adapt mouse sensitivity

This commit is contained in:
in0finite 2019-06-23 02:13:55 +02:00
parent 90bb9ccb15
commit a6bb7969b6
3 changed files with 11 additions and 7 deletions

View file

@ -21,6 +21,8 @@ namespace SanAndreasUnity.Behaviours {
[SerializeField] [Range(10, 100)] private int m_defaultMaxFps = 60;
public Vector2 cursorSensitivity = new Vector2(2f, 2f);
/// <summary> Are we in a startup scene ? </summary>
public static bool IsInStartupScene { get { return UnityEngine.SceneManagement.SceneManager.GetActiveScene ().buildIndex == 0; } }

View file

@ -207,7 +207,7 @@ namespace SanAndreasUnity.Behaviours
Vector2 totalMouseDelta = mouseDelta + rightAnalogDelta;
totalMouseDelta = Vector2.Scale (totalMouseDelta, this.CursorSensitivity);
totalMouseDelta = Vector2.Scale (totalMouseDelta, GameManager.Instance.cursorSensitivity);
m_ped.MouseMoveInput = totalMouseDelta;

View file

@ -37,17 +37,19 @@ namespace SanAndreasUnity.Settings {
description = "Mouse sensitivity x",
minValue = 0.2f,
maxValue = 10f,
isAvailable = () => PlayerController.Instance != null,
getValue = () => PlayerController.Instance.CursorSensitivity.x,
setValue = (value) => { PlayerController.Instance.CursorSensitivity.x = value; },
isAvailable = () => GameManager.Instance != null,
getValue = () => GameManager.Instance.cursorSensitivity.x,
setValue = (value) => { GameManager.Instance.cursorSensitivity.x = value; },
persistType = OptionsWindow.InputPersistType.OnStart,
};
OptionsWindow.FloatInput m_mouseSensitivityYInput = new OptionsWindow.FloatInput() {
description = "Mouse sensitivity y",
minValue = 0.2f,
maxValue = 10f,
isAvailable = () => PlayerController.Instance != null,
getValue = () => PlayerController.Instance.CursorSensitivity.y,
setValue = (value) => { PlayerController.Instance.CursorSensitivity.y = value; },
isAvailable = () => GameManager.Instance != null,
getValue = () => GameManager.Instance.cursorSensitivity.y,
setValue = (value) => { GameManager.Instance.cursorSensitivity.y = value; },
persistType = OptionsWindow.InputPersistType.OnStart,
};