Make inventory interface partly usable
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 2110329893}
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m_Material: {fileID: 0}
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Convex: 0
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m_InflateMesh: 0
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m_SkinWidth: 0.01
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m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0}
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--- !u!33 &2110329897
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|
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MeshFilter:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 2110329893}
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m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0}
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|
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--- !u!1 &2130629203
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--- !u!1 &2130629203
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GameObject:
|
GameObject:
|
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m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
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@ -3465,90 +2861,6 @@ Camera:
|
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m_StereoConvergence: 10
|
m_StereoConvergence: 10
|
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m_StereoSeparation: 0.022
|
m_StereoSeparation: 0.022
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m_StereoMirrorMode: 0
|
m_StereoMirrorMode: 0
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--- !u!1 &2130760163
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m_PrefabInternal: {fileID: 0}
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- component: {fileID: 2130760164}
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- component: {fileID: 2130760166}
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- component: {fileID: 2130760165}
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m_Layer: 0
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m_Name: Inventory Layout
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--- !u!4 &2130760164
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 2130760163}
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m_LocalPosition: {x: -0.03, y: 0.70000005, z: 0}
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m_LocalScale: {x: 0.1, y: 0.1, z: 0.1}
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--- !u!23 &2130760165
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 2130760163}
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- {fileID: 2100000, guid: a2f13121dc57b415d929aae5ea8fd85a, type: 2}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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|
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--- !u!64 &2130760166
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|
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MeshCollider:
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|
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 2130760163}
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|
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m_Material: {fileID: 0}
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|
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m_IsTrigger: 0
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|
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m_Enabled: 0
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|
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serializedVersion: 2
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m_Convex: 0
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m_InflateMesh: 0
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m_SkinWidth: 0.01
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|
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m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0}
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|
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--- !u!33 &2130760167
|
|
||||||
MeshFilter:
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|
||||||
m_ObjectHideFlags: 0
|
|
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m_PrefabParentObject: {fileID: 0}
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|
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m_PrefabInternal: {fileID: 0}
|
|
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m_GameObject: {fileID: 2130760163}
|
|
||||||
m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0}
|
|
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--- !u!1001 &2139315739
|
--- !u!1001 &2139315739
|
||||||
Prefab:
|
Prefab:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@ -3588,10 +2900,6 @@ Prefab:
|
|||||||
propertyPath: m_RootOrder
|
propertyPath: m_RootOrder
|
||||||
value: 0
|
value: 0
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objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
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- target: {fileID: 1297568499365208, guid: e8761b9491a974d1780e60dafbd372a2, type: 2}
|
|
||||||
propertyPath: m_IsActive
|
|
||||||
value: 0
|
|
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objectReference: {fileID: 0}
|
|
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m_RemovedComponents: []
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m_RemovedComponents: []
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m_ParentPrefab: {fileID: 100100000, guid: e8761b9491a974d1780e60dafbd372a2, type: 2}
|
m_ParentPrefab: {fileID: 100100000, guid: e8761b9491a974d1780e60dafbd372a2, type: 2}
|
||||||
m_IsPrefabParent: 0
|
m_IsPrefabParent: 0
|
||||||
|
@ -23,15 +23,30 @@ namespace Cyber.Controls {
|
|||||||
public float MouseSensitivityY = 2.5f;
|
public float MouseSensitivityY = 2.5f;
|
||||||
|
|
||||||
private bool CursorLocked = true;
|
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() {
|
private void Start() {
|
||||||
UpdateCursor();
|
UpdateCursor();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
if (CursorLocked == Term.IsVisible()) {
|
