Merge branch 'master' of https://github.com/Saltosion/Cyber
This commit is contained in:
commit
43059e57ca
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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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licenseType: Free
|
||||||
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||||||
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userData:
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assetBundleName:
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|
assetBundleVariant:
|
@ -4,6 +4,7 @@ using System.Collections.Generic;
|
|||||||
using System.Text.RegularExpressions;
|
using System.Text.RegularExpressions;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using Cyber.Util;
|
||||||
|
|
||||||
namespace Cyber.Console {
|
namespace Cyber.Console {
|
||||||
|
|
||||||
|
@ -9,6 +9,7 @@ namespace Cyber.Controls {
|
|||||||
/// Handles grabbing the cursor when needed and provides info about the mouse.
|
/// Handles grabbing the cursor when needed and provides info about the mouse.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class CursorHandler : MonoBehaviour {
|
public class CursorHandler : MonoBehaviour {
|
||||||
|
private static CursorHandler Singleton;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The mouse sensitivity on the screen's x-axis.
|
/// The mouse sensitivity on the screen's x-axis.
|
||||||
@ -25,6 +26,29 @@ namespace Cyber.Controls {
|
|||||||
private bool CursorLocked = true;
|
private bool CursorLocked = true;
|
||||||
private bool RequestedLockState = true;
|
private bool RequestedLockState = true;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sets the Singleton.
|
||||||
|
/// </summary>
|
||||||
|
public CursorHandler() {
|
||||||
|
Singleton = this;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the mouse sentivity on the x-axis.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The mouse sentivity on the x-axis.</returns>
|
||||||
|
public static float GetMouseSensitivityX() {
|
||||||
|
return Singleton.MouseSensitivityX;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the mouse sentivity on the y-axis.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The mouse sentivity on the y-axis.</returns>
|
||||||
|
public static float GetMouseSensitivityY() {
|
||||||
|
return Singleton.MouseSensitivityY;
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Request a new lock state. The cursor will be locked in case there
|
/// 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
|
/// isn't another reason to have it in a different state (like the
|
||||||
@ -32,15 +56,15 @@ namespace Cyber.Controls {
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="locked">If set to <c>true</c>, cursor might bse
|
/// <param name="locked">If set to <c>true</c>, cursor might bse
|
||||||
/// locked.</param>
|
/// locked.</param>
|
||||||
public void RequestLockState(bool locked) {
|
public static void RequestLockState(bool locked) {
|
||||||
RequestedLockState = locked;
|
Singleton.RequestedLockState = locked;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Is the cursor currently locked?
|
/// Is the cursor currently locked?
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public bool Locked() {
|
public static bool Locked() {
|
||||||
return Term.IsVisible() || RequestedLockState;
|
return Term.IsVisible() || Singleton.RequestedLockState;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start() {
|
private void Start() {
|
||||||
|
@ -89,8 +89,6 @@ namespace Cyber.Controls {
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public Vector2 ItemGridDimensions;
|
public Vector2 ItemGridDimensions;
|
||||||
|
|
||||||
private CursorHandler CursorHandler;
|
|
||||||
private MeshDB MeshDB;
|
|
||||||
private bool InventoryOpen = false;
|
private bool InventoryOpen = false;
|
||||||
private float PreviewVisibility = 0f;
|
private float PreviewVisibility = 0f;
|
||||||
|
|
||||||
@ -104,9 +102,6 @@ namespace Cyber.Controls {
|
|||||||
private Color IconMapColor;
|
private Color IconMapColor;
|
||||||
|
|
||||||
private void Start() {
|
private void Start() {
|
||||||
CursorHandler = GameObject.Find("/Systems/CursorHandler").GetComponent<CursorHandler>();
|
|
||||||
MeshDB = GameObject.Find("/Systems/MeshDB").GetComponent<MeshDB>();
