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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