Ejemplo n.º 1
0
    void FixedUpdate()
    {
        // We want lerping to occur in fixed intervals
        if (cameraState == CAMERA_STATE.LERPING_TO_LOCK_CAM)
        {
            SetCursorLock();
        }
        else if (cameraState == CAMERA_STATE.LERPING_TO_FREE_CAM)
        {
            SetCursorLock();
        }
        else if (cameraState == CAMERA_STATE.FREE_CAM)
        {
            // player cam and player interact are very closely coupled
            // TODO: Split them apart or put them together, just end this silly message passing.

            //playerInteract.centerObjectInCamera ();
            LookRotation(gameObject.transform, Camera.main.transform);
        }
        else if (cameraState == CAMERA_STATE.LOCK_CAM)
        {
            SetCursorLock();
        }

        inputState = CURRENT_INPUT.NONE;
    }
Ejemplo n.º 2
0
    void Update()
    {
//		Debug.Log ("Down:" +Input.GetMouseButton(0));
        if (Input.GetMouseButtonDown(0))
        {
            inputState = CURRENT_INPUT.INTERACT_DOWN;
        }
        else if (Input.GetMouseButton(0))
        {
            inputState = CURRENT_INPUT.INTERACT_HELD;
        }
        else if (Input.GetMouseButtonUp(0))
        {
            inputState = CURRENT_INPUT.INTERACT_UP;
        }
        else if (Input.GetMouseButtonDown(1))
        {
            inputState = CURRENT_INPUT.CANCEL_INTERACT;
        }
        else
        {
            inputState = CURRENT_INPUT.NONE;
        }
        deltaX = CrossPlatformInputManager.GetAxis("Mouse X");
        deltaY = CrossPlatformInputManager.GetAxis("Mouse Y");
    }
Ejemplo n.º 3
0
 void Start()
 {
     m_CharacterTargetRot = gameObject.transform.rotation;
     m_CameraTargetRot    = Camera.main.transform.rotation;
     smooth      = false;
     cameraState = CAMERA_STATE.FREE_CAM;
     playerMove  = gameObject.GetComponent <PlayerMove> ();
     inputState  = CURRENT_INPUT.NONE;
     deltaX      = 0f;
     deltaY      = 0f;
     Application.targetFrameRate = 90;
 }
Ejemplo n.º 4
0
    void FixedUpdate()
    {
        if (Input.GetMouseButtonDown(0))
        {
            inputState = CURRENT_INPUT.INTERACT_DOWN;
        }
        else if (Input.GetMouseButton(0))
        {
            inputState = CURRENT_INPUT.INTERACT_HELD;
        }
        else if (Input.GetMouseButtonUp(0))
        {
            inputState = CURRENT_INPUT.INTERACT_UP;
        }
        else if (Input.GetMouseButtonDown(1))
        {
            inputState = CURRENT_INPUT.CANCEL_INTERACT;
        }
        else
        {
            inputState = CURRENT_INPUT.NONE;
        }
        deltaX = CrossPlatformInputManager.GetAxis("Mouse X");
        deltaY = CrossPlatformInputManager.GetAxis("Mouse Y");

        // We want lerping to occur in fixed intervals
        if (cameraState == CAMERA_STATE.LERPING_TO_LOCK_CAM)
        {
            SetCursorLock();
        }
        else if (cameraState == CAMERA_STATE.LERPING_TO_FREE_CAM)
        {
            SetCursorLock();
        }
        else if (cameraState == CAMERA_STATE.FREE_CAM)
        {
            if (goal)
            {
                GoalRotation(gameObject.transform, cam.transform);
            }
            else
            {
                LookRotation(gameObject.transform, cam.transform);
            }
        }
        else if (cameraState == CAMERA_STATE.LOCK_CAM)
        {
            SetCursorLock();
        }

        inputState = CURRENT_INPUT.NONE;
    }