private void SetupGameplay() { InputActionMap gameplay = pi.FindActionMap("Gameplay"); //2D Vectors IA_Movement = gameplay.FindAction("Movement"); IA_Movement.performed += ctx => Movement = ctx.ReadValue <Vector2>(); //Toggle Input IA_Pause = gameplay.FindAction("Pause"); IA_Pause.performed += ctx => Pause = !Pause; //Hold Down Input IA_Jump = gameplay.FindAction("Jump"); IA_Jump.performed += ctx => Jump = true; IA_Jump.canceled += ctx => Jump = false; IA_Interact = gameplay.FindAction("Interact"); IA_Interact.performed += ctx => Interact = true; IA_Interact.canceled += ctx => Interact = false; IA_FlipCamera = gameplay.FindAction("FlipCamera"); IA_FlipCamera.performed += ctx => flipCamera = true; IA_FlipCamera.canceled += ctx => flipCamera = false; }
void Awake() { m_PlayerInput = GetComponent <PlayerInput>(); m_ActionMap = m_PlayerInput.actions.FindActionMap("Player"); m_MousePressAction = m_ActionMap.FindAction("MousePress"); m_FuckUnityAction = m_ActionMap.FindAction("FuckUnity"); }
void Start() { anim = GetComponent <Animator>(); transform = GetComponent <Transform>(); playerInput = GetComponent <PlayerInput>(); //ActionMap 추출 mainActionMap = playerInput.actions.FindActionMap("PlayerActions"); //Move, Attack 액션 추출 moveAction = mainActionMap.FindAction("Move"); attackAction = mainActionMap.FindAction("Attack"); //Move 액션의 performed 이벤트 연결 moveAction.performed += ctx => { Vector2 dir = ctx.ReadValue <Vector2>(); moveDir = new Vector3(dir.x, 0, dir.y); //Warrior_Run 애니메이션 실행 anim.SetFloat("Movement", dir.magnitude); }; //Move 액션의 canceled 이벤트 연결 moveAction.canceled += ctx => { moveDir = Vector3.zero; //Warrior_Run 애니메이션 정지 anim.SetFloat("Movement", 0.0f); }; //Attack 액션의 performed 이벤트 연결 attackAction.performed += ctx => { Debug.Log("Attack by c# event"); anim.SetTrigger("Attack"); }; }
public void OnReturnToDebugRoot(InputAction.CallbackContext context) { if (context.phase == InputActionPhase.Started) { //Save handling settings PlayerPrefs.SetInt("DAS", das); PlayerPrefs.SetInt("ARR", arr); PlayerPrefs.SetFloat("SDG", sdg); PlayerPrefs.SetInt("rotateDCD", rotateDCD); PlayerPrefs.SetInt("harddropDCD", harddropDCD); PlayerPrefs.SetInt("holdDCD", holdDCD); PlayerPrefs.SetInt("interruptDAS", DASinterruption ? 1 : 0); //A somewhat odd way of typcasting an int to a bool... //Save keybinds PlayerPrefs.SetString("keyLeft", map.FindAction("Shift left").bindings[0].effectivePath); PlayerPrefs.SetString("keyRight", map.FindAction("Shift right").bindings[0].effectivePath); PlayerPrefs.SetString("keySoftDrop", map.FindAction("Soft drop").bindings[0].effectivePath); PlayerPrefs.SetString("keyHardDrop", map.FindAction("Hard drop").bindings[0].effectivePath); PlayerPrefs.SetString("keyCW", map.FindAction("Rotate CW").bindings[0].effectivePath); PlayerPrefs.SetString("keyCCW", map.FindAction("Rotate CCW").bindings[0].effectivePath); PlayerPrefs.SetString("key180", map.FindAction("Rotate 180").bindings[0].effectivePath); PlayerPrefs.SetString("keyHold", map.FindAction("Hold").bindings[0].effectivePath); PlayerPrefs.SetString("keyPause", map.FindAction("Pause").bindings[0].effectivePath); PlayerPrefs.SetString("keyReset", map.FindAction("Reset").bindings[0].effectivePath); PlayerPrefs.Save(); //Load scene SceneManager.LoadScene("DebugScenes/DebugRoot"); } }
public static void setControlScheme(string name) { instance.actionMap = (actionMapNames)Enum.Parse(typeof(actionMapNames), name); if (instance.controls.asset != null) { foreach (InputActionMap actionMap in instance.controls.asset.actionMaps) { actionMap.Disable(); } } InputActionMap input = instance.controls.asset.FindActionMap(name); input.Enable(); axisStates = new List <AxisState>(); axisStates.Add(new AxisState("Dpad")); keyStates = new List <KeyState>(); foreach (InputAction action in input.actions) { string key = action.name; keyStates.Add(new KeyState(key)); action.performed += ctx => { setKeyState(key, true); }; action.canceled += ctx => { setKeyState(key, false); }; } input.FindAction("Movement").started += ctx => { setAxisState("Dpad", ctx.ReadValue <Vector2>()); }; input.FindAction("Movement").performed += ctx => { setAxisState("Dpad", ctx.ReadValue <Vector2>()); }; input.FindAction("Movement").canceled += ctx => { setAxisState("Dpad", ctx.ReadValue <Vector2>()); }; }
