protected virtual void OnEnable() { if (_playerInput == null) { return; } _playerInput.ActivateInput(); }
void Update() { if (!hasAuthority || !isLocalPlayer) { if (bResetInputs) { Inputs.enabled = false; } return; } else { if (bResetInputs) { //Inputs.SwitchCurrentActionMap(Inputs.defaultActionMap); Inputs.SwitchCurrentControlScheme(Inputs.defaultControlScheme); Inputs.ActivateInput(); bResetInputs = false; } if (bIsDying) { if (animator.GetCurrentAnimatorStateInfo(0).IsName("Death")) { // Need to reset parameter state since we use "Any State" animator.SetBool("Dying", false); bIsDying = false; } } } }
/// <summary> /// Currently typechecks all objects to see if they conform to what /// the script is expecting and displays a warning if the do not. /// However, all data is saved as strings to be parsed when needed /// anyway, so...maybe it's not necessary? /// </summary> /// <param name="inputParams"></param> public void StartEvent(string[] inputParams) { ClearPanels(); eventQueue.Clear(); if (scriptStart.data.connections.Count - 1 != inputParams.Length) { Debug.LogError("Invalid Scenimatic Event setup for event " + eventPath + ".\nInput parameter count " + inputParams.Length + " does not match expected count of " + scriptStart.data.connections.Count); } guidPassedVariables = new Dictionary <string, string>(); var conns = scriptStart.data.connections; for (int i = 1; i < conns.Count; ++i) { if (!TestValidInputType(conns[i].type, inputParams[i - 1])) { Debug.LogWarning("input param #" + i + " does not match event input." + " Event was expecting " + conns[i].type + "."); } guidPassedVariables.Add(conns[i].GUID, inputParams[i - 1].ToString()); } LoadBranch(scriptStart.data.connections[0].connectedToGUIDs[0]); if (Application.isPlaying) { playerInput.ActivateInput(); } eventPrepared = true; }
private void EnableControllers() { for (int i = 0; i < spawnPoints.Length; i++) { PlayerInput pInput = players[i].GetComponent <PlayerInput>(); pInput.actions.FindAction("Movement").Enable(); pInput.ActivateInput(); } }
/// <summary> /// "Spawn" the player by causing them to float up through the stage /// </summary> /// <param name="obj">Object to spawn</param> /// <param name="speed">How fast the spawn should be</param> /// <param name="delay">How many seconds to wait before spawning</param> /// <param name="cooldown">How many seconds to wait before enabling the enemy's movement</param> protected override IEnumerator Spawn(GameObject obj, float speed = 0.05f, float delay = 0f, float cooldown = 0) { // disable player input until spawn sequence is done PlayerInput playerInput = GetComponent <PlayerInput>(); playerInput.PassivateInput(); yield return(base.Spawn(obj, speed, delay, cooldown)); playerInput.ActivateInput(); }
public void Respawn() { playerInput.ActivateInput(); isDead = false; Anim.enabled = true; EnableRagdoll(false); health.Add(health.maxValue * 0.6f); health.StartRegen(); mana.StartRegen(); statBars.Show(); StartCoroutine(AudioHelper.PlayAudioOverlap(VocalAudio, playerRespawnedSFX)); }
public void OnContinueClicked() { mainMenuUI.SetActive(false); inGameUI.SetActive(true); // Reenable gameplay inputs. playerInput.ActivateInput(); m_State = State.InGame; RepaintInspector(); }
public void SetInputActiveState(bool gameIsPaused) { switch (gameIsPaused) { case true: playerInput.DeactivateInput(); break; case false: playerInput.ActivateInput(); break; } }
private void Toggle() { if (inMenu) { inMenu = false; input.ActivateInput(); } else { inMenu = true; input.DeactivateInput(); } }
public void Resume() { if (!isPaused) { return; } isPaused = false; Time.timeScale = 1; Cursor.visible = false; if (playerInput != null) { playerInput.ActivateInput(); } onResume.Invoke(); }
IEnumerator Respawn(PlayerInput player) { player.DeactivateInput(); player.GetComponent <Rigidbody2D>().simulated = false; foreach (var sprite in player.GetComponent <Player>().Sprites) { sprite.enabled = false; } Debug.Log($"Player {player.playerIndex + 1} has died!"); yield return(new WaitForSecondsRealtime(3)); player.ActivateInput(); player.gameObject.transform.position = _spawner.spawnPoints[player.playerIndex]; foreach (var sprite in player.GetComponent <Player>().Sprites) { sprite.enabled = true; } player.GetComponent <Rigidbody2D>().velocity = Vector2.zero; player.GetComponent <Rigidbody2D>().simulated = true; }
public void Respawn() //respawns player and resets necessary values { GameObject _cam = GameObject.Find("Main Camera"); _cfl.Follow = _pf; _cam.transform.position = playerSpawnPoint.position + new Vector3(0, 5, -17); _pf.position = playerSpawnPoint.position; transform.position = playerSpawnPoint.position; _rb.velocity = Vector3.zero; if (_pi.heldPowerOrb != null) { _pi.heldPowerOrb.SetActive(true); _pi.heldPowerOrb.transform.GetChild(0).gameObject.GetComponent <powerOrb>().Die(); _pi.heldPowerOrb = null; _pi.hasPowerOrb = false; _rds.hasNothing(); } RagdollOff(); _playerInput.ActivateInput(); isPlayerDead = false; }
public static void EnableInputs() { Inputs.ActivateInput(); }
public void EnableInput() { _playerInput.ActivateInput(); _shouldInteract = true; }