void Start() { localRotation = bodyTransform.localRotation; CursorLocker.onCursorChanged += cursorStateChanged; m_cursorIsLocked = CursorLocker.isLocked(); CursorLocker.lockCursor(); }
public void Start() { log = new Log(this.GetType().Name); log.Debug("Start"); if (gui == null) { gui = this.gameObject.AddComponent <MainMenuGui> (); gui.UpdateToolbarStock(); gui.SetVisible(false); } config = readConfig(); KspIssue3838Fix.ApplyFix(config.enableExperimentalEditorExtensionsCompatibility); editorFSM = (KerbalFSM)Refl.GetValue(EditorLogic.fetch, "\u0001"); cursorLocker = Application.platform == RuntimePlatform.WindowsPlayer ? new WinCursorLocker() : (CursorLocker) new UnityLocker(); movementBounds = new Bounds(); if (EditorDriver.editorFacility == EditorFacility.VAB) { movementBounds = config.vab.bounds; } else if (EditorDriver.editorFacility == EditorFacility.SPH) { movementBounds = config.sph.bounds; } if (!config.enforceBounds) { movementBounds = new Bounds(Vector3.zero, Vector3.one * float.MaxValue); } var restartListener = new EventVoid.OnEvent(this.OnEditorRestart); GameEvents.onEditorRestart.Add(restartListener); OnCleanup += () => GameEvents.onEditorRestart.Remove(restartListener); var partEventListener = new EventData <ConstructionEventType, Part> .OnEvent(this.OnPartEvent); GameEvents.onEditorPartEvent.Add(partEventListener); OnCleanup += () => GameEvents.onEditorPartEvent.Remove(partEventListener); if (config.defaultCamera) { SwitchMode(false); ResetCamera(); } }
private void SetCursorState(bool state) { if (_isLocked == state) { return; } _isLocked = state; if (_isLocked) { CursorLocker.LockCursor(); } else { CursorLocker.UnLockCursor(); } }
void Awake() { if (curslorLocker == false) { curslorLocker = GetComponent <CursorLocker>(); } if (player == null) { player = GetComponent <Player>(); } m_Yaw = transform.rotation.eulerAngles.y; m_Pitch = m_PitchControllerTransform.localRotation.eulerAngles.x; // accedemos al componente del character ontroller m_CharacterController = GetComponent <CharacterController>(); }
public void Start() { Log.SetTitle("this.GetType ().Name"); Log.Debug("Start"); #if (DEBUG) Log.SetLevel(Log.LEVEL.INFO); Log.Debug("Start 2"); gui = null; #endif if (gui == null) { gui = this.gameObject.AddComponent <MainMenuGui>(); gui.UpdateToolbarStock(); gui.SetVisible(false); } readConfig(); // KspIssue3838Fix.ApplyFix (config.enableExperimentalEditorExtensionsCompatibility); //editorFSM = (KerbalFSM)Refl.GetValue (EditorLogic.fetch, "\u0001"); //Log.Info ("editorFSM: " + editorFSM.ToString ()); cursorLocker = Application.platform == RuntimePlatform.WindowsPlayer ? new WinCursorLocker() : (CursorLocker) new UnityLocker(); var restartListener = new EventVoid.OnEvent(this.OnEditorRestart); GameEvents.onEditorRestart.Add(restartListener); OnCleanup += () => GameEvents.onEditorRestart.Remove(restartListener); var partEventListener = new EventData <ConstructionEventType, Part> .OnEvent(this.OnPartEvent); GameEvents.onEditorPartEvent.Add(partEventListener); OnCleanup += () => GameEvents.onEditorPartEvent.Remove(partEventListener); UpdateForEditor(); }
