use virtual mouse pointer

This commit is contained in:
minenice55 2023-10-07 15:59:23 -04:00
parent dc99637026
commit c54f90c470
10 changed files with 557 additions and 19 deletions

View file

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@ -97,5 +97,10 @@ namespace HeavenStudio
}
}
}
public void LockCursor(bool toggle)
{
PlayerInput.GetInputController(1).TogglePointerLock(toggle);
}
}
}

View file

@ -176,6 +176,7 @@ namespace HeavenStudio
if (playOnStart)
{
StartCoroutine(WaitReadyAndPlayCo(startBeat));
CircleCursor.LockCursor(true);
}
}

View file

@ -597,6 +597,7 @@ namespace HeavenStudio.InputSystem
binds.Pad = defaultMappings;
break;
}
binds.PointerSensitivity = 3;
return binds;
}
@ -1047,5 +1048,13 @@ namespace HeavenStudio.InputSystem
{
return false;
}
public override void TogglePointerLock(bool locked)
{
}
public override void RecentrePointer()
{
}
}
}

View file

@ -58,6 +58,7 @@ namespace HeavenStudio.InputSystem
(int)KeyCode.U,
(int)KeyCode.Escape,
},
PointerSensitivity = 3,
};
}
}
@ -309,5 +310,13 @@ namespace HeavenStudio.InputSystem
{
return false;
}
public override void TogglePointerLock(bool locked)
{
}
public override void RecentrePointer()
{
}
}
}

View file

@ -58,8 +58,10 @@ namespace HeavenStudio.InputSystem
(int)KeyCode.Mouse1,
(int)KeyCode.Z,
(int)KeyCode.X,
(int)KeyCode.Mouse2,
(int)KeyCode.Escape
},
PointerSensitivity = 3,
};
}
}
@ -98,9 +100,16 @@ namespace HeavenStudio.InputSystem
lastRealPos = realPos;
lastDeltaPointerPos = deltaPointerPos;
rawPointerPos = Input.mousePosition;
rawPointerPos += new Vector3(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"), 0) * currentBindings.PointerSensitivity;
rawPointerPos.z = Mathf.Abs(cam.gameObject.transform.position.z);
realPos = cam.ScreenToWorldPoint(rawPointerPos);
if (GetActionDown(ControlStyles.Touch, (int)ActionsTouch.PointerReset, out _))
{
RecentrePointer();
lastRawPointerPos = rawPointerPos;
lastRealPos = realPos;
}
deltaPointerPos = realPos - lastRealPos;
float speed = deltaPointerPos.magnitude;
@ -412,5 +421,16 @@ namespace HeavenStudio.InputSystem
{
return false;
}
public override void TogglePointerLock(bool locked)
{
Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
RecentrePointer();
}
public override void RecentrePointer()
{
rawPointerPos = ScreenBounds * 0.5f;
}
}
}

View file

@ -127,7 +127,8 @@ namespace HeavenStudio.InputSystem
Right = 2, // also maps to tap, but with directionality (tap the right side of the panel). internally, maps to Pointer 2
ButtonL = 3,
ButtonR = 4,
Pause = 5,
PointerReset = 5,
Pause = 6,
}
//buttons used in Heaven Studio gameplay (Move Style)
@ -144,6 +145,7 @@ namespace HeavenStudio.InputSystem
public int[] Baton;
public int[] Touch;
public int[] Move;
public float PointerSensitivity;
}
// FUTURE: Move Style needs to be implemented per-game (maybe implement checks for common actions?)
@ -273,6 +275,8 @@ namespace HeavenStudio.InputSystem
/// </summary>
/// <returns></returns>
public abstract Vector2 GetPointer();
public abstract void TogglePointerLock(bool locked);
public abstract void RecentrePointer();
/// <summary>
/// True if the current direction is active

View file

@ -492,6 +492,7 @@ namespace HeavenStudio.Editor
GameManager.instance.OverlayCamera.rect = new Rect(0, 0, 1, 1);
EditorCamera.rect = new Rect(0, 0, 1, 1);
}
GameManager.instance.CircleCursor.LockCursor(fullscreen);
Timeline.AutoBtnUpdate();
}

View file

@ -111,7 +111,7 @@ InputManager:
altPositiveButton:
gravity: 0
dead: 0
sensitivity: 0.1
sensitivity: 1
snap: 0
invert: 0
type: 1
@ -127,7 +127,7 @@ InputManager:
altPositiveButton:
gravity: 0
dead: 0
sensitivity: 0.1
sensitivity: 1
snap: 0
invert: 0
type: 1
@ -485,3 +485,4 @@ InputManager:
type: 2
axis: 5
joyNum: 0
m_UsePhysicalKeys: 0