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diff --git a/Assets/Scenes/FrontendDevMap.unity.meta b/Assets/Scenes/FrontendDevMap.unity.meta
new file mode 100644
index 0000000..a76cc9a
--- /dev/null
+++ b/Assets/Scenes/FrontendDevMap.unity.meta
@@ -0,0 +1,8 @@
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+guid: 876c1932a8e5e45c593f4882a7c30e3e
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diff --git a/Assets/Scripts/Console/DebugConsole.cs b/Assets/Scripts/Console/DebugConsole.cs
index 8d0cc41..a9d2eda 100644
--- a/Assets/Scripts/Console/DebugConsole.cs
+++ b/Assets/Scripts/Console/DebugConsole.cs
@@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.UI;
+using Cyber.Util;
namespace Cyber.Console {
diff --git a/Assets/Scripts/Controls/CursorHandler.cs b/Assets/Scripts/Controls/CursorHandler.cs
index 88949b4..36fd28b 100644
--- a/Assets/Scripts/Controls/CursorHandler.cs
+++ b/Assets/Scripts/Controls/CursorHandler.cs
@@ -9,6 +9,7 @@ namespace Cyber.Controls {
/// Handles grabbing the cursor when needed and provides info about the mouse.
///
public class CursorHandler : MonoBehaviour {
+ private static CursorHandler Singleton;
///
/// The mouse sensitivity on the screen's x-axis.
@@ -25,6 +26,29 @@ namespace Cyber.Controls {
private bool CursorLocked = true;
private bool RequestedLockState = true;
+ ///
+ /// Sets the Singleton.
+ ///
+ public CursorHandler() {
+ Singleton = this;
+ }
+
+ ///
+ /// Gets the mouse sentivity on the x-axis.
+ ///
+ /// The mouse sentivity on the x-axis.
+ public static float GetMouseSensitivityX() {
+ return Singleton.MouseSensitivityX;
+ }
+
+ ///
+ /// Gets the mouse sentivity on the y-axis.
+ ///
+ /// The mouse sentivity on the y-axis.
+ public static float GetMouseSensitivityY() {
+ return Singleton.MouseSensitivityY;
+ }
+
///
/// Request a new lock state. The cursor will be locked in case there
/// isn't another reason to have it in a different state (like the
@@ -32,15 +56,15 @@ namespace Cyber.Controls {
///
/// If set to true, cursor might bse
/// locked.
- public void RequestLockState(bool locked) {
- RequestedLockState = locked;
+ public static void RequestLockState(bool locked) {
+ Singleton.RequestedLockState = locked;
}
///
/// Is the cursor currently locked?
///
- public bool Locked() {
- return Term.IsVisible() || RequestedLockState;
+ public static bool Locked() {
+ return Term.IsVisible() || Singleton.RequestedLockState;
}
private void Start() {
diff --git a/Assets/Scripts/Controls/InventoryInterface.cs b/Assets/Scripts/Controls/InventoryInterface.cs
index a64a263..ad4dc44 100644
--- a/Assets/Scripts/Controls/InventoryInterface.cs
+++ b/Assets/Scripts/Controls/InventoryInterface.cs
@@ -89,8 +89,6 @@ namespace Cyber.Controls {
///
public Vector2 ItemGridDimensions;
- private CursorHandler CursorHandler;
- private MeshDB MeshDB;
private bool InventoryOpen = false;
private float PreviewVisibility = 0f;
@@ -104,9 +102,6 @@ namespace Cyber.Controls {
private Color IconMapColor;
private void Start() {
- CursorHandler = GameObject.Find("/Systems/CursorHandler").GetComponent();
- MeshDB = GameObject.Find("/Systems/MeshDB").GetComponent();
-
int ItemGridSize = (int) ItemGridDimensions.x * (int) ItemGridDimensions.y;
ItemGridCells = new List(ItemGridSize);
