using System; using Microsoft.Xna.Framework.Input; using LiteNetLib; using LiteNetLib.Utils; using Pong.Network; using Syntriax.Engine.Core; using Syntriax.Engine.Input; namespace Pong.Behaviours; public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Speed) : BehaviourOverride { private Keys Up { get; } = Up; private Keys Down { get; } = Down; public float High { get; } = High; public float Low { get; } = Low; public float Speed { get; set; } = Speed; private bool isUpPressed = false; private bool isDownPressed = false; private IButtonInputs inputs = null!; private INetworkCommunicator communicator = null!; protected override void OnUpdate() { if (isUpPressed && isDownPressed) return; if (isUpPressed) MovePaddle(Vector2D.Up * (float)Time.Elapsed.TotalSeconds * Speed); else if (isDownPressed) MovePaddle(-Vector2D.Up * (float)Time.Elapsed.TotalSeconds * Speed); GameObject.Transform.Position = new Vector2D(GameObject.Transform.Position.X, MathF.Max(MathF.Min(GameObject.Transform.Position.Y, High), Low)); } private void MovePaddle(Vector2D vectorToAdd) { GameObject.Transform.Position += vectorToAdd; NetDataWriter dataWriter = communicator.GetEntityWriter(this); dataWriter.Put(Transform.Position); communicator.Manager.SendToAll(dataWriter, LiteNetLib.DeliveryMethod.Unreliable); } protected override void OnFirstActiveFrame() { if (!BehaviourController.TryGetBehaviour>(out var behaviourResult)) inputs = behaviourResult ?? BehaviourController.AddBehaviour(); if (!GameObject.GameManager.TryFindBehaviour(out INetworkCommunicator? foundCommunicator)) throw new Exception($"{nameof(INetworkCommunicator)} is missing on GameManager."); inputs.RegisterOnPress(Up, OnUpPressed); inputs.RegisterOnRelease(Up, OnUpReleased); inputs.RegisterOnPress(Down, OnDownPressed); inputs.RegisterOnRelease(Down, OnDownReleased); communicator = foundCommunicator; communicator.RegisterEntityListener(this, OnDataReceived); } private void OnDataReceived(NetPacketReader reader) { Transform.Position = reader.GetVector2D(); } protected override void OnFinalize() { inputs.UnregisterOnPress(Up, OnUpPressed); inputs.UnregisterOnRelease(Up, OnUpReleased); inputs.UnregisterOnPress(Down, OnDownPressed); inputs.UnregisterOnRelease(Down, OnDownReleased); } private void OnUpPressed(IButtonInputs inputs, Keys keys) => isUpPressed = true; private void OnUpReleased(IButtonInputs inputs, Keys keys) => isUpPressed = false; private void OnDownPressed(IButtonInputs inputs, Keys keys) => isDownPressed = true; private void OnDownReleased(IButtonInputs inputs, Keys keys) => isDownPressed = false; }