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index 54f635d..bfcb436 100644
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@@ -2707,7 +2271,7 @@ TextMesh:
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+ m_LineSpacing: 1
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@@ -3292,90 +2772,6 @@ RectTransform:
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diff --git a/Assets/Scripts/Controls/CursorHandler.cs b/Assets/Scripts/Controls/CursorHandler.cs
index b5ad54a..043cc7f 100644
--- a/Assets/Scripts/Controls/CursorHandler.cs
+++ b/Assets/Scripts/Controls/CursorHandler.cs
@@ -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;
}
}
diff --git a/Assets/Scripts/Controls/InventoryInterface.cs b/Assets/Scripts/Controls/InventoryInterface.cs
new file mode 100644
index 0000000..16b2b9a
--- /dev/null
+++ b/Assets/Scripts/Controls/InventoryInterface.cs
@@ -0,0 +1,102 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using Cyber.Util;
+
+namespace Cyber.Controls {
+
+ ///
+ /// Handles displaying and interacting with the inventory.
+ ///
+ public class InventoryInterface : MonoBehaviour {
+
+ ///
+ /// The camera that is displaying this inventory interface.
+ ///
+ public Camera Camera;
+
+ ///
+ /// The hologram that acts as the root for the inventory.
+ ///
+ public Hologram Hologram;
+
+ ///
+ /// The text that contains the item list.
+ ///
+ public TextTextureApplier ItemListText;
+
+ ///
+ /// How many items can be shown on the screen at the same time.
+ ///
+ 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();
+ 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();
+ 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 += "";
+ }
+ if (i == SelectedIndex) {
+ Inv += "·";
+ }
+ Inv += "Item #" + i + "\n";
+ if (i == focused) {
+ Inv += "";
+ }
+ }
+ TextTextureProperties NewProps = ItemListText.TextProperties;
+ NewProps.Text = Inv;
+ ItemListText.SetTextProperties(NewProps);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Controls/InventoryInterface.cs.meta b/Assets/Scripts/Controls/InventoryInterface.cs.meta
new file mode 100644
index 0000000..d021768
--- /dev/null
+++ b/Assets/Scripts/Controls/InventoryInterface.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: bb0d2e67bf4cd4c6b97d2572ce00fc41
+timeCreated: 1494574508
+licenseType: Free
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Controls/PlayerController.cs b/Assets/Scripts/Controls/PlayerController.cs
index 7e18d07..e6c66c9 100644
--- a/Assets/Scripts/Controls/PlayerController.cs
+++ b/Assets/Scripts/Controls/PlayerController.cs
@@ -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();
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;
- }
- }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/Util/CameraUtil.cs b/Assets/Scripts/Util/CameraUtil.cs
new file mode 100644
index 0000000..31b1dd5
--- /dev/null
+++ b/Assets/Scripts/Util/CameraUtil.cs
@@ -0,0 +1,51 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Cyber.Util {
+
+ ///
+ /// Static utility functions related to cameras.
+ ///
+ public class CameraUtil {
+
+ ///
+ /// Gets the first hit of a ray from the middle of the camera hits.
+ ///
+ /// The looked at game object.
+ /// Camera.
+ /// Distance.
+ /// Whether the raycast should use the
+ /// mouse position on the screen (as opposed to the center).
+ 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;
+ }
+
+ ///
+ /// Gets the first game object a ray from the middle of the camera hits.
+ ///
+ /// The looked at game object.
+ /// Camera.
+ /// Distance.
+ /// Whether the raycast should use the
+ /// mouse position on the screen (as opposed to the center).
+ 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;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Util/CameraUtil.cs.meta b/Assets/Scripts/Util/CameraUtil.cs.meta
new file mode 100644
index 0000000..2479a9b
--- /dev/null
+++ b/Assets/Scripts/Util/CameraUtil.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: abd75ae449935471f903dc8ef1efed17
+timeCreated: 1494576498
+licenseType: Free
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Assets/Scripts/Util/Hologram.cs b/Assets/Scripts/Util/Hologram.cs
index d11b7b3..8141a6d 100644
--- a/Assets/Scripts/Util/Hologram.cs
+++ b/Assets/Scripts/Util/Hologram.cs
@@ -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 =
diff --git a/ProjectSettings/InputManager.asset b/ProjectSettings/InputManager.asset
index e32e17b..d710ef2 100644
--- a/ProjectSettings/InputManager.asset
+++ b/ProjectSettings/InputManager.asset
@@ -101,6 +101,22 @@ InputManager:
type: 0
axis: 0
joyNum: 0
+ - serializedVersion: 3
+ m_Name: Inventory
+ 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: