void Awake() { // Get both of the components we need to do this raycaster = GetComponent <GraphicRaycaster>(); _inputs = new InputMasterCompSys(); _inputs.KV.Enable(); _inputs.KV.DeleteExpression.performed += Testitest; }
/** * Activates Input-behaviour depending on the current Game-Mode. * The Input-Actionmap must contain all needed entrys and all methods used on these actions must be added to the corresponding event. * Actionmap GateBuilder contains the ACtion ClickAction, which triggers on left-mouse-button click. * On this Action, the Method PlaceSelected will be added, to be invoked on the ClickAction-Event. * The GateBuilder-Actionmap will be activated, if the current Gamemode (GameInputType) is GateBuilder. */ private void SetFunctions() { // Get a Inputmaster, if there is none. if (_inputs == null) { _inputs = new InputMasterCompSys(); } // Reset the selected ScriptableObjectVariable to avoid errors by placing gridelements from the wrong scenes into the current. selected.go = null; if (_currentGIT == GameInputType.GateBuilder) { _inputs.Gatebuilder.Enable(); _inputs.Gatebuilder.ClickAction.performed += PlaceSelected; _inputs.Gatebuilder.Rotate.performed += RotateSelected; _inputs.Gatebuilder.ChangeCharge.performed += ChangeCTCharge; _inputs.Gatebuilder.Cancel.performed += Cancel; } if (_currentGIT == GameInputType.KV) { _inputs.KV.Enable(); _inputs.KV.SetElement.performed += SetElement; _inputs.KV.Cancel.performed += Cancel; } if (_currentGIT == GameInputType.None) { _inputs.KV.Enable(); _inputs.KV.Cancel.performed += Cancel; } if (_currentGIT == GameInputType.Menu) { _inputs.Gatebuilder.Enable(); _inputs.Gatebuilder.Cancel.performed += EndGame; } if (_currentGIT == GameInputType.Plotter) { _inputs.Schaltnetz.Enable(); _inputs.Schaltnetz.Cancel.performed += Cancel; _inputs.Schaltnetz.MoveCamera.performed += MoveCamera; _inputs.Schaltnetz.ClickAction.performed += LeftClickPC; _inputs.Schaltnetz.Scroll.performed += ScrollMouse; _inputs.Schaltnetz.PreviewBuilding.performed += PreviewOnLocation; _inputs.Schaltnetz.Remove.performed += Remove; _inputs.Schaltnetz.StopClickAction.performed += StopPlacing; _inputs.Schaltnetz.StopRemove.performed += StopRemoving; } if (_currentGIT == GameInputType.DecimalEncoder) { _inputs.DecimalEncoder.Enable(); _inputs.DecimalEncoder.MoveCamera.performed += RotateCamera; _inputs.DecimalEncoder.Movement.performed += MovePlayer; _inputs.DecimalEncoder.RotatePlayer.performed += RotatePlayer; _inputs.DecimalEncoder.Activate.performed += Activate; _inputs.DecimalEncoder.Cancel.performed += Cancel; } }