Implement structured target look input and advanced shader-based visual targeting effects
This commit is contained in:
@@ -126,6 +126,17 @@ export interface RuntimeThirdPersonTargetAssist {
|
||||
strength: number;
|
||||
}
|
||||
|
||||
export interface RuntimeTargetLookInput {
|
||||
horizontal: number;
|
||||
vertical: number;
|
||||
}
|
||||
|
||||
export interface RuntimeTargetLookInputResult {
|
||||
activeTargetLocked: boolean;
|
||||
switchedTarget: boolean;
|
||||
switchInputHeld: boolean;
|
||||
}
|
||||
|
||||
export interface RuntimeControllerContext {
|
||||
camera: PerspectiveCamera;
|
||||
domElement: HTMLCanvasElement;
|
||||
@@ -151,7 +162,9 @@ export interface RuntimeControllerContext {
|
||||
radius: number
|
||||
): Vec3;
|
||||
resolveThirdPersonTargetAssist?(): RuntimeThirdPersonTargetAssist | null;
|
||||
handleRuntimeTargetLookInput?(horizontalIntent: -1 | 0 | 1): boolean;
|
||||
handleRuntimeTargetLookInput?(
|
||||
input: RuntimeTargetLookInput
|
||||
): RuntimeTargetLookInputResult;
|
||||
isCameraDrivenExternally(): boolean;
|
||||
getCameraYawRadians(): number;
|
||||
isInputSuspended(): boolean;
|
||||
|
||||
Reference in New Issue
Block a user