Make inventory interface partly usable

This commit is contained in:
excitedneon 2017-05-12 11:53:57 +03:00
parent 101e1eeb8e
commit e37b4af9fb
19 changed files with 1326 additions and 770 deletions

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@ -3465,90 +2861,6 @@ Camera:
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View File

@ -23,15 +23,30 @@ namespace Cyber.Controls {
public float MouseSensitivityY = 2.5f;
private bool CursorLocked = true;
private bool RequestedLockState = true;
private bool Requested = false;
public void RequestLockState(bool locked) {
RequestedLockState = locked;
Requested = true;
}
public bool Locked() {
return Term.IsVisible() || RequestedLockState;
}
private void Start() {
UpdateCursor();
}
private void Update() {
if (CursorLocked == Term.IsVisible()) {
CursorLocked = !CursorLocked;
if (Term.IsVisible()) {
CursorLocked = false;
UpdateCursor();
} else if (Requested) {
CursorLocked = RequestedLockState;
UpdateCursor();
Requested = false;
}
}

View File

@ -0,0 +1,102 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cyber.Util;
namespace Cyber.Controls {
/// <summary>
/// Handles displaying and interacting with the inventory.
/// </summary>
public class InventoryInterface : MonoBehaviour {
/// <summary>
/// The camera that is displaying this inventory interface.
/// </summary>
public Camera Camera;
/// <summary>
/// The hologram that acts as the root for the inventory.
/// </summary>
public Hologram Hologram;
/// <summary>
/// The text that contains the item list.
/// </summary>
public TextTextureApplier ItemListText;
/// <summary>
/// How many items can be shown on the screen at the same time.
/// </summary>
public int ItemsPerScreen;
private CursorHandler CursorHandler;
private bool InventoryOpen = false;
private int TestingInventorySize = 20;
private int ScrollingIndex = 0;
private int SelectedIndex = -1;
private void Start() {
CursorHandler = GameObject.Find("/Systems/CursorHandler").GetComponent<CursorHandler>();
RebuildItemList(-1);
}
private void Update() {
if (Input.GetButtonDown("Inventory")) {
InventoryOpen = !InventoryOpen;
Hologram.Visible = InventoryOpen;
CursorHandler.RequestLockState(!InventoryOpen);
}
RaycastHit LookedAt = CameraUtil.GetLookedAtHit(Camera, 1f, true);
if (LookedAt.collider != null) {
TextTextureApplier Text = LookedAt.collider.GetComponent<TextTextureApplier>();
if (Text != null && Text == ItemListText) {
// Interacting with the item list
// Calculate the index
float ScaledY = (Text.transform.InverseTransformPoint(LookedAt.point).z * 0.1f) + 0.5f;
int CurrentIndex = ScrollingIndex + (int)(ScaledY * ItemsPerScreen);
// Update inputs
if (Input.GetAxis("Mouse ScrollWheel") > 0 && ScrollingIndex > 0) {
ScrollingIndex--;
}
if (Input.GetAxis("Mouse ScrollWheel") < 0 && ScrollingIndex < TestingInventorySize - 1) {
ScrollingIndex++;
}
if (Input.GetButtonDown("Activate")) {
SelectedIndex = CurrentIndex;
}
// Rebuild the list
RebuildItemList(CurrentIndex);
}
} else {
// Outside of the inventory, clicking will unselect
if (Input.GetButtonDown("Activate")) {
SelectedIndex = -1;
RebuildItemList(-1);
}
}
}
private void RebuildItemList(int focused) {
string Inv = "";
for (int i = ScrollingIndex; i < TestingInventorySize; i++) {
if (i == focused) {
Inv += "<b>";
}
if (i == SelectedIndex) {
Inv += "·";
}
Inv += "Item #" + i + "\n";
if (i == focused) {
Inv += "</b>";
}
}
TextTextureProperties NewProps = ItemListText.TextProperties;
NewProps.Text = Inv;
ItemListText.SetTextProperties(NewProps);
}
}
}

