Controlevents are now working
This commit is contained in:
@@ -7,6 +7,7 @@ using UnityEngine.InputSystem;
|
||||
using UnityEngine.UI;
|
||||
using Assets.Scripts.Player;
|
||||
using Assets.Scripts.InteractableObjects;
|
||||
using System;
|
||||
|
||||
public class Controls : MonoBehaviour
|
||||
{
|
||||
@@ -55,34 +56,9 @@ public class Controls : MonoBehaviour
|
||||
{
|
||||
playerInput.SwitchCurrentActionMap("Menu");
|
||||
}
|
||||
if (!player.GetComponent<PlayerGameObject>().takeDamage(0))
|
||||
if (uihandler.canPlayerMove())
|
||||
{
|
||||
if (!uihandler.isPlayerInFight())
|
||||
{
|
||||
if (uihandler.canPlayerRotate())
|
||||
{
|
||||
lookInput = Mouse.current.delta.ReadValue();
|
||||
Vector2 targetRotation = lookInput * sensitivityMouse * Time.deltaTime;
|
||||
currentRotation = Vector2.SmoothDamp(
|
||||
currentRotation,
|
||||
targetRotation,
|
||||
ref rotationVelocity,
|
||||
smoothTime
|
||||
);
|
||||
|
||||
yaw += currentRotation.x;
|
||||
pitch -= currentRotation.y;
|
||||
pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
|
||||
// Apply rotations
|
||||
transform.rotation = Quaternion.Euler(0f, yaw, 0f);
|
||||
playerCam.GetComponent<PlayerCamera>().LookAround(pitch);
|
||||
player.GetComponent<PlayerGameObject>().rotate(yaw);
|
||||
}
|
||||
if (uihandler.canPlayerMove())
|
||||
{
|
||||
player.GetComponent<PlayerGameObject>().move(input);
|
||||
}
|
||||
}
|
||||
ControlEvents.Move(input);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -105,9 +81,30 @@ public class Controls : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void OnLooking(InputValue value)
|
||||
public void LateUpdate()
|
||||
{
|
||||
//lookInput = value.Get<Vector2>();
|
||||
//Stop execution if player is not created yet or if player is dead
|
||||
if (player.GetComponent<PlayerGameObject>().takeDamage(0)) return;
|
||||
//Stop execution if player is in fight
|
||||
if (uihandler.isPlayerInFight()) return;
|
||||
|
||||
if (uihandler.canPlayerRotate())
|
||||
{
|
||||
lookInput = Mouse.current.delta.ReadValue();
|
||||
Vector2 targetRotation = lookInput * sensitivityMouse * Time.deltaTime;
|
||||
currentRotation = Vector2.SmoothDamp(
|
||||
currentRotation,
|
||||
targetRotation,
|
||||
ref rotationVelocity,
|
||||
smoothTime
|
||||
);
|
||||
|
||||
yaw += currentRotation.x;
|
||||
pitch -= currentRotation.y;
|
||||
pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
|
||||
|
||||
ControlEvents.Look(pitch, yaw);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnMovement(InputValue value)
|
||||
|
||||
Reference in New Issue
Block a user