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Having trouble with puase menu using standard playercontroller
So I am using Unity's built in FPS player controller for the time being, but I am attempting to implement a pause menu. However, I want the puase menu to lock and unlock the cursor when you hit escape, which is convent because unity's player controller already makes the cursor show up when you hit escape. So I just thought I would add a simple boolean check to see if its puased and hide the cursor again. Simple right? Well for what ever reason it works about half the time. Some times when you hit escape the menu shows up, but not the cursor. Sometimes the cursor shows up and when you close the menu its still there. (ps the part I did is private void internal lock update) Any Ideas?
using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.FirstPerson { [Serializable] public class MouseLook { public float XSensitivity = 2f; public float YSensitivity = 2f; public bool clampVerticalRotation = true; public float MinimumX = -90F; public float MaximumX = 90F; public bool smooth; public float smoothTime = 5f; public bool lockCursor = true; public bool puased;
private Quaternion m_CharacterTargetRot;
private Quaternion m_CameraTargetRot;
private bool m_cursorIsLocked = true;
void start()
{
puased = false;
}
public void Init(Transform character, Transform camera)
{
m_CharacterTargetRot = character.localRotation;
m_CameraTargetRot = camera.localRotation;
}
public void LookRotation(Transform character, Transform camera)
{
float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity;
float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity;
m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f);
m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f);
if(clampVerticalRotation)
m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot);
if(smooth)
{
character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot,
smoothTime * Time.deltaTime);
camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot,
smoothTime * Time.deltaTime);
}
else
{
character.localRotation = m_CharacterTargetRot;
camera.localRotation = m_CameraTargetRot;
}
UpdateCursorLock();
}
public void SetCursorLock(bool value)
{
lockCursor = value;
if(!lockCursor)
{//we force unlock the cursor if the user disable the cursor locking helper
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
public void UpdateCursorLock()
{
//if the user set "lockCursor" we check & properly lock the cursos
if (lockCursor)
InternalLockUpdate();
}
private void InternalLockUpdate()
{
if(Input.GetKeyDown(KeyCode.Escape) && puased == false)
{
puased = true;
m_cursorIsLocked = false;
} else if (Input.GetKeyDown(KeyCode.Escape) && puased == true)
{
puased = false;
m_cursorIsLocked = true;
}
//else if(Input.GetMouseButtonUp(0))
//{
//m_cursorIsLocked = true;
//}
if (m_cursorIsLocked)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
else if (!m_cursorIsLocked)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
Quaternion ClampRotationAroundXAxis(Quaternion q)
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);
q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);
return q;
}
} }
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