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m_HandleRect: {fileID: 171581556}
m_Direction: 2
- m_Value: 1
+ m_Value: 0
m_Size: 1
m_NumberOfSteps: 0
m_OnValueChanged:
@@ -20896,8 +20896,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1589389272}
m_HandleRect: {fileID: 1589389271}
m_Direction: 2
- m_Value: 0
- m_Size: 0.9999943
+ m_Value: 1
+ m_Size: 1
m_NumberOfSteps: 0
m_OnValueChanged:
m_PersistentCalls:
@@ -25465,7 +25465,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 1, y: 0.5}
- m_AnchoredPosition: {x: 0, y: 125.591866}
+ m_AnchoredPosition: {x: 0, y: 140.48978}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 1}
--- !u!222 &1154875945
@@ -34511,8 +34511,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1220118245}
m_HandleRect: {fileID: 1220118244}
m_Direction: 2
- m_Value: 1.0000002
- m_Size: 0.6423325
+ m_Value: 1.0000004
+ m_Size: 0.7657725
m_NumberOfSteps: 0
m_OnValueChanged:
m_PersistentCalls:
diff --git a/Assets/Scripts/CircleCursor.cs b/Assets/Scripts/CircleCursor.cs
index 542de8cac..8752bb980 100644
--- a/Assets/Scripts/CircleCursor.cs
+++ b/Assets/Scripts/CircleCursor.cs
@@ -97,5 +97,10 @@ namespace HeavenStudio
}
}
}
+
+ public void LockCursor(bool toggle)
+ {
+ PlayerInput.GetInputController(1).TogglePointerLock(toggle);
+ }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs
index 1542926f2..861ba85f2 100644
--- a/Assets/Scripts/GameManager.cs
+++ b/Assets/Scripts/GameManager.cs
@@ -176,6 +176,7 @@ namespace HeavenStudio
if (playOnStart)
{
StartCoroutine(WaitReadyAndPlayCo(startBeat));
+ CircleCursor.LockCursor(true);
}
}
diff --git a/Assets/Scripts/InputSystem/ControllerTypes/InputJoyshock.cs b/Assets/Scripts/InputSystem/ControllerTypes/InputJoyshock.cs
index 85bcd1591..4e1129498 100644
--- a/Assets/Scripts/InputSystem/ControllerTypes/InputJoyshock.cs
+++ b/Assets/Scripts/InputSystem/ControllerTypes/InputJoyshock.cs
@@ -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()
+ {
+ }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs b/Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs
index 890494b3b..fde8582a7 100644
--- a/Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs
+++ b/Assets/Scripts/InputSystem/ControllerTypes/InputKeyboard.cs
@@ -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()
+ {
+ }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/InputSystem/ControllerTypes/InputMouse.cs b/Assets/Scripts/InputSystem/ControllerTypes/InputMouse.cs
index 05a5bdaa0..0cb93a42a 100644
--- a/Assets/Scripts/InputSystem/ControllerTypes/InputMouse.cs
+++ b/Assets/Scripts/InputSystem/ControllerTypes/InputMouse.cs
@@ -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;
+ }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/InputSystem/InputController.cs b/Assets/Scripts/InputSystem/InputController.cs
index 8a42695c7..b826105de 100644
--- a/Assets/Scripts/InputSystem/InputController.cs
+++ b/Assets/Scripts/InputSystem/InputController.cs
@@ -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
///
///
public abstract Vector2 GetPointer();
+ public abstract void TogglePointerLock(bool locked);
+ public abstract void RecentrePointer();
///
/// True if the current direction is active
diff --git a/Assets/Scripts/LevelEditor/Editor.cs b/Assets/Scripts/LevelEditor/Editor.cs
index 09404ff0d..fbce2a276 100644
--- a/Assets/Scripts/LevelEditor/Editor.cs
+++ b/Assets/Scripts/LevelEditor/Editor.cs
@@ -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();
}
diff --git a/ProjectSettings/InputManager.asset b/ProjectSettings/InputManager.asset
index b16147e95..038047975 100644
--- a/ProjectSettings/InputManager.asset
+++ b/ProjectSettings/InputManager.asset
@@ -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