Implement LocalPlayer.DisableInput

This commit is contained in:
Jens Pitkänen 2020-08-07 00:42:39 +03:00
parent 60b109a629
commit 2fb6d279da

View File

@ -25,18 +25,15 @@ namespace NeonTea.Quakeball.Player {
CrouchAction = new InputAction("crouch", binding: "<Gamepad>/buttonEast");
CrouchAction.AddBinding("<Keyboard>/leftShift");
CrouchAction.Enable();
JumpAction = new InputAction("crouch", binding: "<Gamepad>/buttonSouth");
JumpAction.AddBinding("<Keyboard>/space");
JumpAction.performed += _ => {
WantsToJump = true;
};
JumpAction.Enable();
LookAction = new InputAction("look", binding: "<Gamepad>/leftStick");
LookAction.AddBinding("<Mouse>/delta");
LookAction.Enable();
MoveAction = new InputAction("move", binding: "<Gamepad>/rightStick");
MoveAction.AddCompositeBinding("Dpad")
@ -44,15 +41,25 @@ namespace NeonTea.Quakeball.Player {
.With("Down", "<Keyboard>/s")
.With("Left", "<Keyboard>/a")
.With("Right", "<Keyboard>/d");
MoveAction.Enable();
}
private void Start() {
private void Update() {
if (DisableInput) {
CrouchAction.Disable();
JumpAction.Disable();
LookAction.Disable();
MoveAction.Disable();
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
} else {
CrouchAction.Enable();
JumpAction.Enable();
LookAction.Enable();
MoveAction.Enable();
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
private void Update() {
OptionsData Opts = Options.Get();
Vector2 LookInput = LookAction.ReadValue<Vector2>() * Opts.LookSensitivity;