public void OnSceneLoaded(Scene scene, LoadSceneMode mode) { InputActionAsset.Disable(); _camera = Camera.main; SetLensDistortion(CurrentOptions.lensDistortion); InputActionAsset.Enable(); }
void Start() { dfState = DFStates.BEFORE_GAME; playersInfos = PlayersManager.instance.playersList; dragonsActions.Enable(); AssignControllerToPlayer(); }
private void Awake() { var playerActionmap = inputActionsAsset.actionMaps[0]; // player 1 moveLeftAction = playerActionmap.FindAction("Move Left"); moveRightAction = playerActionmap.FindAction("Move Right"); moveUpAction = playerActionmap.FindAction("Move Up"); moveDownAction = playerActionmap.FindAction("Move Down"); interactAction = playerActionmap.FindAction("Interact"); inputActionsAsset.Enable(); }
public void SwitchActions(string name) { playerInput.SwitchActions(name); ActionMapName = name; ActionAsset.Disable(); ActionAsset.Enable(); }
public void DeactivateMenu() { Time.timeScale = 1f; pauseMenu.SetActive(false); inputActionAsset.Enable(); menuIsOpen = false; }
private void BindInput(bool p_AreEnabled) { if (m_InputAsset == null) { return; } if (p_AreEnabled) { m_InputAsset.FindAction("Player/Movement").performed += Move; m_InputAsset.FindAction("Player/Movement").canceled += Move; m_InputAsset.FindAction("Player/Fire").performed += Shoot; m_InputAsset.FindAction("Player/Fire").canceled += StopShoot; m_InputAsset.Enable(); } else { m_InputAsset.FindAction("Player/Movement").performed -= Move; m_InputAsset.FindAction("Player/Movement").canceled -= Move; m_InputAsset.FindAction("Player/Fire").performed -= Shoot; m_InputAsset.FindAction("Player/Fire").canceled -= StopShoot; m_InputAsset.Disable(); } }
public void Start() { playerActions = GetComponent <PlayerInput>().actions; moveAction = playerActions.FindAction("Move"); buttonControl = (ButtonControl)moveAction.controls[0]; playerActions.Enable(); ground = LayerMask.GetMask("Ground"); }
private void Start() { inputAsset = GetComponent <PlayerInput>().actions; if (inputAsset != null) { inputAsset.Enable(); } }
private void Start() { try { inputActionsAsset.FindAction($"{actionMap}/{action}").performed += AreaActionTrigger_performed; inputActionsAsset.Enable(); } catch (NullReferenceException e) { throw new Exception("Conversation System: No input action asset has been set on your area action trigger!"); } }
private void Awake() { rb = GetComponent <Rigidbody> (); campfireComponent = CampFire.GetComponent <FireController> (); torchComponent = Torch.GetComponent <Torch> (); anim = GetComponent <Animator> (); audio = GetComponent <AudioSource> (); tempRotationSpeed = rotationSpeed; inputBindings.Enable(); move = inputBindings.FindAction("Move"); interact = inputBindings.FindAction("Interact"); }
private void Start() { try { // Set up event handler to invoke when a button is pressed inputActionsAsset.FindActionMap(actionMap).FindAction(action).performed += AreaActionTrigger_performed; inputActionsAsset.Enable(); } catch (NullReferenceException e) { throw new Exception("Conversation System: No input action asset has been set on your area action trigger!"); } }
//Function: InitInputSystem //Initializes the required input actions found in <inputActions> and sets event callbacks. #if USE_INPUT_SYSTEM void InitInputSystem() { inputActions.Enable(); inputActions.FindActionMap("Rig").FindAction("Look").started += context => { looking = true; }; inputActions.FindActionMap("Rig").FindAction("Look").canceled += context => { looking = false; }; inputActions.FindActionMap("Rig").FindAction("Move").started += context => { moving = true; }; inputActions.FindActionMap("Rig").FindAction("Move").canceled += context => { moving = false; }; inputActions.FindActionMap("Controller").FindAction("Move").started += context => { controllerMoving = true; }; inputActions.FindActionMap("Controller").FindAction("Move").canceled += context => { controllerMoving = false; }; inputActions.FindActionMap("Controller").FindAction("ToggleRotation").performed += context => { toggleRotation = !toggleRotation; }; inputActions.FindActionMap("Controller").FindAction("Reset").performed += context => { simulator.ResetControllers(); }; inputActions.FindActionMap("Controller").FindAction("SwitchController").performed += context => { switchController = !switchController; simulator.switchHand = switchController; }; inputActions.FindActionMap("Controller").FindAction("ToggleController").performed += context => { controllersActive = !controllersActive; simulator.handsActive = controllersActive; }; inputActions.FindActionMap("Controller").FindAction("SwitchAxis").started += context => { switchAxis = true; simulator.switchHandAxis = switchAxis; }; inputActions.FindActionMap("Controller").FindAction("SwitchAxis").canceled += context => { switchAxis = false; simulator.switchHandAxis = switchAxis; }; inputActions.FindActionMap("XRInput").FindAction("Trigger").started += context => { VRSimulatorInputInterface.SetTriggerState(switchController, true); }; inputActions.FindActionMap("XRInput").FindAction("Trigger").canceled += context => { VRSimulatorInputInterface.SetTriggerState(switchController, false); }; inputActions.FindActionMap("XRInput").FindAction("Grip").started += context => { VRSimulatorInputInterface.SetGripState(switchController, true); }; inputActions.FindActionMap("XRInput").FindAction("Grip").canceled += context => { VRSimulatorInputInterface.SetGripState(switchController, false); }; inputActions.FindActionMap("XRInput").FindAction("PrimaryButton").started += context => { VRSimulatorInputInterface.SetPrimaryState(switchController, true); }; inputActions.FindActionMap("XRInput").FindAction("PrimaryButton").canceled += context => { VRSimulatorInputInterface.SetPrimaryState(switchController, false); }; inputActions.FindActionMap("XRInput").FindAction("SecondaryButton").started += context => { VRSimulatorInputInterface.SetSecondaryState(switchController, true); }; inputActions.FindActionMap("XRInput").FindAction("SecondaryButton").canceled += context => { VRSimulatorInputInterface.SetSecondaryState(switchController, false); }; inputActions.FindActionMap("XRInput").FindAction("Stick").started += context => { stickActive = true; }; inputActions.FindActionMap("XRInput").FindAction("Stick").canceled += context => { stickActive = false; VRSimulatorInputInterface.SetPrimary2D(switchController, Vector2.zero); }; }
private void Start() { builderManager = GetComponent <BuilderManager>(); var desktopMap = inputAsset.FindActionMap("Desktop"); aim = desktopMap.FindAction("Aim"); put = desktopMap.FindAction("Put"); aim.performed += Aim; put.performed += Put; inputAsset.Enable(); }
private void Start() { Debug.Log("Conversation UI initialized..."); try { inputActions.FindActionMap("Conversation").FindAction("Next", true).performed += NextControl_performed; inputActions.Enable(); } catch (NullReferenceException) { Debug.LogError("Conversation System: No InputActionAsset is set in the conversation UI prefab. Please set it!"); } }
void OnEnable() { asset.Enable(); foreach (var link in links) { if (!link.State) { asset.FindActionMap(link.Name).Disable(); } else { asset.FindActionMap(link.Name).Enable(); } } }
// Start is called before the first frame update void Start() { Assert.IsNotNull(guiSkin); Assert.IsNotNull(guiStylePLAY); Assert.IsNotNull(guiStyleLOGO); Assert.IsNotNull(guiStyleINFO); Assert.IsNotNull(guiStyleCONF); currentSelection = ButtonSelection.LOGO; inputActions.actionMaps[0].actions[0].performed += OnUp; inputActions.actionMaps[0].actions[1].performed += OnDown; inputActions.actionMaps[0].actions[2].performed += OnLeft; inputActions.actionMaps[0].actions[3].performed += OnRight; inputActions.actionMaps[0].actions[4].performed += OnConfirmSelection; inputActions.Enable(); }
private void Start() { physics = GetComponent <Rigidbody>(); touch = GetComponent <TouchManipulation>(); look = InputActions["Look"]; clampedPitch = InputActions["Clamped Pitch"]; resetPitch = InputActions["Reset Pitch"]; strafe = InputActions["Strafe"]; scrollStrafe = InputActions["Scroll Strafe"]; thrust = InputActions["Thrust"]; InputActions.Enable(); Cursor.lockState = CursorLockMode.Locked; }
private void Awake() { var inputActions = inputActionAsset.FindActionMap(Player.INPUT_MAP); playerAttack = inputActions.FindAction(Player.ATTACK_ACTION); playerJumpAttack = inputActions.FindAction(Player.JUMP_ATTACK_ACTION); playerAltAttack = inputActions.FindAction(Player.ALT_ATTACK_ACTION); playerAltJumpAttack = inputActions.FindAction(Player.ALT_JUMP_ATTACK_ACTION); inputActionAsset.Enable(); animator = GetComponent <Animator>(); hbc = healthBarControl.GetComponent <HealthBarController>(); hitCollider.gameObject.SetActive(false); hitCollider.transform.position = new Vector3(0, 1, HIT_AREA_OFFSET + LOCAL_HIT_AREA_OFFSET); IsAttacking = false; IsJumpAttacking = false; IsRunning = false; Equipment = new Equipment(gameObject); StartCoroutine(EquipCoroutine()); Health = STARTING_HEALTH; }
