private void Awake() { _controls = new InputControls(); _controls.Move.SetCallbacks(this); _controls.Enable(); }
private void OnEnable() { CheckpointZone.checkpointChangeEvent += ChangeCheckpoint; InputControls inputControls = new InputControls(); inputControls.Enable(); }
private void OnEnable() { inputControls.Player.Move.performed += ctx => inputVal = ctx.ReadValue <Vector2>(); inputControls.Player.Move.canceled += ctx => inputVal = Vector3.zero; inputControls.Player.Jump.performed += ctx => isMovingUpPressed = true; inputControls.Player.Jump.canceled += ctx => isMovingUpPressed = false; inputControls.Player.Crouch.performed += ctx => isMovingDownPressed = true; inputControls.Player.Crouch.canceled += ctx => isMovingDownPressed = false; inputControls.Player.Fire.performed += ctx => Fire(); inputControls.Player.Scan.performed += ctx => Scan(); inputControls.Player.Scan.canceled += ctx => ScanRelease(); inputControls.Enable(); }
// Start is called before the first frame update private void OnEnable() { audioSource = GetComponent <AudioSource>(); audioSource.Play(); if (allowNextLevel) { inputAction.Enable(); } }
private void OnEnable() { inputActions.Enable(); myBrain.enabled = true; cinemachineTrackedDolly = mainCamera.GetCinemachineComponent <CinemachineTrackedDolly>(); pathLength = cinemachineTrackedDolly.m_Path.MaxPos; pathPosition = cinemachineTrackedDolly.m_PathPosition; }
private void Awake() { Instance = this; InputControls = new InputControls(); InputControls.Enable(); ToggleCursor(); }
private void OnEnable() { PlaymodeManager.changeCameraTarget += SetCameraTarget; InputControls inputControls = new InputControls(); inputControls.Camera.Rotate.performed += context => Rotate(context.ReadValue <Vector2>()); inputControls.Enable(); }
void Start() { input = new InputControls(); input.Enable(); input.Gameplay.HitStraight.started += ctrl => ButtonDown?.Invoke(Buttons.HitStraight); input.Gameplay.HitStraight.canceled += ctrl => ButtonUp?.Invoke(Buttons.HitStraight); input.Gameplay.HitLob.started += ctrl => ButtonDown?.Invoke(Buttons.HitLob); input.Gameplay.HitLob.canceled += ctrl => ButtonUp?.Invoke(Buttons.HitLob); }
private void OnEnable() { InputControls inputControls = new InputControls(); inputControls.Character.Interact.performed += context => Interact(); inputControls.Vehicle.Interact.performed += context => Interact(); inputControls.Enable(); VehicleEntryPoint.damageDealtEvent += SetVehicleEnterable; }
public void ToggleInput(bool toggle) { if (toggle) { input.Enable(); } else { input.Disable(); } }
private void OnEnable() { GlobalVolumeController.PlayVisualFX.FadeIn(); currentMenu = mainMenu; inputControls.UI.Back.performed += ctx => Back(); inputControls.Enable(); mainMenuRect .DOLocalMoveY(middleScreen, moveDuration) .SetEase(Ease.OutBack) .SetUpdate(true); }
private void OnEnable() { Cursor.lockState = CursorLockMode.Confined; Cursor.visible = true; currentMenu = basePauseMenu; inputControls.UI.Back.performed += ctx => Back(); inputControls.Enable(); basePauseMenuRect .DOLocalMoveY(middleScreen, moveDuration) .SetEase(Ease.OutBack) .SetUpdate(true); }
public virtual void willOnFocus() { foreach (var item in GetComponentsInChildren <ButtonController>()) { if (item.active) { item.gameObject.GetComponent <UnityEngine.UI.Button>().interactable = true; } } fingerActive = true; inputs.Enable(); if (needsResetLastSelectedGameObject && currentSelectedGameObjectWhenLostFocus != null) { EventSystem.current.SetSelectedGameObject(currentSelectedGameObjectWhenLostFocus); currentSelectedGameObjectWhenLostFocus = null; } }
