* 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...
- handles keyboard + gamepad inputs
- handles mouse inputs
- created component to place on selectable UI elements to register them
as a pointer enter/exit receiver
- updated inputreader to contain menu inputs as well
- updated input actions to contain new menu inputs
* changed input phase check to match best practices
* refactored system to go through input reader. properly unsubscribing from events in dialogue system
* Nitpick on the naming
Co-authored-by: Ciro Continisio <ciro@unity3d.com>