Clean up lots of different things and add the 'shutdown' command

This commit is contained in:
excitedneon 2017-05-09 13:30:56 +03:00
parent 09c9829973
commit 7a4a380f1a
8 changed files with 140 additions and 211 deletions

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SyncDB: {fileID: 605817616} SyncDB: {fileID: 605817616}
PCEntityPrefab: {fileID: 1422669118968396, guid: e8761b9491a974d1780e60dafbd372a2, PCEntityPrefab: {fileID: 1297568499365208, guid: e8761b9491a974d1780e60dafbd372a2,
type: 2} type: 2}
NPCEntityPrefab: {fileID: 1045762529817142, guid: 88dbba5a284f041afbfbb6e6f52935fa, NPCEntityPrefab: {fileID: 1045762529817142, guid: 88dbba5a284f041afbfbb6e6f52935fa,
type: 2} type: 2}

View File

@ -131,6 +131,10 @@ namespace Cyber.Console {
AddCommand("print (text)", "Prints the given text.", (args) => { AddCommand("print (text)", "Prints the given text.", (args) => {
Println(args[0]); Println(args[0]);
}); });
AddCommand("shutdown", "Shuts the game down.", (args) => {
Application.Quit();
});
} }
private void Update() { private void Update() {

View File

@ -32,9 +32,9 @@ namespace Cyber.Controls {
// 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(Character.Head.TransformDirection(Move)); Character.Move(Character.transform.TransformDirection(Move));
Client.Send(PktType.MoveCreature, new MoveCreaturePkt(transform.TransformDirection(Move), Character.ID)); Client.Send(PktType.MoveCreature, new MoveCreaturePkt(Character.transform.TransformDirection(Move), Character.ID));
} else if (Character.Moving()) { } else if (Character.Moving()) {
Character.Stop(); Character.Stop();

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@ -48,7 +48,14 @@ namespace Cyber.Entities {
/// </summary> /// </summary>
/// <param name="EulerAngles">Rotation in euler angles.</param> /// <param name="EulerAngles">Rotation in euler angles.</param>
public void SetRotation(Vector3 EulerAngles) { public void SetRotation(Vector3 EulerAngles) {
Head.localEulerAngles = EulerAngles; Vector3 HeadRot = Head.localEulerAngles;
HeadRot.x = EulerAngles.x;
HeadRot.z = EulerAngles.z;
Head.localEulerAngles = HeadRot;
Vector3 BodyRot = transform.localEulerAngles;
BodyRot.y = EulerAngles.y;
transform.localEulerAngles = BodyRot;
} }
/// <summary> /// <summary>
@ -58,6 +65,16 @@ namespace Cyber.Entities {
return MovementDirection.sqrMagnitude != 0; return MovementDirection.sqrMagnitude != 0;
} }
/// <summary>
/// The character's rotation. Intended to be given as an input to
/// <see cref="SetRotation"/>.
/// </summary>
/// <returns>The rotation.</returns>
public Vector3 GetRotation() {
Vector3 Rotation = new Vector3(Head.localEulerAngles.x,
transform.localEulerAngles.y, Head.localEulerAngles.z);
}
private void FixedUpdate() { private void FixedUpdate() {
CharacterController.Move(MovementDirection * MovementSpeed * Time.fixedDeltaTime); CharacterController.Move(MovementDirection * MovementSpeed * Time.fixedDeltaTime);
} }

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@ -53,14 +53,5 @@ namespace Cyber.Entities {
} }
return Spawned; return Spawned;
} }
private void Start() {
}
private void Update() {
if (Input.GetButtonDown("Jump") && !Term.IsVisible()) {
Spawn(EntityType.NPC, new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-2f, 2f)));
}
}
} }
} }