Cyber/Assets/Scripts/Controls/CursorHandler.cs

94 lines
2.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cyber.Console;
namespace Cyber.Controls {
/// <summary>
/// Handles grabbing the cursor when needed and provides info about the mouse.
/// </summary>
public class CursorHandler : MonoBehaviour {
private static CursorHandler Singleton;
/// <summary>
/// The mouse sensitivity on the screen's x-axis.
/// </summary>
[Range(1f, 5.0f)]
public float MouseSensitivityX = 2.5f;
/// <summary>
/// The mouse sensitivity on the screen's y-axis.
/// </summary>
[Range(1f, 5.0f)]
public float MouseSensitivityY = 2.5f;
private bool CursorLocked = true;
private bool RequestedLockState = true;
/// <summary>
/// Sets the Singleton.
/// </summary>
public CursorHandler() {
Singleton = this;
}
/// <summary>
/// Gets the mouse sentivity on the x-axis.
/// </summary>
/// <returns>The mouse sentivity on the x-axis.</returns>
public static float GetMouseSensitivityX() {
return Singleton.MouseSensitivityX;
}
/// <summary>
/// Gets the mouse sentivity on the y-axis.
/// </summary>
/// <returns>The mouse sentivity on the y-axis.</returns>
public static float GetMouseSensitivityY() {
return Singleton.MouseSensitivityY;
}
/// <summary>
/// Request a new lock state. The cursor will be locked in case there
/// isn't another reason to have it in a different state (like the
/// <see cref="DebugConsole"/> being up).
/// </summary>
/// <param name="locked">If set to <c>true</c>, cursor might bse
/// locked.</param>
public static void RequestLockState(bool locked) {
Singleton.RequestedLockState = locked;
}
/// <summary>
/// Is the cursor currently locked?
/// </summary>
public static bool Locked() {
return Term.IsVisible() || Singleton.RequestedLockState;
}
private void Start() {
UpdateCursor();
}
private void Update() {
if (Term.IsVisible()) {
CursorLocked = false;
UpdateCursor();
} else {
CursorLocked = RequestedLockState;
UpdateCursor();
}
}
private void UpdateCursor() {
if (CursorLocked) {
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
} else {
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
}
}