This commit adds a variable to CameraManager.cs that will allow the
sensitivity/speed of the player camera to be modified. By default, the
camera sensitivity is now quicker.
Previously, the cameraSensitivity was unbounded but, on Awake, was
clamped to a certain range. This range is now enforced via a Range
attribute on the cameraSensitivity variable.
* changed input phase check to match best practices
* simple solution
* simple camera mouse movement
- implemented system where right button hold enables mouse to control camera
- added a 'speed' setting to the camera manager to modify rotation speed
- updated .inputactions asset
- to contain a mouse binding for "RotateCamera" action
- added "EnableMouseCameraRotation" action
- added scale vector 2 processors for different rotation devices to
get a similar speed out of each of them
- updated input reader to handle new bindings + action
- updated CameraManager to handle new method of camera manipulation
- found bug with old rotate camera binding (did not work on my gamepad)
deleted old binding, remade it. now works on my setup
* added speed preset to camera system prefab. some code housekeeping / syntax changes
* renamed for clarity
* Better naming for variables
Co-authored-by: Unknown <amel.negra...
* Add Dialogue Track base implementation
* Custom timeline track and clip for dialog
- Can at any time call for a line of dialogue.
- Each clip binds line of dialogue to be later displayed on screen.
- Depending on the options of this clip, the Timeline might pause.
* Made adjustments based on HyagoOliveiran's suggestions
Tried to add more variables to increase legibility.
Added UpdateSlide function.
Deleted some empty lines.
* Update Character.cs
* Update Character.cs
* Update Character.cs
* Update Character.cs
* Update Character.cs
* Update Character.cs
* Update UOP1_Project/Assets/Scripts/Characters/Character.cs
I deleted unnecessary spacing by following atb-brown suggestion.
Co-authored-by: Austin Brown <atb.austin@gmail.com>
* Deleted unnecessary spacing
* Fixed bouncing issue when player hit under floating platform
* My take on a simple Player Spawn System
* Renamed SetRequestS...
* hair color mask material, old lady hairdo and glass, moustache, and shell bowl
Various art assets to make the townsfolk more unique. Bowl made from a giant shell.
* Fix Plant Critter mesh scaling and name (#239)
* Townsfolk_M animations, Palm2
* New tree type
* simple fix for camera
* Reset HasBeenPrewarmed (#243)
* [WIP] Added some table furniture (#233)
* Added some table furnitures
* Corrected all furniture prefabs to be prefab variant
* Added back recklol Dissolve effect (#217)
* Added recklol dissolve effect with some tweaks
* Added names to dissolve outputs
* Added a dissolve effect option in contextual menu and add alpha cutoff in Toon_Disolve
* [Bot] Automated dotnet-format update
* Imported Smurjo's models, reorganised folders
* Hotfix for null checking `ToState`. (#244)
* Wiki and Readme images
* Update README.md
* Update README.md
* Initial decoupling o...