Example #1
0
    /// <summary>
    /// Called each frame, this rotates the camera to look at the player position.
    /// </summary>
    public void CameraLookCalculations()
    {
        //Ensure the cursor is locked to the screen
        if (Cursor.lockState != CursorLockMode.Locked)
        {
            if (PlayerConrollerInput.GetFireButton())
            {
                Cursor.lockState = CursorLockMode.Locked;
            }
        }

        //Camera rotation stuff, mouse controls this
        rotX -= PlayerConrollerInput.GetVerticalMouseInput() * xMouseSensitivity * 0.02f;   //rotation up and down (along the x axis)
        rotY += PlayerConrollerInput.GetHorizontalMouseInput() * yMouseSensitivity * 0.02f; //rotation side to side (along the y axis)

        //Clamp the x rotation
        if (rotX < -90)
        {
            rotX = -90;
        }
        else if (rotX > 90)
        {
            rotX = 90;
        }
    }
Example #2
0
 void CrouchControls()
 {
     if (PlayerConrollerInput.GetCrouchKey())
     {
         wishCrouch = true;
     }
     else
     {
         wishCrouch = false;
     }
 }
 private void HookFire()
 {
     if (PlayerConrollerInput.GetAlternativeFireButton() && !hookOn)
     {
         currentHook = Instantiate(grappleHook, anchorPosition.position, anchorPosition.rotation); //grab the hook projectile and set its andchor to the child position anchor of the player model.
         HookInstance hook = currentHook.GetComponent <HookInstance>();                            //propel the hook forward.
         hook.SetHookInstance(this);
         hook.currentVelocity = speed * hook.transform.forward;
         hookOn = true; //flip the hook bool to true so that the object knows a hook exists in the world.
     }
 }
 public void UseHook(Vector3 playerVelocity, float gravity, bool isGrounded)
 {
     if (canUseHook && PlayerConrollerInput.GetAlternativeFireButton())
     {
         HookFire();
     }
     //if the hook is latched check for other user input.
     if (hookIn && canUseHook)
     {
         HookControls();                                    //Check for user hook input
         HookBehavior(playerVelocity, gravity, isGrounded); //Check for hook behaviour
     }
 }
 //Sets the movement direction based on player input
 public void SetMovementDir()
 {
     cmd.forwardMove = PlayerConrollerInput.GetVerticalMovement();   //Queue up the players forward desires for this frame using the vertical ais of the Get Axis function.
     cmd.rightMove   = PlayerConrollerInput.GetHorizontalMovement(); //Queue up the players movement to the left or right based on the axis input of the horizontal motion.
 }