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diff --git a/Assets/Scripts/Controls/CursorHandler.cs b/Assets/Scripts/Controls/CursorHandler.cs
new file mode 100644
index 0000000..b5ad54a
--- /dev/null
+++ b/Assets/Scripts/Controls/CursorHandler.cs
@@ -0,0 +1,48 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using Cyber.Console;
+
+namespace Cyber.Controls {
+
+ ///
+ /// Handles grabbing the cursor when needed and provides info about the mouse.
+ ///
+ public class CursorHandler : MonoBehaviour {
+
+ ///
+ /// The mouse sensitivity on the screen's x-axis.
+ ///
+ [Range(1f, 5.0f)]
+ public float MouseSensitivityX = 2.5f;
+
+ ///
+ /// The mouse sensitivity on the screen's y-axis.
+ ///
+ [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;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Controls/CursorHandler.cs.meta b/Assets/Scripts/Controls/CursorHandler.cs.meta
new file mode 100644
index 0000000..1b176ac
--- /dev/null
+++ b/Assets/Scripts/Controls/CursorHandler.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Scripts/Controls/PlayerController.cs b/Assets/Scripts/Controls/PlayerController.cs
index 1c733dc..edd7359 100644
--- a/Assets/Scripts/Controls/PlayerController.cs
+++ b/Assets/Scripts/Controls/PlayerController.cs
@@ -20,12 +20,19 @@ namespace Cyber.Controls {
///
public Character Character;
+ private CursorHandler CursorHandler;
+ private Vector3 Rotation;
+
+ private void Start() {
+ CursorHandler = GameObject.Find("/CursorHandler").GetComponent();
+ }
+
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();
diff --git a/Assets/Scripts/Entities/Character.cs b/Assets/Scripts/Entities/Character.cs
index 93e1d83..f61bbfd 100644
--- a/Assets/Scripts/Entities/Character.cs
+++ b/Assets/Scripts/Entities/Character.cs
@@ -17,6 +17,11 @@ namespace Cyber.Entities {
///
public CharacterController CharacterController;
+ ///
+ /// The head transform for looking around.
+ ///
+ public Transform Head;
+
private Vector3 MovementDirection = new Vector3();
///
@@ -38,6 +43,14 @@ namespace Cyber.Entities {
}
}
+ ///
+ /// Sets the character's rotation.
+ ///
+ /// Rotation in euler angles.
+ public void SetRotation(Vector3 EulerAngles) {
+ Head.localEulerAngles = EulerAngles;
+ }
+
///
/// Whether the player is moving or not.
///