private void Awake() { inputActions = new SpaceShipInputActions(); inputActions.PlayerControls.Move.performed += ctx => movementInput = ctx.ReadValue <Vector2>(); inputActions.PlayerControls.Move.canceled += ctx => movementInput = Vector2.zero; inputActions.PlayerControls.Look.performed += ctx => viewInput = ctx.ReadValue <Vector2>(); inputActions.PlayerControls.Look.canceled += ctx => viewInput = Vector2.zero; inputActions.PlayerControls.Accelerate.performed += ctx => accelerateInput = true; inputActions.PlayerControls.Accelerate.canceled += ctx => accelerateInput = false; m_TargetState = new TransformState(); m_InterpolatingState = new TransformState(); m_TargetLookatPointState = new TransformState(); m_InterpolatingLookatPointState = new TransformState(); }
private void Awake() { inputActions = new SpaceShipInputActions(); inputActions.PlayerControls.MoveHorizontal.performed += ctx => { if (!rightStickInput) { movementInput.x = ctx.ReadValue <float>(); } }; inputActions.PlayerControls.MoveHorizontal.canceled += ctx => { if (!rightStickInput && movementInput.x != 0) { movementInput.x = 0; } }; inputActions.PlayerControls.Move.started += ctx => rightStickInput = true; inputActions.PlayerControls.Move.performed += ctx => movementInput = ctx.ReadValue <Vector2>(); inputActions.PlayerControls.Move.canceled += ctx => { movementInput = Vector2.zero; rightStickInput = false; }; //inputActions.PlayerControls.Look.performed += ctx => viewInput = ctx.ReadValue<Vector2>(); //inputActions.PlayerControls.Look.canceled += ctx => viewInput = Vector2.zero; inputActions.PlayerControls.Accelerate.performed += ctx => accelerateInput = ctx.ReadValue <float>(); inputActions.PlayerControls.Accelerate.canceled += ctx => accelerateInput = 0; inputActions.PlayerControls.Fire.performed += ctx => fireInput = true; inputActions.PlayerControls.Fire.canceled += ctx => fireInput = false; inputActions.PlayerControls.Reload.started += ctx => m_spaceship.Reload(); inputActions.PlayerControls.Build.performed += ctx => { buildInput = !buildInput; UIManager.Instance.upgradeUI.SetActive(buildInput); }; inputActions.PlayerControls.SwitchEquipment.started += ctx => { if (!buildInput) { switchEquipmentInput = !switchEquipmentInput; m_spaceship.SwitchEquipment(switchEquipmentInput ? 1 : 0); } else { if (ctx.ReadValue <float>() == 1) { UIManager.Instance.SetNextID(); } else if (ctx.ReadValue <float>() == -1) { UIManager.Instance.SetLastID(); } } }; inputActions.PlayerControls.Dodge.performed += ctx => { if (!dodgeInput) { StartCoroutine(DodgeAction()); } }; inputActions.PlayerControls.Confirm.performed += ctx => { if (buildInput) { ApplyUpgrade(UIManager.Instance.SelectID); } }; inputActions.PlayerControls.Cancel.performed += ctx => { if (buildInput) { buildInput = false; UIManager.Instance.upgradeUI.SetActive(buildInput); } }; m_TargetState = new TransformState(); //m_TargetLookatPointState = new TransformState(); //m_InterpolatingLookatPointState = new TransformState(); }