Proper input layering with console
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@@ -1,27 +0,0 @@
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using FlaxEngine;
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namespace Game;
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public static class InputManager
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{
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public static bool GetAction(string name)
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{
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if (Console.IsOpen)
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return false;
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return Input.GetAction(name);
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}
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public static float GetAxis(string name)
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{
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if (Console.IsOpen)
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return 0.0f;
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return Input.GetAxis(name);
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}
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public static float GetAxisRaw(string name)
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{
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if (Console.IsOpen)
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return 0.0f;
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return Input.GetAxisRaw(name);
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}
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}
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@@ -51,19 +51,19 @@ public class PlayerInputLocal : PlayerInput
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float sensitivity = 1.0f / 8.0f;
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sensitivity = 1.0f;
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//var asf = InputManager.GetAxisRaw("Mouse X");
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//var asf = Input.GetAxisRaw("Mouse X");
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//if (asf != 0.0f)
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// Console.Print(InputManager.GetAxisRaw("Mouse X").ToString("G9", System.Globalization.CultureInfo.InvariantCulture));
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// Console.Print(Input.GetAxisRaw("Mouse X").ToString("G9", System.Globalization.CultureInfo.InvariantCulture));
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currentState.input.viewDeltaX += InputManager.GetAxisRaw("Mouse X") * sensitivity;
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currentState.input.viewDeltaY += InputManager.GetAxisRaw("Mouse Y") * sensitivity;
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currentState.input.viewDeltaX += InputManager.GetAxisRaw("LookRight") * Time.DeltaTime * 100;
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currentState.input.viewDeltaY += -InputManager.GetAxisRaw("LookUp") * Time.DeltaTime * 100;
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currentState.input.viewDeltaX += Input.GetAxisRaw("Mouse X") * sensitivity;
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currentState.input.viewDeltaY += Input.GetAxisRaw("Mouse Y") * sensitivity;
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currentState.input.viewDeltaX += Input.GetAxisRaw("LookRight") * Time.DeltaTime * 100;
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currentState.input.viewDeltaY += -Input.GetAxisRaw("LookUp") * Time.DeltaTime * 100;
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currentState.input.moveForward = InputManager.GetAxis("Vertical");
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currentState.input.moveRight = InputManager.GetAxis("Horizontal");
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currentState.input.attacking = InputManager.GetAction("Attack");
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currentState.input.jumping = InputManager.GetAction("Jump");
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currentState.input.moveForward = Input.GetAxis("Vertical");
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currentState.input.moveRight = Input.GetAxis("Horizontal");
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currentState.input.attacking = Input.GetAction("Attack");
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currentState.input.jumping = Input.GetAction("Jump");
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}
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