if (Term.IsVisible()) {
|
||||||
CursorLocked = !CursorLocked;
|
CursorLocked = false;
|
||||||
UpdateCursor();
|
UpdateCursor();
|
||||||
|
} else if (Requested) {
|
||||||
|
CursorLocked = RequestedLockState;
|
||||||
|
UpdateCursor();
|
||||||
|
Requested = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
102
Assets/Scripts/Controls/InventoryInterface.cs
Normal file
102
Assets/Scripts/Controls/InventoryInterface.cs
Normal 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
12
Assets/Scripts/Controls/InventoryInterface.cs.meta
Normal file
12
Assets/Scripts/Controls/InventoryInterface.cs.meta
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bb0d2e67bf4cd4c6b97d2572ce00fc41
|
||||||
|
timeCreated: 1494574508
|
||||||
|
licenseType: Free
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -5,6 +5,7 @@ using Cyber.Networking.Clientside;
|
|||||||
using Cyber.Networking;
|
using Cyber.Networking;
|
||||||
using Cyber.Networking.Messages;
|
using Cyber.Networking.Messages;
|
||||||
using Cyber.Entities;
|
using Cyber.Entities;
|
||||||
|
using Cyber.Util;
|
||||||
|
|
||||||
namespace Cyber.Controls {
|
namespace Cyber.Controls {
|
||||||
|
|
||||||
@ -45,13 +46,15 @@ namespace Cyber.Controls {
|
|||||||
Character.Stop();
|
Character.Stop();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Rotation
|
// Rotation (only when cursor is locked
|
||||||
|
if (CursorHandler.Locked()) {
|
||||||
Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.MouseSensitivityX;
|
Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.MouseSensitivityX;
|
||||||
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.MouseSensitivityY, -89, 89);
|
||||||
Character.SetRotation(Rotation);
|
Character.SetRotation(Rotation);
|
||||||
|
}
|
||||||
|
|
||||||
// Interactions
|
// Interactions
|
||||||
GameObject LookedAtObject = GetLookedAtGameObject();
|
GameObject LookedAtObject = CameraUtil.GetLookedAtGameObject(Camera, Character.InteractionDistance);
|
||||||
if (LookedAtObject != null) {
|
if (LookedAtObject != null) {
|
||||||
Interactable LookingAt = LookedAtObject.GetComponent<Interactable>();
|
Interactable LookingAt = LookedAtObject.GetComponent<Interactable>();
|
||||||
if (LookingAt != null && (LookingAt.transform.position - Character.GetPosition()).magnitude < Character.InteractionDistance) {
|
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));
|
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
51
Assets/Scripts/Util/CameraUtil.cs
Normal file
51
Assets/Scripts/Util/CameraUtil.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
12
Assets/Scripts/Util/CameraUtil.cs.meta
Normal file
12
Assets/Scripts/Util/CameraUtil.cs.meta
Normal file
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fileFormatVersion: 2
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guid: abd75ae449935471f903dc8ef1efed17
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timeCreated: 1494576498
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -35,7 +35,7 @@ namespace Cyber.Util {
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private void UpdateScale() {
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private void UpdateScale() {
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float Scale = GetTargetScale();
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float Scale = GetTargetScale();
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CurrentScale = Mathf.Lerp(CurrentScale, Scale, 8f * Time.deltaTime);
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CurrentScale = Mathf.Lerp(CurrentScale, Scale, 8f * Time.deltaTime);
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if (Mathf.Abs(Scale - CurrentScale) < 0.05) {
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if (Mathf.Abs(Scale - CurrentScale) < 0.001) {
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CurrentScale = Scale;
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CurrentScale = Scale;
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}
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}
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transform.localScale =
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transform.localScale =
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@ -101,6 +101,22 @@ InputManager:
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type: 0
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type: 0
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axis: 0
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axis: 0
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joyNum: 0
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joyNum: 0
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- serializedVersion: 3
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m_Name: Inventory
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descriptiveName:
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descriptiveNegativeName:
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negativeButton:
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positiveButton: q
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altNegativeButton:
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altPositiveButton:
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gravity: 1000
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dead: 0.001
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sensitivity: 1000
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snap: 0
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invert: 0
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type: 0
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axis: 0
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joyNum: 0
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- serializedVersion: 3
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- serializedVersion: 3
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m_Name: Console Toggle
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m_Name: Console Toggle
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descriptiveName:
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descriptiveName:
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||||||
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