private void Start() { // Store the original pitch of the audio source m_OriginalPitch = m_MovementAudio.pitch; // Unity 2020 New Input System // Get a reference to the MultiplayerEventSystem for this player EventSystem ev = GameObject.Find("EventSystem").GetComponent <EventSystem>(); // Find the Action Map for the Tank actions and enable it InputActionMap playerActionMap = ev.GetComponent <PlayerInput>().actions.FindActionMap("Tank"); playerActionMap.Enable(); // Find the 'Move' action m_MoveAction = playerActionMap.FindAction("MoveTank"); // Find the 'Turn' action m_TurnAction = playerActionMap.FindAction("TurnTank"); // Enable and hook up the events m_MoveAction.Enable(); m_TurnAction.Enable(); m_MoveAction.performed += OnTankMove; m_TurnAction.performed += OnTankTurn; }
public CharacterInputMapper(InputActionMap inputActionMap, bool isEnableOnStart) : base(inputActionMap, isEnableOnStart) { InteractAction = inputActionMap.FindAction("Interact"); MoveAction = inputActionMap.FindAction("Move"); RunAction = inputActionMap.FindAction("Run"); OnPauseAction = inputActionMap.FindAction("Pause"); }
private void Awake() { anim = GetComponent <Animator>(); transform = GetComponent <Transform>(); mainActionMap = playerInput.actions.FindActionMap("PlayerActions"); moveAction = mainActionMap.FindAction("Move"); attackAction = mainActionMap.FindAction("Attack"); moveAction.performed += ctx => { Vector2 dir = ctx.ReadValue <Vector2>(); moveDir = new Vector3(dir.x, 0, dir.y); anim.SetFloat("Movement", dir.magnitude); }; moveAction.canceled += ctx => { moveDir = Vector3.zero; anim.SetFloat("Movement", 0.0f); }; attackAction.performed += ctx => { Debug.Log("Attack by c# event"); anim.SetTrigger("Attack"); }; }
private void Awake() { //recup la map InputActionMap playerMap = m_controlsInput.FindActionMap("Player"); //recup les input/action volue InputAction shootAction = playerMap.FindAction("Shoot"); //les deleguate = liste de fonction refenrencer (mettre plein de fonction et on pourra touts les recup) //linker une fonction en une ligne //ctx =nom de ka variable, contexte, contien les info besoin //=> c'est une fleche appeler lambda permet d'ecrire sur une seul ligne shootAction.performed += (ctx) => { Shoot(); }; //autre façon mais moins pratique //shootAction.performed += Shoot; + public void Shoot(InputAction.CallbackContext ctx) {} //move InputAction moveAction = playerMap.FindAction("Move"); moveAction.performed += (ctx) => { m_MovementInput = ctx.ReadValue <Vector2>(); }; //eviter qu'il avance alors qu'on appui pas donc on rement a 0 moveAction.canceled += (ctx) => { m_MovementInput = Vector2.zero; }; //dit quand les input sont activer playerMap.Enable(); }
private void Awake() { actionMap = playerInput.actions.FindActionMap("Player"); rotateCounterClockwise = actionMap.FindAction("RotatePlanetCounterClockwise"); rotateClockwise = actionMap.FindAction("RotatePlanetClockwise"); rotateUp = actionMap.FindAction("RotatePlanetUp"); rotateDown = actionMap.FindAction("RotatePlanetDown"); //Example, calling delegate without specifying any parameters rotateClockwise.performed += OnRotateClockwise; //Example, calling delegate while specifying the full parameters. This is identical to the example above //ctx stands for "context" and seems to be a standish way of naming the parameter rotateCounterClockwise.performed += ctx => OnRotateCounterClockwise(ctx); //Example, doing a bit of logic on the parameter and then calling the delegate rotateClockwise.performed += ctx => OnRotateClockwiseWithBoolean(ctx.ReadValue <float>() > 0); //Example, just doing some logic but not actually calling a delegate rotateClockwise.performed += _ => count++; rotateUp.performed += ctx => OnRotateUp(ctx); rotateDown.performed += ctx => OnRotateDown(ctx); }
