Cyber/Assets/Scripts/Controls/CursorHandler.cs

63 lines
1.7 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 {
/// <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;
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 (Term.IsVisible()) {
CursorLocked = false;
UpdateCursor();
} else if (Requested) {
CursorLocked = RequestedLockState;
UpdateCursor();
Requested = false;
}
}
private void UpdateCursor() {
if (CursorLocked) {
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
} else {
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
}
}