f35c8a6d6e
Upgraded the framework which includes the Distant cell rendering. I have been merging meshes to cut down the Draw calls, so far gaining on average 20FPS everywhere. New bugs are the magic fails (Again) and the environment presets fail to call when outside. Currently trying to build new lightmaps for the combined meshes.
163 lines
3.4 KiB
C#
163 lines
3.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using RPGCreationKit;
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namespace RPGCreationKit.Player
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{
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public class MouseLook : MonoBehaviour
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{
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public bool lookEnabled = true;
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public bool forceLookAtTarget = false;
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Transform target;
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public float rotSpeed = 4.5f;
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public Transform player;
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private float curXSensitivy;
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private float curYSensitivy;
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// Abs values
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public float x,y;
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public float xRotation = 0f;
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// Movements values
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float xMov;
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float yMov;
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public float xLimitUpFPS;
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public float xLimitDownFPS;
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public float xLimitUpTPS;
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public float xLimitDownTPS;
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public void INPUT_OnLookChanges(InputAction.CallbackContext value)
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{
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Vector2 dValue = value.ReadValue<Vector2>();
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x = dValue.x;
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y = dValue.y;
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}
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private void Start()
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{
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}
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private void LateUpdate()
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{
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if (!forceLookAtTarget)
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{
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if (RckInput.isUsingGamepad)
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{
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curXSensitivy = RCKSettings.MOUSE_HORIZONTAL_SPEED * 10;
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curYSensitivy = RCKSettings.MOUSE_VERTICAL_SPEED * 10;
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}
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else
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{
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curXSensitivy = RCKSettings.MOUSE_HORIZONTAL_SPEED;
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curYSensitivy = RCKSettings.MOUSE_VERTICAL_SPEED;
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}
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if (lookEnabled)
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{
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xMov = x * curXSensitivy * Time.deltaTime;
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yMov = y * curYSensitivy * Time.deltaTime;
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xRotation -= yMov;
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xRotation = Mathf.Clamp(xRotation, RckPlayer.instance.isInThirdPerson ? xLimitDownTPS : xLimitDownFPS, RckPlayer.instance.isInThirdPerson ? xLimitUpTPS : xLimitUpFPS);
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transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
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player.Rotate(Vector3.up * xMov);
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}
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}
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else if(target != null)
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{
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// Look at target (Camera):
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var lookAtPos = target.position - transform.position;
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var lookAt = Quaternion.LookRotation(lookAtPos);
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lookAt.y = 0;
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lookAt.z = 0;
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xRotation = lookAt.eulerAngles.x;
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if (xRotation > 180)
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xRotation -= 360f;
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xRotation = Mathf.Clamp(xRotation, -90f, 90f);
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transform.localRotation = Quaternion.RotateTowards(transform.localRotation, Quaternion.Euler(xRotation, 0f, 0f), rotSpeed * Time.deltaTime);
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// Rotate towards target (Player):
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lookAtPos = target.position - player.position;
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lookAt = Quaternion.LookRotation(lookAtPos);
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lookAt.x = 0;
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lookAt.z = 0;
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player.rotation = Quaternion.RotateTowards(player.rotation, lookAt, DIALOGUE_CAMERA_ROTATION_SPEED * Time.deltaTime);
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}
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}
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public float DIALOGUE_CAMERA_ROTATION_SPEED = 200f;
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public void LockCursor()
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{
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Cursor.lockState = CursorLockMode.Locked;
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}
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public void UnlockCursor()
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{
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if(RckInput.isUsingGamepad)
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{
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Cursor.lockState = CursorLockMode.Locked;
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return;
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}
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Cursor.lockState = CursorLockMode.None;
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}
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public void LoadSavegameRotation()
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{
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xRotation = SaveSystem.SaveSystemManager.instance.saveFile.PlayerData.mouseRotX;
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}
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public void ApplyCurrentRotation()
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{
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}
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private static float UnwrapAngle(float angle)
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{
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if (angle >= 0)
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return angle;
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angle = -angle % 360;
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return 360 - angle;
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}
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public static float Clamp0360(float eulerAngles)
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{
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float result = eulerAngles - Mathf.CeilToInt(eulerAngles / 360f) * 360f;
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if (result < 0)
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{
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result += 360f;
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}
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return result;
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}
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public void SetLookAtTarget(Transform _target)
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{
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target = _target;
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forceLookAtTarget = true;
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}
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public void ClearLookAt()
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{
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forceLookAtTarget = false;
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target = null;
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}
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}
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} |