Make inventory interface partly usable
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m_PrefabInternal: {fileID: 0}
|
||||
m_GameObject: {fileID: 2130760163}
|
||||
m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0}
|
||||
--- !u!1001 &2139315739
|
||||
Prefab:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -3588,10 +2900,6 @@ Prefab:
|
||||
propertyPath: m_RootOrder
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 1297568499365208, guid: e8761b9491a974d1780e60dafbd372a2, type: 2}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
m_RemovedComponents: []
|
||||
m_ParentPrefab: {fileID: 100100000, guid: e8761b9491a974d1780e60dafbd372a2, type: 2}
|
||||
m_IsPrefabParent: 0
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
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.Messages;
|
||||
using Cyber.Entities;
|
||||
using Cyber.Util;
|
||||
|
||||
namespace Cyber.Controls {
|
||||
|
||||
@ -45,13 +46,15 @@ namespace Cyber.Controls {
|
||||
Character.Stop();
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: abd75ae449935471f903dc8ef1efed17
|
||||
timeCreated: 1494576498
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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 =
|
||||
|
@ -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:
|
||||
|
Loading…
Reference in New Issue
Block a user