View File

@ -0,0 +1,12 @@
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guid: bb0d2e67bf4cd4c6b97d2572ce00fc41
timeCreated: 1494574508
licenseType: Free
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View File

@ -5,6 +5,7 @@ using Cyber.Networking.Clientside;
using Cyber.Networking;
using Cyber.Networking.Messages;
using Cyber.Entities;
using Cyber.Util;
namespace Cyber.Controls {
@ -45,13 +46,15 @@ namespace Cyber.Controls {
Character.Stop();
}
// Rotation
Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.MouseSensitivityX;
Rotation.x = Mathf.Clamp(Rotation.x - Input.GetAxis("Mouse Y") * CursorHandler.MouseSensitivityY, -89, 89);
Character.SetRotation(Rotation);
// 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);
Character.SetRotation(Rotation);
}
// Interactions
GameObject LookedAtObject = GetLookedAtGameObject();
GameObject LookedAtObject = CameraUtil.GetLookedAtGameObject(Camera, Character.InteractionDistance);
if (LookedAtObject != null) {
Interactable LookingAt = LookedAtObject.GetComponent<Interactable>();
if (LookingAt != null && (LookingAt.transform.position - Character.GetPosition()).magnitude < Character.InteractionDistance) {
@ -85,15 +88,5 @@ namespace Cyber.Controls {
Client.Send(PktType.Interact, new InteractionPkt(interactable.ID, type));
}
}
private GameObject GetLookedAtGameObject() {
RaycastHit Hit;
Physics.Raycast(Camera.transform.position, Camera.transform.forward, out Hit, Character.InteractionDistance);
if (Hit.collider != null) {
return Hit.collider.gameObject;
} else {
return null;
}
}
}
}

View File

@ -0,0 +1,51 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Cyber.Util {
/// <summary>
/// Static utility functions related to cameras.
/// </summary>
public class CameraUtil {
/// <summary>
/// Gets the first hit of a ray from the middle of the camera hits.
/// </summary>
/// <returns>The looked at game object.</returns>
/// <param name="camera">Camera.</param>
/// <param name="distance">Distance.</param>
/// <param name="useMousePosition">Whether the raycast should use the
/// mouse position on the screen (as opposed to the center).</param>
public static RaycastHit GetLookedAtHit(Camera camera,
float distance, bool useMousePosition = false) {
RaycastHit Hit;
Ray Ray;
if (useMousePosition) {
Ray = camera.ScreenPointToRay(Input.mousePosition);
} else {
Ray = new Ray(camera.transform.position, camera.transform.forward);
}
Physics.Raycast(Ray, out Hit, distance);
return Hit;
}
/// <summary>
/// Gets the first game object a ray from the middle of the camera hits.
/// </summary>
/// <returns>The looked at game object.</returns>
/// <param name="camera">Camera.</param>
/// <param name="distance">Distance.</param>
/// <param name="useMousePosition">Whether the raycast should use the
/// mouse position on the screen (as opposed to the center).</param>
public static GameObject GetLookedAtGameObject(Camera camera,
float distance, bool useMousePosition = false) {
RaycastHit Result = GetLookedAtHit(camera, distance, useMousePosition);
if (Result.collider != null) {
return Result.collider.gameObject;
} else {
return null;
}
}
}
}

View File

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View File

@ -35,7 +35,7 @@ namespace Cyber.Util {
private void UpdateScale() {
float Scale = GetTargetScale();
CurrentScale = Mathf.Lerp(CurrentScale, Scale, 8f * Time.deltaTime);
if (Mathf.Abs(Scale - CurrentScale) < 0.05) {
if (Mathf.Abs(Scale - CurrentScale) < 0.001) {
CurrentScale = Scale;
}
transform.localScale =

View File

@ -101,6 +101,22 @@ InputManager:
type: 0
axis: 0
joyNum: 0
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descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: q
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Console Toggle
descriptiveName: