Modify character 'meshes' and add first person view

This commit is contained in:
excitedneon 2017-05-09 13:11:36 +03:00
parent 2239e336f5
commit 09c9829973
9 changed files with 719 additions and 1665 deletions

View File

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@ -0,0 +1,48 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cyber.Console;
namespace Cyber.Controls {
/// <summary>
/// Handles grabbing the cursor when needed and provides info about the mouse.
/// </summary>
public class CursorHandler : MonoBehaviour {
/// <summary>
/// The mouse sensitivity on the screen's x-axis.
/// </summary>
[Range(1f, 5.0f)]
public float MouseSensitivityX = 2.5f;
/// <summary>
/// The mouse sensitivity on the screen's y-axis.
/// </summary>
[Range(1f, 5.0f)]
public float MouseSensitivityY = 2.5f;
private bool CursorLocked = true;
private void Start() {
UpdateCursor();
}
private void Update() {
if (CursorLocked == Term.IsVisible()) {
CursorLocked = !CursorLocked;
UpdateCursor();
}
}
private void UpdateCursor() {
if (CursorLocked) {
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
} else {
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
}
}

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@ -20,12 +20,19 @@ namespace Cyber.Controls {
/// </summary>
public Character Character;
private CursorHandler CursorHandler;
private Vector3 Rotation;
private void Start() {
CursorHandler = GameObject.Find("/CursorHandler").GetComponent<CursorHandler>();
}
private void Update() {
if (!Term.IsVisible()) {
// Handle inputs
Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
if (Move.sqrMagnitude != 0) {
Character.Move(transform.TransformDirection(Move));
Character.Move(Character.Head.TransformDirection(Move));
Client.Send(PktType.MoveCreature, new MoveCreaturePkt(transform.TransformDirection(Move), Character.ID));
} else if (Character.Moving()) {
@ -33,6 +40,10 @@ namespace Cyber.Controls {
Client.Send(PktType.MoveCreature, new MoveCreaturePkt(new Vector3(), Character.ID));
}
Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.MouseSensitivityX;
Rotation.x = Mathf.Clamp(Rotation.x - Input.GetAxis("Mouse Y") * CursorHandler.MouseSensitivityY, -89, 89);
Character.SetRotation(Rotation);
} else if (Character.Moving()) {
// The debug console is open, stop the player.
Character.Stop();

View File

@ -17,6 +17,11 @@ namespace Cyber.Entities {
/// </summary>
public CharacterController CharacterController;
/// <summary>
/// The head transform for looking around.
/// </summary>
public Transform Head;
private Vector3 MovementDirection = new Vector3();
/// <summary>
@ -38,6 +43,14 @@ namespace Cyber.Entities {
}
}
/// <summary>
/// Sets the character's rotation.
/// </summary>
/// <param name="EulerAngles">Rotation in euler angles.</param>
public void SetRotation(Vector3 EulerAngles) {
Head.localEulerAngles = EulerAngles;
}
/// <summary>
/// Whether the player is moving or not.
/// </summary>