveController:OnRenderStepped(dt)
moveVector = clickToMoveController:GetMoveVector()
cameraRelative = clickToMoveController:IsMoveVectorCameraRelative()
end
end
-- Are we driving a vehicle ?
local vehicleConsumedInput = false
if self.vehicleController then
moveVector, vehicleConsumedInput = self.vehicleController:Update(moveVector, cameraRelative, self.activeControlModule==Gamepad)
end
-- If not, move the player
-- Verification of vehicleConsumedInput is commented out to preserve legacy behavior,
-- in case some game relies on Humanoid.MoveDirection still being set while in a VehicleSeat
--if not vehicleConsumedInput then
if cameraRelative then
moveVector = calculateRawMoveVector(self.humanoid, moveVector)
end
self.moveFunction(Players.LocalPlayer, moveVector, false)
--end
-- And make them jump if needed
self.humanoid.Jump = self.activeController:GetIsJumping() or (self.touchJumpController and self.touchJumpController:GetIsJumping())
end
end
function ControlModule:OnHumanoidSeated(active, currentSeatPart)
if active then
if currentSeatPart and currentSeatPart:IsA("VehicleSeat") then
if not self.vehicleController then
self.vehicleController = self.vehicleController.new(CONTROL_ACTION_PRIORITY)
end
self.vehicleController:Enable(true, currentSeatPart)
end
else
if self.vehicleController then
self.vehicleController:Enable(false, currentSeatPart)
end
end
end
function ControlModule:OnCharacterAdded(char)
self.humanoid = char:FindFirstChildOfClass("Humanoid")
while not self.humanoid do
char.ChildAdded:wait()
self.humanoid = char:FindFirstChildOfClass("Humanoid")
end
if self.touchGui then
self.touchGui.Enabled = true
end
if self.humanoidSeatedConn then
self.humanoidSeatedConn:Disconnect()
self.humanoidSeatedConn = nil
end
self.humanoidSeatedConn = self.humanoid.Seated:Connect(function(active, currentSeatPart)
self:OnHumanoidSeated(active, currentSeatPart)
end)
end
function ControlModule:OnCharacterRemoving(char)
self.humanoid = nil
if self.touchGui then
self.touchGui.Enabled = false
end
end
-- Helper function to lazily instantiate a controller if it does not yet exist,
-- disable the active controller if it is different from the on being switched to,
-- and then enable the requested controller. The argument to this function must be
-- a reference to one of the control modules, i.e. Keyboard, Gamepad, etc.
function ControlModule:SwitchToController(controlModule)
if not controlModule then
if self.activeController then
self.activeController:Enable(false)
end
self.activeController = nil
self.activeControlModule = nil
else
if not self.controllers[controlModule] then
self.controllers[controlModule] = controlModule.new(CONTROL_ACTION_PRIORITY)
end
if self.activeController ~= self.controllers[controlModule] then
if self.activeController then
self.activeController:Enable(false)
end
self.activeController = self.controllers[controlModule]
self.activeControlModule = controlModule -- Only used to check if controller switch is necessary
if self.touchControlFrame and (self.activeControlModule == ClickToMove
or self.activeControlModule == TouchThumbstick
or self.activeControlModule == DynamicThumbstick) then
if not self.controllers[TouchJump] then
self.controllers[TouchJump] = TouchJump.new()
end
self.touchJumpController = self.controllers[TouchJump]
self.touchJumpController:Enable(true, self.touchControlFrame)
else
if self.touchJumpController then
self.touchJumpController:Enable(false)
end
end
self:EnableActiveControlModule()
end
end
end
function ControlModule:OnLastInputTypeChanged(newLastInputType)
if lastInputType == newLastInputType then
warn("LastInputType Change listener called with current type.")
end
lastInputType = newLastInputType
if lastInputType == Enum.UserInputType.Touch then
-- TODO: Check if touch module already active
local touchModule, success = self:SelectTouchModule()
if success then
while not self.touchControlFrame do
wait()
end
self:SwitchToController(touchModule)
end
elseif computerInputTypeToModuleMap[lastInputType] ~= nil then
local computerModule = self:SelectComputerMovementModule()
if computerModule then
self:SwitchToController(computerModule)
end
end
end
-- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of
-- current control scheme
function ControlModule:OnComputerMovementModeChange()
local controlModule, success = self:SelectComputerMovementModule()
if success then
self:SwitchToController(controlModule)
end
end
function ControlModule:OnTouchMovementModeChange()
local touchModule, success = self:SelectTouchModule()
if success then
while not self.touchControlFrame do
wait()
end
self:SwitchToController(touchModule)
end
end
function ControlModule:CreateTouchGuiContainer()
if self.touchGui then self.touchGui:Destroy() end
-- Container for all touch device guis
self.touchGui = Instance.new("ScreenGui")
self.touchGui.Name = "TouchGui"
self.touchGui.ResetOnSpawn = false
self.touchGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
self.touchGui.Enabled = self.humanoid ~= nil
self.touchControlFrame = Instance.new("Frame")
self.touchControlFrame.Name = "TouchControlFrame"
self.touchControlFrame.Size = UDim2.new(1, 0, 1, 0)
self.touchControlFrame.BackgroundTransparency = 1
self.touchControlFrame.Parent = self.touchGui
self.touchGui.Parent = self.playerGui
end
function ControlModule:GetClickToMoveController()
if not self.controllers[ClickToMove] then
self.controllers[ClickToMove] = ClickToMove.new(CONTROL_ACTION_PRIORITY)
end
return self.controllers[ClickToMove]
end
return ControlModule.new()