Working on entrance and building out first level

This commit is contained in:
2026-01-16 16:53:33 +00:00
parent 9cfaec3ea1
commit 4a37a76e9e
33 changed files with 4450 additions and 238 deletions

View File

@@ -1,3 +1,4 @@
using System.Collections;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
@@ -22,15 +23,18 @@ namespace StarterAssets
public bool cursorLocked = true;
public bool cursorInputForLook = true;
public bool inputEnabled = true;
#if ENABLE_INPUT_SYSTEM
public void OnMove(InputValue value)
{
MoveInput(value.Get<Vector2>());
if(inputEnabled)
MoveInput(value.Get<Vector2>());
}
public void OnLook(InputValue value)
{
if(cursorInputForLook)
if(cursorInputForLook && inputEnabled)
{
LookInput(value.Get<Vector2>());
}
@@ -38,20 +42,24 @@ namespace StarterAssets
public void OnJump(InputValue value)
{
JumpInput(value.isPressed);
if(inputEnabled)
JumpInput(value.isPressed);
}
public void OnSprint(InputValue value)
{
SprintInput(value.isPressed);
if(inputEnabled)
SprintInput(value.isPressed);
}
public void OnShoot(InputValue value)
{
ShootInput(value.isPressed);
if(inputEnabled)
ShootInput(value.isPressed);
}
public void OnInteract(InputValue value)
{
InteractInput(value.isPressed);
if(inputEnabled)
InteractInput(value.isPressed);
}
#endif
@@ -93,6 +101,23 @@ namespace StarterAssets
{
Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
}
public void EnableInput()
{
inputEnabled = true;
}
public void DisableInput()
{
inputEnabled = false;
}
public IEnumerator ToggleInput(float delay)
{
inputEnabled = false; // Disable immediately
move = Vector2.zero;
look = Vector2.zero;
GetComponents<CharacterController>()[0].Move(Vector3.zero); // Prevents character from sliding
yield return new WaitForSeconds(delay);
inputEnabled = true; // Re-enable after delay
yield return null;
}
}
}