Modify character 'meshes' and add first person view
This commit is contained in:
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@ -9,18 +9,36 @@ Prefab:
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File diff suppressed because it is too large
Load Diff
48
Assets/Scripts/Controls/CursorHandler.cs
Normal file
48
Assets/Scripts/Controls/CursorHandler.cs
Normal file
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
12
Assets/Scripts/Controls/CursorHandler.cs.meta
Normal file
12
Assets/Scripts/Controls/CursorHandler.cs.meta
Normal file
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@ -20,12 +20,19 @@ namespace Cyber.Controls {
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public Character Character;
|
public Character Character;
|
||||||
|
|
||||||
|
private CursorHandler CursorHandler;
|
||||||
|
private Vector3 Rotation;
|
||||||
|
|
||||||
|
private void Start() {
|
||||||
|
CursorHandler = GameObject.Find("/CursorHandler").GetComponent<CursorHandler>();
|
||||||
|
}
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
if (!Term.IsVisible()) {
|
if (!Term.IsVisible()) {
|
||||||
// Handle inputs
|
// Handle inputs
|
||||||
Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
|
Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
|
||||||
if (Move.sqrMagnitude != 0) {
|
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));
|
Client.Send(PktType.MoveCreature, new MoveCreaturePkt(transform.TransformDirection(Move), Character.ID));
|
||||||
} else if (Character.Moving()) {
|
} else if (Character.Moving()) {
|
||||||
@ -33,6 +40,10 @@ namespace Cyber.Controls {
|
|||||||
|
|
||||||
Client.Send(PktType.MoveCreature, new MoveCreaturePkt(new Vector3(), Character.ID));
|
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()) {
|
} else if (Character.Moving()) {
|
||||||
// The debug console is open, stop the player.
|
// The debug console is open, stop the player.
|
||||||
Character.Stop();
|
Character.Stop();
|
||||||
|
@ -17,6 +17,11 @@ namespace Cyber.Entities {
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public CharacterController CharacterController;
|
public CharacterController CharacterController;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The head transform for looking around.
|
||||||
|
/// </summary>
|
||||||
|
public Transform Head;
|
||||||
|
|
||||||
private Vector3 MovementDirection = new Vector3();
|
private Vector3 MovementDirection = new Vector3();
|
||||||
|
|
||||||
/// <summary>
|
/// <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>
|
/// <summary>
|
||||||
/// Whether the player is moving or not.
|
/// Whether the player is moving or not.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
Loading…
Reference in New Issue
Block a user