ItemGridCellMeshes = new List(ItemGridSize);
@@ -196,7 +191,7 @@ namespace Cyber.Controls {
Item Item = Inventory.Drive.Interface.GetItemAt(x, y);
Mesh Mesh = null;
if (Item != null) {
- Mesh = MeshDB.Meshes[Item.ModelID];
+ Mesh = MeshDB.GetMesh(Item.ModelID);
}
ItemGridCellMeshes[i].mesh = Mesh;
diff --git a/Assets/Scripts/Controls/PlayerController.cs b/Assets/Scripts/Controls/PlayerController.cs
index e6c66c9..6ff8cbf 100644
--- a/Assets/Scripts/Controls/PlayerController.cs
+++ b/Assets/Scripts/Controls/PlayerController.cs
@@ -25,14 +25,9 @@ namespace Cyber.Controls {
///
public Camera Camera;
- private CursorHandler CursorHandler;
private Vector3 Rotation;
private GameObject LastLookedAt;
- private void Start() {
- CursorHandler = GameObject.Find("/Systems/CursorHandler").GetComponent();
- }
-
private void Update() {
if (!Term.IsVisible()) {
// Don't do any "gameplay stuff" if the debug console is up
@@ -48,8 +43,8 @@ namespace Cyber.Controls {
// Rotation (only when cursor is locked
if (CursorHandler.Locked()) {
- Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.MouseSensitivityX;
- Rotation.x = Mathf.Clamp(Rotation.x - Input.GetAxis("Mouse Y") * CursorHandler.MouseSensitivityY, -89, 89);
+ Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.GetMouseSensitivityX();
+ Rotation.x = Mathf.Clamp(Rotation.x - Input.GetAxis("Mouse Y") * CursorHandler.GetMouseSensitivityY(), -89, 89);
Character.SetRotation(Rotation);
}
diff --git a/Assets/Scripts/Util/FontUtil.cs b/Assets/Scripts/Util/FontUtil.cs
index 06c10df..32a6c06 100644
--- a/Assets/Scripts/Util/FontUtil.cs
+++ b/Assets/Scripts/Util/FontUtil.cs
@@ -2,11 +2,25 @@
using System.Collections.Generic;
using UnityEngine;
-public class FontUtil : MonoBehaviour {
- public static float GetCharacterWidth(Font font, int fontSize, FontStyle fontStyle) {
- CharacterInfo CharInfo;
- font.RequestCharactersInTexture("W", fontSize, fontStyle);
- font.GetCharacterInfo('W', out CharInfo, fontSize, fontStyle);
- return CharInfo.glyphWidth - 1;
+namespace Cyber.Util {
+
+ ///
+ /// Conjures useful information about fonts.
+ ///
+ public class FontUtil : MonoBehaviour {
+
+ ///
+ /// Gets the width of the character.
+ ///
+ /// The character width.
+ /// Font.
+ /// Font size.
+ /// Font style.
+ public static float GetCharacterWidth(Font font, int fontSize, FontStyle fontStyle) {
+ CharacterInfo CharInfo;
+ font.RequestCharactersInTexture("W", fontSize, fontStyle);
+ font.GetCharacterInfo('W', out CharInfo, fontSize, fontStyle);
+ return CharInfo.glyphWidth - 1;
+ }
}
-}
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Util/MeshDB.cs b/Assets/Scripts/Util/MeshDB.cs
index c38957c..e034dfa 100644
--- a/Assets/Scripts/Util/MeshDB.cs
+++ b/Assets/Scripts/Util/MeshDB.cs
@@ -9,10 +9,27 @@ namespace Cyber.Util {
/// used if meshes are needed at runtime.
///
public class MeshDB : MonoBehaviour {
+ private static MeshDB Singleton;
///
/// The meshes that can be used at runtime.
///
public Mesh[] Meshes;
+
+ ///
+ /// Sets the Singleton.
+ ///
+ public MeshDB() {
+ Singleton = this;
+ }
+
+ ///
+ /// Get the mesh at the defined index.
+ ///
+ /// The mesh.
+ /// Index.
+ public static Mesh GetMesh(int index) {
+ return Singleton.Meshes[index];
+ }
}
}
\ No newline at end of file