minor cursor changes
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c3c13089c1
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@ -36,7 +36,10 @@ public partial class player : Camera3D
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private float PR { get => (float)_pr.Value; set => _pr.Value = value; }
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private float PR { get => (float)_pr.Value; set => _pr.Value = value; }
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private float Kash { get => (float)_kash.Value; set => _kash.Value = value; }
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private float Kash { get => (float)_kash.Value; set => _kash.Value = value; }
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private string Chatter { get => _chatter.Get("text").ToString(); set {
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private string Chatter
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{
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get => _chatter.Get("text").ToString(); set
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{
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if (!(bool)_tmrChtr.Get("is_stopped") && value != "")
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if (!(bool)_tmrChtr.Get("is_stopped") && value != "")
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_sndChtr.Play();
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_sndChtr.Play();
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_chatter.Set("text", value);
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_chatter.Set("text", value);
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@ -103,7 +106,7 @@ public partial class player : Camera3D
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//Get the collision with map and change its X and Z value to always be in the center of a tile
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//Get the collision with map and change its X and Z value to always be in the center of a tile
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Vector3I collisionVector = (Vector3I)_cursor.GetCollisionPoint();
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Vector3I collisionVector = (Vector3I)_cursor.GetCollisionPoint();
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_cursorPosLabel.Text = "Virtual Cursor Postion" + collisionVector.ToString();
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_cursorPosLabel.Text = "Virtual Cursor Postion" + collisionVector.ToString();
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_cursorPoint.GlobalPosition = new Vector3(collisionVector.X - collisionVector.X % 2, collisionVector.Y + 0.1f, collisionVector.Z - collisionVector.Z % 2);
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_cursorPoint.GlobalPosition = new Vector3(collisionVector.X - collisionVector.X % 2, 1.1f, collisionVector.Z - collisionVector.Z % 2);
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if (game_manager.CurrentState == game_manager.State.Building)
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if (game_manager.CurrentState == game_manager.State.Building)
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HandleBuilding();
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HandleBuilding();
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@ -130,8 +133,8 @@ public partial class player : Camera3D
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_mousePosLabel.Text = "Mouse position: " + vec.ToString();
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_mousePosLabel.Text = "Mouse position: " + vec.ToString();
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_cursor.Position = new Vector3(
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_cursor.Position = new Vector3(
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(vec.X - GetViewport().GetVisibleRect().Size.X / 2) * this.Position.Y / 700,
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(vec.X - GetViewport().GetVisibleRect().Size.X / 2) * this.Position.Y / 1000,
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-((vec.Y - GetViewport().GetVisibleRect().Size.Y / 2) * this.Position.Y / 700)
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-((vec.Y - GetViewport().GetVisibleRect().Size.Y / 2) * this.Position.Y / 1000)
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, 0
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, 0
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);
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);
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}
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}
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