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@bzgeb
Created November 24, 2021 14:52
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Fixed cursor state issue in StarterAssetsInputs
using UnityEngine;
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
using UnityEngine.InputSystem;
#endif
namespace StarterAssets
{
public class StarterAssetsInputs : MonoBehaviour
{
[Header("Character Input Values")]
public Vector2 move;
public Vector2 look;
public bool jump;
public bool sprint;
[Header("Movement Settings")]
public bool analogMovement;
#if !UNITY_IOS && !UNITY_ANDROID
[Header("Mouse Cursor Settings")]
[SerializeField] bool cursorLocked = true;
public bool CursorLocked
{
get => cursorLocked;
set
{
cursorLocked = value;
Cursor.lockState = cursorLocked ? CursorLockMode.Locked : CursorLockMode.None;
}
}
public bool cursorInputForLook = true;
#endif
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
public void OnMove(InputValue value)
{
MoveInput(value.Get<Vector2>());
}
public void OnLook(InputValue value)
{
if (cursorInputForLook)
{
LookInput(value.Get<Vector2>());
}
}
public void OnJump(InputValue value)
{
JumpInput(value.isPressed);
}
public void OnSprint(InputValue value)
{
SprintInput(value.isPressed);
}
#else
// old input sys if we do decide to have it (most likely wont)...
#endif
public void MoveInput(Vector2 newMoveDirection)
{
move = newMoveDirection;
}
public void LookInput(Vector2 newLookDirection)
{
look = newLookDirection;
}
public void JumpInput(bool newJumpState)
{
jump = newJumpState;
}
public void SprintInput(bool newSprintState)
{
sprint = newSprintState;
}
#if !UNITY_IOS && !UNITY_ANDROID
private void OnApplicationFocus(bool hasFocus)
{
Cursor.lockState = cursorLocked ? CursorLockMode.Locked : CursorLockMode.None;
}
#endif
}
}
@naojitaniguchi
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naojitaniguchi commented Nov 4, 2023

Thanks!
It works!

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