|
|
||||||
|
|
||||||
int ItemGridSize = (int) ItemGridDimensions.x * (int) ItemGridDimensions.y;
|
int ItemGridSize = (int) ItemGridDimensions.x * (int) ItemGridDimensions.y;
|
||||||
ItemGridCells = new List<Transform>(ItemGridSize);
|
ItemGridCells = new List<Transform>(ItemGridSize);
|
||||||
ItemGridCellMeshes = new List<MeshFilter>(ItemGridSize);
|
ItemGridCellMeshes = new List<MeshFilter>(ItemGridSize);
|
||||||
@ -196,7 +191,7 @@ namespace Cyber.Controls {
|
|||||||
Item Item = Inventory.Drive.Interface.GetItemAt(x, y);
|
Item Item = Inventory.Drive.Interface.GetItemAt(x, y);
|
||||||
Mesh Mesh = null;
|
Mesh Mesh = null;
|
||||||
if (Item != null) {
|
if (Item != null) {
|
||||||
Mesh = MeshDB.Meshes[Item.ModelID];
|
Mesh = MeshDB.GetMesh(Item.ModelID);
|
||||||
}
|
}
|
||||||
ItemGridCellMeshes[i].mesh = Mesh;
|
ItemGridCellMeshes[i].mesh = Mesh;
|
||||||
|
|
||||||
|
@ -25,14 +25,9 @@ namespace Cyber.Controls {
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public Camera Camera;
|
public Camera Camera;
|
||||||
|
|
||||||
private CursorHandler CursorHandler;
|
|
||||||
private Vector3 Rotation;
|
private Vector3 Rotation;
|
||||||
private GameObject LastLookedAt;
|
private GameObject LastLookedAt;
|
||||||
|
|
||||||
private void Start() {
|
|
||||||
CursorHandler = GameObject.Find("/Systems/CursorHandler").GetComponent<CursorHandler>();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
if (!Term.IsVisible()) {
|
if (!Term.IsVisible()) {
|
||||||
// Don't do any "gameplay stuff" if the debug console is up
|
// 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
|
// Rotation (only when cursor is locked
|
||||||
if (CursorHandler.Locked()) {
|
if (CursorHandler.Locked()) {
|
||||||
Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.MouseSensitivityX;
|
Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.GetMouseSensitivityX();
|
||||||
Rotation.x = Mathf.Clamp(Rotation.x - Input.GetAxis("Mouse Y") * CursorHandler.MouseSensitivityY, -89, 89);
|
Rotation.x = Mathf.Clamp(Rotation.x - Input.GetAxis("Mouse Y") * CursorHandler.GetMouseSensitivityY(), -89, 89);
|
||||||
Character.SetRotation(Rotation);
|
Character.SetRotation(Rotation);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2,11 +2,25 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class FontUtil : MonoBehaviour {
|
namespace Cyber.Util {
|
||||||
public static float GetCharacterWidth(Font font, int fontSize, FontStyle fontStyle) {
|
|
||||||
CharacterInfo CharInfo;
|
/// <summary>
|
||||||
font.RequestCharactersInTexture("W", fontSize, fontStyle);
|
/// Conjures useful information about fonts.
|
||||||
font.GetCharacterInfo('W', out CharInfo, fontSize, fontStyle);
|
/// </summary>
|
||||||
return CharInfo.glyphWidth - 1;
|
public class FontUtil : MonoBehaviour {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the width of the character.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The character width.</returns>
|
||||||
|
/// <param name="font">Font.</param>
|
||||||
|
/// <param name="fontSize">Font size.</param>
|
||||||
|
/// <param name="fontStyle">Font style.</param>
|
||||||
|
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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -9,10 +9,27 @@ namespace Cyber.Util {
|
|||||||
/// used if meshes are needed at runtime.
|
/// used if meshes are needed at runtime.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class MeshDB : MonoBehaviour {
|
public class MeshDB : MonoBehaviour {
|
||||||
|
private static MeshDB Singleton;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The meshes that can be used at runtime.
|
/// The meshes that can be used at runtime.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public Mesh[] Meshes;
|
public Mesh[] Meshes;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sets the Singleton.
|
||||||
|
/// </summary>
|
||||||
|
public MeshDB() {
|
||||||
|
Singleton = this;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Get the mesh at the defined index.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The mesh.</returns>
|
||||||
|
/// <param name="index">Index.</param>
|
||||||
|
public static Mesh GetMesh(int index) {
|
||||||
|
return Singleton.Meshes[index];
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user