private void Awake() { // Init references if (!m_Movement) { m_Movement = GetComponent <DirectionalMovement>(); } if (!m_Detection) { m_Detection = GetComponent <DetectionSight>(); } /* Setup input bindings */ InputAction moveAction = m_Controls.FindAction("Player/Move"); moveAction.performed += (ctx) => { m_MovementDirection = ctx.ReadValue <Vector2>(); }; moveAction.canceled += (ctx) => { m_MovementDirection = Vector2.zero; }; m_Controls.Enable(); }
private void BindInputs(bool p_AreEnebled) { if (m_InputManger == null) { return; } if (p_AreEnebled) { m_InputManger.FindAction($"{nameMap}/Move").performed += Move; m_InputManger.FindAction($"{nameMap}/Move").canceled += Move; m_InputManger.Enable(); } else { m_InputManger.FindAction($"{nameMap}/Move").performed -= Move; m_InputManger.FindAction($"{nameMap}/Move").canceled -= Move; m_InputManger.Disable(); } }
protected override void Start() { base.Start(); m_InputActions.Enable(); m_MoveAction = m_InputActions["Player/Move"]; m_RunAction = m_InputActions["Player/Run"]; m_LookAction = m_InputActions["Player/Look"]; m_JumpAction = m_InputActions["Player/Jump"]; m_FlyAction = m_InputActions["Player/Fly"]; m_FlyDownAction = m_InputActions["Player/Fly Down"]; m_CursorStateAction = m_InputActions["Player/Cursor State"]; m_Camera = GetComponentInChildren <Camera>(); m_CameraTransform = m_Camera.GetComponent <Transform>(); m_FluidInteractor = GetComponent <FluidInteractor>(); m_FirstPersonLook.Initialize(m_Transform, m_CameraTransform, true); m_HeadBob.Initialize(m_CameraTransform); m_JumpBob.Initialize(); m_OriginalCameraPosition = m_CameraTransform.localPosition; m_StepCycle = 0f; m_NextStep = m_StepCycle * 0.5f; m_RunAction.performed += SwitchRunMode; m_JumpAction.performed += SwitchJumpMode; m_FlyAction.performed += SwitchFlyMode; m_FlyDownAction.performed += SwitchFlyDownMode; m_CursorStateAction.performed += SwitchCursorState; BlockInteraction interaction = GetComponent <BlockInteraction>(); interaction.Initialize(m_Camera, this); interaction.enabled = true; }
public void Enable() { var hAction = m_hInput.FindAction(InputButtonName.axis); hAction.performed += OnAxis; hAction.canceled += OnAxis; hAction = m_hInput.FindAction(InputButtonName.axis2); hAction.performed += OnAxis2; hAction.canceled += OnAxis2; hAction = m_hInput.FindAction(InputButtonName.dPadUp); hAction.performed += OnDPadUp; hAction.canceled += OnDPadUp; hAction = m_hInput.FindAction(InputButtonName.dPadDown); hAction.performed += OnDPadDown; hAction.canceled += OnDPadDown; hAction = m_hInput.FindAction(InputButtonName.dPadLeft); hAction.performed += OnDPadLeft; hAction.canceled += OnDPadLeft; hAction = m_hInput.FindAction(InputButtonName.dPadRight); hAction.performed += OnDPadRight; hAction.canceled += OnDPadRight; hAction = m_hInput.FindAction(InputButtonName.north); hAction.performed += OnNorth; hAction.canceled += OnNorth; hAction = m_hInput.FindAction(InputButtonName.south); hAction.performed += OnSouth; hAction.canceled += OnSouth; hAction = m_hInput.FindAction(InputButtonName.west); hAction.performed += OnWest; hAction.canceled += OnWest; hAction = m_hInput.FindAction(InputButtonName.east); hAction.performed += OnEast; hAction.canceled += OnEast; hAction = m_hInput.FindAction(InputButtonName.l1); hAction.performed += OnL1; hAction.canceled += OnL1; hAction = m_hInput.FindAction(InputButtonName.l2); hAction.performed += OnL2; hAction.canceled += OnL2; hAction = m_hInput.FindAction(InputButtonName.l3); hAction.performed += OnL3; hAction.canceled += OnL3; hAction = m_hInput.FindAction(InputButtonName.r1); hAction.performed += OnR1; hAction.canceled += OnR1; hAction = m_hInput.FindAction(InputButtonName.r2); hAction.performed += OnR2; hAction.canceled += OnR2; hAction = m_hInput.FindAction(InputButtonName.r3); hAction.performed += OnR3; hAction.canceled += OnR3; hAction = m_hInput.FindAction(InputButtonName.start); hAction.performed += OnStart; hAction.canceled += OnStart; hAction = m_hInput.FindAction(InputButtonName.select); hAction.performed += OnSelect; hAction.canceled += OnSelect; hAction = m_hInput.FindAction(InputButtonName.confirm); hAction.performed += OnConfirm; hAction.canceled += OnConfirm; hAction = m_hInput.FindAction(InputButtonName.cancel); hAction.performed += OnCancel; hAction.canceled += OnCancel; m_hInput.Enable(); }
void OnEnable() { actions.Enable(); }
private void OnEnable() { controls.Enable(); }
void OnEnable() { inputActionAsset.Enable(); }
private void OnEnable() { pi.Enable(); }
private void OnEnable() { _ipt.Enable(); }
void OnEnable() => InputAsset.Enable();
public void Enable(Action <object, InputActionChange> action) { _asset.Enable(); InputSystem.onActionChange += action; }
private void OnEnable() { map.Enable(); }