// Start is called before the first frame update void Awake() { _actionMap = actionAsset.FindActionMap(controllerName); _inputActionGrip = _actionMap.FindAction(actionGrip); _inputActionTrigger = _actionMap.FindAction(actionTrigger); _handAnimator = GetComponent <Animator>(); }
private void Start() { UIActionMap = testActions.FindActionMap("UI"); quitInputAction = UIActionMap.FindAction("Quit"); quitInputAction = UIActionMap.FindAction("Quit"); quitInputAction.performed += HandleQuitRequest; }
// Start is called before the first frame update void Awake() { //get all of our actions... _actionMap = actionAsset.FindActionMap(controllerName); _inputActionGrip = _actionMap.FindAction(actionNameGrip); _inputActionTrigger = _actionMap.FindAction(actionNameTrigger); //get the Animator _handAnimator = GetComponent <Animator>(); }
private void WithMap() { //Obtenemos el mapa del asset //mapa = AssetEntrada.GetActionMap( "Canon" ); //Viejo? mapa = AssetEntrada.FindActionMap("Canon"); //nuevo en la version? //miMovimientoMapa = mapa.GetAction( "Movimiento" ); //miDisparoMapa = mapa.GetAction( "Launch" ); miMovimientoMapa = mapa.FindAction("Movimiento"); miDisparoMapa = mapa.FindAction("Launch"); }
private void Start() { AudioManager.instance.Play("MenuMusic"); InputActionMap Map = controller.FindActionMap("UIController"); anyKey = Map.FindAction("AnyKey"); acceptKey = Map.FindAction("Accept"); anyKey.Enable(); acceptKey.Enable(); }
void Start() { cam = Camera.main.transform; InputActionMap Map = controller.FindActionMap("PlayerInput"); InputActionMap MapUi = controller.FindActionMap("UIController"); movementKey = Map.FindAction("Movement"); runKey = Map.FindAction("Run"); interactKey = Map.FindAction("Interact"); escKey = MapUi.FindAction("Esc"); tabKey = MapUi.FindAction("Tab"); }
private void Awake() { actionMap = playerInput.actions.FindActionMap("Player"); move = actionMap.FindAction("Move"); jump = actionMap.FindAction("Jump"); move.started += OnMove; jump.started += OnJump; rb = player.GetComponent <Rigidbody>(); }
public UIInputHandler(InputActionMap UIActionMap) { quitAction = UIActionMap.FindAction("Quit"); pauseAction = UIActionMap.FindAction("Pause"); takeScreenShotAction = UIActionMap.FindAction("Screenshot"); restartAction = UIActionMap.FindAction("Restart"); quitAction.performed += QuitActionRequested; pauseAction.performed += PauseActionRequested; takeScreenShotAction.performed += TakeScreenShotActionRequested; restartAction.performed += RestartActionRequested; }
private void Awake() { startPowerLevel = powerBarLevel; textWait = new WaitForSeconds(0.5f); _currentState = GameState.Init; _map = Controls.FindActionMap("Player"); _up = _map.FindAction("Up"); _down = _map.FindAction("Down"); _left = _map.FindAction("Left"); _right = _map.FindAction("Right"); _restart = _map.FindAction("Restart"); }
private void Start() { orderGiver = new OrderGiver(hexGrid, this); builder = new Builder(hexGrid); InputActionMap PlayerActionMap = playerInput.actions.FindActionMap("Player"); PlayerActionMap.FindAction("SelectUnit").started += _ => SelectEnteties(); PlayerActionMap.FindAction("SelectUnit").canceled += _ => ReleaseSelectionBox(); PlayerActionMap.FindAction("GiveOrderToUnit").performed += _ => GiveOrderToUnits(); PlayerActionMap.FindAction("SetIdleState").performed += _ => ReturnToIdleState(); }
private void Awake() { playerInput = GetComponent<PlayerInput>(); inputActionMap = playerInput.currentActionMap; movementInputAction = inputActionMap.FindAction("Move"); attackInputAction = inputActionMap.FindAction("Attack"); movementInputAction.performed += ctx => direction = ctx.ReadValue<Vector2>(); movementInputAction.canceled += ctx => direction = ctx.ReadValue<Vector2>(); attackInputAction.performed += _ => OnAttack(); }
