// Use this for initialization void Start() { _buttonHintJump.SetButton("A"); _buttonHintJump.SetHint("Jump/Sprint"); _buttonHintStance.SetButton("B"); _buttonHintStance.SetHint("Sheathe Weapons"); }
public override void Tick(float dt) { base.Tick(dt); Entity target; string interaction; Vector3?targetPos; localPlayer.playerPawn.GetInteractTarget(out target, out targetPos, out interaction); if (targetPos.HasValue) { _interactHint.SetTarget(targetPos.Value); } else { _interactHint.SetTarget(target); } _interactHint.gameObject.SetActive(interaction != null); _interactHint.SetHint(interaction); _interactHint.SetButton(localPlayer.playerPawn.GetButtonHint("Y")); float angle; if (localPlayer.playerPawn.cur.fwd != 0 || localPlayer.playerPawn.cur.right != 0) { angle = Mathf.Atan2(localPlayer.playerPawn.cur.right, localPlayer.playerPawn.cur.fwd); } else { angle = localPlayer.playerPawn.yaw; } //var newTarget = localPlayer.playerPawn.GetAttackTarget(angle, 20, 360 * Mathf.Deg2Rad, null); //_lockMarker.gameObject.SetActive(newTarget != null); //if (newTarget != null) { // _lockMarker.transform.position = Camera.main.WorldToScreenPoint(newTarget.headPosition()); //} if (!inventoryVisible && (Input.GetButtonDown("Back") || (worldMapVisible && Input.GetButtonDown("B1")))) { ShowWorldMap(!worldMapVisible); } else if (!worldMapVisible && (Input.GetButtonDown("B1") || (inventoryVisible && Input.GetButtonDown("B1")))) { ShowInventory(!inventoryVisible, null); } else if (worldMapVisible && Input.GetButtonDown("X1")) { localPlayer.playerPawn.Teleport(); } }