public void Start() { Log.SetTitle ("this.GetType ().Name"); Log.Debug ("Start"); #if (DEBUG) Log.SetLevel (Log.LEVEL.INFO); Log.Debug ("Start"); gui = null; #endif if (gui == null) { gui = this.gameObject.AddComponent<MainMenuGui> (); gui.UpdateToolbarStock (); gui.SetVisible (false); } readConfig (); KspIssue3838Fix.ApplyFix (config.enableExperimentalEditorExtensionsCompatibility); editorFSM = (KerbalFSM)Refl.GetValue (EditorLogic.fetch, "\u0001"); cursorLocker = Application.platform == RuntimePlatform.WindowsPlayer ? new WinCursorLocker () : (CursorLocker)new UnityLocker (); movementBounds = new Bounds (); if (EditorDriver.editorFacility == EditorFacility.VAB) { movementBounds = config.vab.bounds; } else if (EditorDriver.editorFacility == EditorFacility.SPH) { movementBounds = config.sph.bounds; } if (!config.enforceBounds) { movementBounds = new Bounds (Vector3.zero, Vector3.one * float.MaxValue); } var restartListener = new EventVoid.OnEvent (this.OnEditorRestart); GameEvents.onEditorRestart.Add (restartListener); OnCleanup += () => GameEvents.onEditorRestart.Remove (restartListener); var partEventListener = new EventData<ConstructionEventType, Part>.OnEvent (this.OnPartEvent); GameEvents.onEditorPartEvent.Add (partEventListener); OnCleanup += () => GameEvents.onEditorPartEvent.Remove (partEventListener); if (config.defaultCamera) { SwitchMode (false); ResetCamera (); } }
public void Start() { Log.SetTitle ("this.GetType ().Name"); Log.Debug ("Start"); #if (DEBUG) Log.SetLevel (Log.LEVEL.INFO); Log.Debug ("Start 2"); gui = null; #endif if (gui == null) { gui = this.gameObject.AddComponent<MainMenuGui> (); gui.UpdateToolbarStock (); gui.SetVisible (false); } readConfig (); // KspIssue3838Fix.ApplyFix (config.enableExperimentalEditorExtensionsCompatibility); //editorFSM = (KerbalFSM)Refl.GetValue (EditorLogic.fetch, "\u0001"); //Log.Info ("editorFSM: " + editorFSM.ToString ()); cursorLocker = Application.platform == RuntimePlatform.WindowsPlayer ? new WinCursorLocker () : (CursorLocker)new UnityLocker (); checkMovementBounds (); var restartListener = new EventVoid.OnEvent (this.OnEditorRestart); GameEvents.onEditorRestart.Add (restartListener); OnCleanup += () => GameEvents.onEditorRestart.Remove (restartListener); var partEventListener = new EventData<ConstructionEventType, Part>.OnEvent (this.OnPartEvent); GameEvents.onEditorPartEvent.Add (partEventListener); OnCleanup += () => GameEvents.onEditorPartEvent.Remove (partEventListener); if (config.defaultCamera) { SwitchMode (false); ResetCamera (); } }
private void Update() { if (CursorLocker.Locked && Input.GetKey(KeyCode.Escape)) { CursorLocker.UnlcokCursor(); } if (!CursorLocker.Locked && (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1))) { CursorLocker.LockCursor(); } // Set the running and grounded booleans. IsRunning = Input.GetButton("Run"); IsGrounded = controller.isGrounded; // Do the crouch code. DoCrouch(); // Get the direction the player want's to move. Vector3 direction = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); // This is used a-lot. float accel = acceleration * Time.deltaTime; // Slow the player down if there is no input. if (direction == Vector3.zero && moveSpeed > 0) { moveSpeed -= accel; } // There is input, so speed the player up. else { moveSpeed += accel; } // Set the speed limit for the function the player is currently doing. float speedLimit = Speed; if (IsRunning) { speedLimit = RunSpeed; } if (IsCrouched) { speedLimit = CrouchSpeed; } // Enforce the speed limit. if (moveSpeed > speedLimit) { // Get the amount the player is over speeding. float delta = moveSpeed - speedLimit; if (delta >= deAcceleration * Time.deltaTime) { moveSpeed -= deAcceleration * Time.deltaTime; } else { moveSpeed -= delta; } } // Player can only jump if, they are on the ground, not jumping and not crouching.. if (Input.GetButtonDown("Jump") && IsGrounded && !IsJumping && !IsCrouched) { jumpVelocity = JumpSpeed; IsJumping = true; } // Decay the jump velocity over time to make the jump feel smoother. if (IsJumping) { jumpVelocity -= Time.deltaTime * JumpDecay; if (jumpVelocity < 0) { IsJumping = false; } } // Move the player MovePlayer(direction, moveSpeed, jumpVelocity); }