public TestPlayerInputManager(InputActionMap playerMovementMap) { moveLeftAction = playerMovementMap.FindAction("MoveLeft"); moveRightAction = playerMovementMap.FindAction("MoveRight"); moveUpAction = playerMovementMap.FindAction("MoveUp"); moveDownAction = playerMovementMap.FindAction("MoveDown"); jumpInputAction = playerMovementMap.FindAction("Jump"); jumpInputAction.performed += HandleJumpInputEvent; moveRightAction.performed += HandleMoveRightEvent; moveLeftAction.performed += HandleMoveLeftEvent; moveUpAction.performed += HandleMoveUpEvent; moveDownAction.performed += HandleMoveDownEvent; }
private void Awake() { InputActionMap playerMap = playerControls.FindActionMap("Player"); InputAction shootAction = playerMap.FindAction("Shoot"); shootAction.performed += (ctx) => { Shoot(); }; InputAction moveAction = playerMap.FindAction("Move"); moveAction.performed += (ctx) => { movementInput = ctx.ReadValue <Vector2>(); }; moveAction.canceled += (ctx) => { movementInput = Vector2.zero; }; playerMap.Enable(); }
protected virtual void CheckInputAction(ActionBasedController interactor, ActionType actionType, string defaultActionName) { InputAction defaultAction = _actionMapDefault.FindAction(defaultActionName); if (actionType == ActionType.Activate) { if (!interactor.activateAction.action.IsValid()) { interactor.activateAction = new InputActionProperty(defaultAction); } } else if (actionType == ActionType.Select) { if (!interactor.selectAction.action.IsValid()) { interactor.selectAction = new InputActionProperty(defaultAction); } } else if (actionType == ActionType.Haptic) { if (!interactor.hapticDeviceAction.action.IsValid()) { interactor.hapticDeviceAction = new InputActionProperty(defaultAction); } } else if (actionType == ActionType.UI) { if (!interactor.uiPressAction.action.IsValid()) { interactor.uiPressAction = new InputActionProperty(defaultAction); } } }
private void Awake() { _ballPlayerActionMap = _input.FindActionMap("Ball"); _ballPlayerMovement = _ballPlayerActionMap.FindAction("Reset"); _ballPlayerMovement.performed += BallAddForce; }
private void SetupMenu() { InputActionMap menu = pi.FindActionMap("Menu"); //2D Vectors IA_Move = menu.FindAction("Move"); IA_Move.performed += ctx => Move = ctx.ReadValue <Vector2>(); //Hold Down Input IA_Submit = menu.FindAction("Submit"); IA_Submit.performed += ctx => Submit = true; IA_Submit.canceled += ctx => Submit = false; IA_Cancel = menu.FindAction("Cancel"); IA_Cancel.performed += ctx => Cancel = true; IA_Cancel.canceled += ctx => Cancel = false; }
void Awake() { InputActionMap actionMap = playerControls.FindActionMap("Player"); actionMap.Enable(); look = actionMap.FindAction("Look"); virtualCamera = GetComponent <CinemachineVirtualCamera>(); }
private void Start() { InputActionMap Map = controller.FindActionMap("PlayerInput"); movementKey = Map.FindAction("Movement"); levelTutorial = 0; }
// Start is called before the first frame update void Start() { gravity = Physics.gravity; onFootMap = actionsAssests.FindActionMap("OnFoot"); onFootMap.Enable(); moveAction = onFootMap.FindAction("Move"); jumpAction = onFootMap.FindAction("Jump"); moveAction.performed += context => OnMove(context); moveAction.canceled += ctx => OnMove(ctx); jumpAction.performed += context => OnJump(context); jumpAction.canceled += ctx => OnJump(ctx); }
/// <summary> /// create listeners /// </summary> void Controller_Enable() { //move MoveAction = ThisActionMap.FindAction(MoveRef.action.id); MoveAction.performed += MoveAxis; MoveAction.canceled += MoveAxis; //crouch CrouchAction = ThisActionMap.FindAction(CrouchRef.action.id); CrouchAction.started += OnCrouch; CrouchAction.performed += OnCrouch; CrouchAction.canceled += OnCrouch; //jump JumpAction = ThisActionMap.FindAction(JumpRef.action.id); JumpAction.started += OnJump; JumpAction.performed += OnJump; JumpAction.canceled += OnJump; DelegatesEnabled = true; }