private void Awake() { movementController = GetComponent <PlayerMovementController>(); combatController = GetComponent <PlayerCombatController>(); rigidBody = GetComponent <Rigidbody>(); // Input setup controls = new InputMaster(); controls.Player.Enable(); // Movement controls.Player.Steering.performed += ctx => Steering(ctx.ReadValue <float>()); controls.Player.AcceleratePress.performed += _ => accelInput = 1.0f; controls.Player.AccelerateRelease.performed += _ => accelInput = 0.0f; controls.Player.JumpPress.performed += _ => { movementController.Jump(moveInput); movementController.UpdateJumpInput(true); }; controls.Player.JumpRelease.performed += _ => movementController.UpdateJumpInput(false); controls.Player.BrakePress.performed += _ => movementController.brakingState.Active = true; controls.Player.BrakeRelease.performed += _ => movementController.brakingState.Active = false; controls.Player.DriftPress.performed += _ => movementController.driftingState.Active = true; controls.Player.DriftRelease.performed += _ => movementController.driftingState.Active = false; controls.Player.Grind.performed += _ => { movementController.grindingState.TryGrind(); }; controls.Player.BoostPress.performed += _ => boostInput = 1.0f; controls.Player.BoostRelease.performed += _ => boostInput = 0.0f; controls.Player.Movement.performed += ctx => moveInput = ctx.ReadValue <Vector2>(); // Combat controls.Player.Attack.performed += _ => combatController.BasicAttack(); // Interact controls.Player.Interact.performed += _ => npc.Interact(); controls.Conversation.Accept.performed += _ => npc.Accept(); controls.Conversation.Decline.performed += _ => npc.Decline(); // Cursor //Cursor.visible = false; //Cursor.lockState = CursorLockMode.Locked; }