// Update is called once per frame void FixedUpdate() { //calls the players movement behaviour's move function using read values as input _playerMovement.Move(_playerControls.Ship.Movement.ReadValue <Vector2>()); //calls the shoot behaviours fire using the action phase of Fire _playerShootBehaviour.Fire(_playerControls.Ship.Fire.phase); }
// Update is called once per frame void Update() { bool triggered = false; // i for, k back, j le, l ri, p up, m down foreach (KeyValuePair <string, Vector3> entry in keyMapMove) { if (Input.GetKey(entry.Key)) { myMover.Move(entry.Value); triggered = true; } } foreach (KeyValuePair <string, int> entry in keyMapRotate) { if (Input.GetKey(entry.Key)) { myMover.Rotate(entry.Value); triggered = true; } } if (triggered == false) { myParticleHandler.TurnOffAll(); } }
public void OnMovement(InputAction.CallbackContext context) { _movement.Move(context.ReadValue <Vector2>()); }