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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