From cca48d095de8a1202ce83a457f2a3cc75c0e1369 Mon Sep 17 00:00:00 2001 From: excitedneon Date: Sun, 14 May 2017 21:45:56 +0300 Subject: [PATCH 1/2] Straightforwardize MeshDB and CursorHandler, prepare for equipment --- Assets/Prefabs/PC.prefab | 105 +- Assets/Scenes/FrontendDevMap.unity | 2571 +++++++++++++++++ Assets/Scenes/FrontendDevMap.unity.meta | 8 + Assets/Scripts/Controls/CursorHandler.cs | 32 +- Assets/Scripts/Controls/InventoryInterface.cs | 7 +- Assets/Scripts/Controls/PlayerController.cs | 9 +- Assets/Scripts/Util/MeshDB.cs | 12 + 7 files changed, 2724 insertions(+), 20 deletions(-) create mode 100644 Assets/Scenes/FrontendDevMap.unity create mode 100644 Assets/Scenes/FrontendDevMap.unity.meta diff --git a/Assets/Prefabs/PC.prefab b/Assets/Prefabs/PC.prefab index 3218909..d359f37 100644 --- a/Assets/Prefabs/PC.prefab +++ b/Assets/Prefabs/PC.prefab @@ -62,6 +62,21 @@ GameObject: m_NavMeshLayer: 0 m_StaticEditorFlags: 0 m_IsActive: 1 +--- !u!1 &1067606113877164 +GameObject: + 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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/MeshDB.cs b/Assets/Scripts/Util/MeshDB.cs index c38957c..a8af146 100644 --- a/Assets/Scripts/Util/MeshDB.cs +++ b/Assets/Scripts/Util/MeshDB.cs @@ -9,10 +9,22 @@ 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; + } + + public static Mesh GetMesh(int index) { + return Singleton.Meshes[index]; + } } } \ No newline at end of file From 55a10addbd4d90448ec48c0993cce3df464f04b2 Mon Sep 17 00:00:00 2001 From: excitedneon Date: Sun, 14 May 2017 21:51:50 +0300 Subject: [PATCH 2/2] Fix namespace definition and docs --- Assets/Scripts/Console/DebugConsole.cs | 1 + Assets/Scripts/Util/FontUtil.cs | 28 +++++++++++++++++++------- Assets/Scripts/Util/MeshDB.cs | 5 +++++ 3 files changed, 27 insertions(+), 7 deletions(-) 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/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 a8af146..e034dfa 100644 --- a/Assets/Scripts/Util/MeshDB.cs +++ b/Assets/Scripts/Util/MeshDB.cs @@ -23,6 +23,11 @@ namespace Cyber.Util { Singleton = this; } + /// + /// Get the mesh at the defined index. + /// + /// The mesh. + /// Index. public static Mesh GetMesh(int index) { return Singleton.Meshes[index]; }