/// <summary> /// Start is called before the first frame update /// </summary> private void Start() { // Retrieve all the input recievers on start // NOTE: This could become rather performance intensive if not kept under check moveInputRecievers = GetComponents <IMoveInputReciever>(); actionInputRecievers = GetComponents <IActionInputReciever>(); // Generate the input system inputControls = new InputControls(); inputControls.Enable(); // We add both to performed and canceled to ensure we recieve the released input. inputControls.WorldActions.Movement.performed += HandleMovement; inputControls.WorldActions.Movement.canceled += HandleMovement; // Setup the accept button control inputControls.WorldActions.Accept.performed += Accept_performed; // Setup quit button control inputControls.WorldActions.Quit.performed += _ => onQuitPressed.Invoke(); // Enable the input system SetPlayerControlEnabled(true); }
/// <summary> /// Start is called before the first frame update /// </summary> private void Start() { // Generate the input system inputControls = new InputControls(); inputControls.Enable(); // Setup the move and look controls // We add both to performed and canceled to ensure we recieve the released input. inputControls.InWorld.Move.performed += HandleMovement; inputControls.InWorld.Move.canceled += HandleMovement; inputControls.InWorld.Look.performed += HandleLook; inputControls.InWorld.Look.canceled += HandleLook; // Setup the action button controls inputControls.InWorld.Fire1.performed += Fire1_performed; inputControls.InWorld.Fire1.canceled += Fire1_canceled; inputControls.InWorld.Fire2.performed += Fire2_performed; inputControls.InWorld.Fire2.canceled += Fire2_canceled; // Enable the input system SetPlayerControlEnabled(true); }
private void OnEnable() { _controls.Enable(); _controls.Player.Move.performed += MoveHandler; }
private void OnEnable() { _controls.Enable(); }
public void willOnFocus() { inputs.Enable(); }
public InputHandler() { inputs = new InputControls(); inputs.Enable(); }
// Enables the controls when the player is active private void OnEnable() { controls.Enable(); puzzleModeUI.SetActive(true); }
void IEcsInitSystem.Init() { _inputControls = new InputControls(); _inputControls.Enable(); // Common _inputControls.Common.PauseQuit.performed += context => _world.SendMessage(new InputPauseQuitEvent()); _inputControls.Common.AnyKey.performed += context => _world.SendMessage(new InputAnyKeyEvent()); // Move _inputControls.Player1.Move.started += context => SendMessageInGame(new InputMoveStartedEvent() { PlayerNumber = 1, Axis = context.ReadValue <float>() }); _inputControls.Player2.Move.started += context => SendMessageInGame(new InputMoveStartedEvent() { PlayerNumber = 2, Axis = context.ReadValue <float>() }); _inputControls.Player1.Move.canceled += context => SendMessageInGame(new InputMoveCanceledEvent() { PlayerNumber = 1 }); _inputControls.Player2.Move.canceled += context => SendMessageInGame(new InputMoveCanceledEvent() { PlayerNumber = 2 }); // Shoot _inputControls.Player1.Shoot.started += context => SendMessageInGame(new InputShootStartedEvent() { PlayerNumber = 1 }); _inputControls.Player2.Shoot.started += context => SendMessageInGame(new InputShootStartedEvent() { PlayerNumber = 2 }); _inputControls.Player1.Shoot.canceled += context => SendMessageInGame(new InputShootCanceledEvent() { PlayerNumber = 1 }); _inputControls.Player2.Shoot.canceled += context => SendMessageInGame(new InputShootCanceledEvent() { PlayerNumber = 2 }); // Reload _inputControls.Player1.Reload.performed += context => SendMessageInGame(new InputReloadGunEvent() { PlayerNumber = 1 }); _inputControls.Player2.Reload.performed += context => SendMessageInGame(new InputReloadGunEvent() { PlayerNumber = 2 }); }
private void OnEnable() { inputControls.Enable(); }
void OnEnable() { ctrl.Enable(); }
private void OnEnable() { input.InGame.Pause.performed += ctx => DeterminePauseState(); input.Enable(); }
private void OnEnable() { inputAction.Enable(); }