902e38d0ab
The color picker would reset every time you clicked away, - fixed. Added some hairs. I seem to have an issue with them lining up, I will have to fiddle with this.
80 lines
2.5 KiB
C#
80 lines
2.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using RPGCreationKit.Player;
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using RPGCreationKit;
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using UnityEngine.UI;
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public class LargeMapHandler : MonoBehaviour
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{
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public GameObject Map;
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public Transform Player;
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public GameObject Stats;
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public GameObject CompassBar;
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public Transform MapCompass;
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public Camera Cam;
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public Camera FPC;
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public Camera TPC;
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public Slider ADJZoom;
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public Slider ADJRot;
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public Slider ADJXAxis;
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public Slider ADJZAxis;
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public void ToggleMap() {
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if (Map.activeSelf) {
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RckInput.input.SwitchCurrentActionMap("Player");
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RckPlayer.instance.mouseLook.LockCursor();
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Cam.cullingMask = 0;
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if (RckPlayer.instance.isInThirdPerson == true) {
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TPC.cullingMask = 1283383;
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} else {
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FPC.cullingMask = 1283895;
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}
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CompassBar.SetActive(true);
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Map.SetActive(false);
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Stats.SetActive(true);
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RenderSettings.fog = true;
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} else {
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Vector3 NewPosition = Player.position;
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NewPosition.y = transform.position.y;
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ADJZAxis.value = NewPosition.z;
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ADJXAxis.value = NewPosition.x;
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transform.position = NewPosition;
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RckInput.input.SwitchCurrentActionMap("LargeMapMenu");
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RckPlayer.instance.mouseLook.UnlockCursor();
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Cam.cullingMask = 1413393;
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FPC.cullingMask = 0;
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TPC.cullingMask = 0;
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CompassBar.SetActive(false);
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Map.SetActive(true);
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Stats.SetActive(false);
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RenderSettings.fog = false;
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}
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/*
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//- To get Map Mask
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Debug.Log("Map Mask: "+LayerMask.GetMask("Default", "Water", "Player", "NPC", "PostProcessing", "Terrain", "MapMarker", "GenerateNavmesh"));
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//- To get first person Camera Mask
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Debug.Log("First person Mask: "+LayerMask.GetMask("Default", "TransparentFX", "Ignore Raycast", "Water", "UI", "Player", "FirstPerson", "Projectile", "NPC", "PostProcessing", "Terrain", "ItemInWorld", "GenerateNavmesh"));
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//- To get Third person Camera Mask
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Debug.Log("Third person Mask: "+LayerMask.GetMask("Default", "TransparentFX", "Ignore Raycast", "Water", "UI", "Player", "Projectile", "NPC", "PostProcessing", "Terrain", "ItemInWorld", "GenerateNavmesh"));
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*/
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}
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public void Rotate() {
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}
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public void Zoom() {
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// Cam.GetComponent<Camera>().orthographicSize += Input.GetAxis("Mouse ScrollWheel");
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}
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public void UpdateMapPosition() {
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Vector3 NewPosition = Player.position;
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NewPosition.z = ADJZAxis.value;
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NewPosition.x = ADJXAxis.value;
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transform.position = NewPosition;
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transform.rotation = Quaternion.Euler(70.0f, ADJRot.value, 0f);
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MapCompass.rotation = Quaternion.Euler(0f, 0f, ADJRot.value);
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}
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}
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