Merge branch 'master' of https://github.com/Saltosion/Cyber
This commit is contained in:
commit
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2571
Assets/Scenes/FrontendDevMap.unity
Normal file
2571
Assets/Scenes/FrontendDevMap.unity
Normal file
File diff suppressed because it is too large
Load Diff
8
Assets/Scenes/FrontendDevMap.unity.meta
Normal file
8
Assets/Scenes/FrontendDevMap.unity.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 876c1932a8e5e45c593f4882a7c30e3e
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timeCreated: 1494169882
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userData:
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@ -4,6 +4,7 @@ using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using UnityEngine;
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using UnityEngine.UI;
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using Cyber.Util;
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namespace Cyber.Console {
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@ -9,6 +9,7 @@ namespace Cyber.Controls {
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/// Handles grabbing the cursor when needed and provides info about the mouse.
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/// </summary>
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public class CursorHandler : MonoBehaviour {
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private static CursorHandler Singleton;
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/// <summary>
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/// The mouse sensitivity on the screen's x-axis.
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@ -25,6 +26,29 @@ namespace Cyber.Controls {
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private bool CursorLocked = true;
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private bool RequestedLockState = true;
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/// <summary>
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/// Sets the Singleton.
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/// </summary>
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public CursorHandler() {
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Singleton = this;
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}
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/// <summary>
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/// Gets the mouse sentivity on the x-axis.
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/// </summary>
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/// <returns>The mouse sentivity on the x-axis.</returns>
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public static float GetMouseSensitivityX() {
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return Singleton.MouseSensitivityX;
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}
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/// <summary>
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/// Gets the mouse sentivity on the y-axis.
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/// </summary>
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/// <returns>The mouse sentivity on the y-axis.</returns>
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public static float GetMouseSensitivityY() {
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return Singleton.MouseSensitivityY;
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}
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/// <summary>
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/// Request a new lock state. The cursor will be locked in case there
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/// isn't another reason to have it in a different state (like the
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@ -32,15 +56,15 @@ namespace Cyber.Controls {
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/// </summary>
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/// <param name="locked">If set to <c>true</c>, cursor might bse
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/// locked.</param>
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public void RequestLockState(bool locked) {
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RequestedLockState = locked;
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public static void RequestLockState(bool locked) {
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Singleton.RequestedLockState = locked;
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}
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/// <summary>
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/// Is the cursor currently locked?
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/// </summary>
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public bool Locked() {
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return Term.IsVisible() || RequestedLockState;
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public static bool Locked() {
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return Term.IsVisible() || Singleton.RequestedLockState;
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}
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private void Start() {
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@ -89,8 +89,6 @@ namespace Cyber.Controls {
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/// </summary>
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public Vector2 ItemGridDimensions;
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private CursorHandler CursorHandler;
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private MeshDB MeshDB;
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private bool InventoryOpen = false;
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private float PreviewVisibility = 0f;
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@ -104,9 +102,6 @@ namespace Cyber.Controls {
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private Color IconMapColor;
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private void Start() {
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CursorHandler = GameObject.Find("/Systems/CursorHandler").GetComponent<CursorHandler>();
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MeshDB = GameObject.Find("/Systems/MeshDB").GetComponent<MeshDB>();
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int ItemGridSize = (int) ItemGridDimensions.x * (int) ItemGridDimensions.y;
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ItemGridCells = new List<Transform>(ItemGridSize);
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ItemGridCellMeshes = new List<MeshFilter>(ItemGridSize);
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@ -196,7 +191,7 @@ namespace Cyber.Controls {
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Item Item = Inventory.Drive.Interface.GetItemAt(x, y);
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Mesh Mesh = null;
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if (Item != null) {
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Mesh = MeshDB.Meshes[Item.ModelID];
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Mesh = MeshDB.GetMesh(Item.ModelID);
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}
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ItemGridCellMeshes[i].mesh = Mesh;
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@ -25,14 +25,9 @@ namespace Cyber.Controls {
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/// </summary>
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public Camera Camera;
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private CursorHandler CursorHandler;
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private Vector3 Rotation;
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private GameObject LastLookedAt;
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private void Start() {
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CursorHandler = GameObject.Find("/Systems/CursorHandler").GetComponent<CursorHandler>();
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}
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private void Update() {
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if (!Term.IsVisible()) {
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// Don't do any "gameplay stuff" if the debug console is up
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@ -48,8 +43,8 @@ namespace Cyber.Controls {
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// Rotation (only when cursor is locked
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if (CursorHandler.Locked()) {
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Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.MouseSensitivityX;
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Rotation.x = Mathf.Clamp(Rotation.x - Input.GetAxis("Mouse Y") * CursorHandler.MouseSensitivityY, -89, 89);
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Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.GetMouseSensitivityX();
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Rotation.x = Mathf.Clamp(Rotation.x - Input.GetAxis("Mouse Y") * CursorHandler.GetMouseSensitivityY(), -89, 89);
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Character.SetRotation(Rotation);
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}
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@ -2,11 +2,25 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class FontUtil : MonoBehaviour {
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public static float GetCharacterWidth(Font font, int fontSize, FontStyle fontStyle) {
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CharacterInfo CharInfo;
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font.RequestCharactersInTexture("W", fontSize, fontStyle);
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font.GetCharacterInfo('W', out CharInfo, fontSize, fontStyle);
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return CharInfo.glyphWidth - 1;
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namespace Cyber.Util {
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/// <summary>
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/// Conjures useful information about fonts.
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/// </summary>
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public class FontUtil : MonoBehaviour {
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/// <summary>
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/// Gets the width of the character.
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/// </summary>
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/// <returns>The character width.</returns>
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/// <param name="font">Font.</param>
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/// <param name="fontSize">Font size.</param>
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/// <param name="fontStyle">Font style.</param>
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public static float GetCharacterWidth(Font font, int fontSize, FontStyle fontStyle) {
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CharacterInfo CharInfo;
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font.RequestCharactersInTexture("W", fontSize, fontStyle);
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font.GetCharacterInfo('W', out CharInfo, fontSize, fontStyle);
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return CharInfo.glyphWidth - 1;
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}
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}
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}
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}
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@ -9,10 +9,27 @@ namespace Cyber.Util {
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/// used if meshes are needed at runtime.
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/// </summary>
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public class MeshDB : MonoBehaviour {
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private static MeshDB Singleton;
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/// <summary>
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/// The meshes that can be used at runtime.
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/// </summary>
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public Mesh[] Meshes;
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/// <summary>
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/// Sets the Singleton.
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/// </summary>
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public MeshDB() {
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Singleton = this;
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}
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/// <summary>
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/// Get the mesh at the defined index.
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/// </summary>
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/// <returns>The mesh.</returns>
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/// <param name="index">Index.</param>
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public static Mesh GetMesh(int index) {
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||||
return Singleton.Meshes[index];
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||||
}
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||||
}
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||||
}
|
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Block a user