//private bool menuOpen; private void Awake() { //instance = this; controls = new PlayerInputActions(); controls.Player.Movement.performed += ctx => Move(ctx.ReadValue <Vector2>()); controls.Player.Movement.canceled += context => MoveCancelled(context.ReadValue <Vector2>()); controls.Player.Inventory.performed += ctx => Inventory(); //controls.Player.Movement.performed += context => Move(context.ReadValue<Vector2>()); // controls.Player.Select.performed += context => InventoryItemAction(0); // Select // controls.Player.Drop.performed += context => InventoryItemAction(1); // Drop // controls.Player.Swap.performed += context => InventoryItemAction(2); // Swap // controls.Player.Cancel.performed += context => InventoryItemAction(3); // Cancel // controls.Player.StartMenu.performed += context => StartMenu(); // controls.Player.Inventory.performed += context => InventoryButton(); // controls.Player.Sprint.performed += context => speed = 10.0f; // controls.Player.Sprint.canceled += context => speed = 7f; // //controls.Player.Movement.performed += context => directionFacing = context.ReadValue<Vector2>(); //controls.Player.Movement.canceled += context => directionFacing = context.ReadValue<Vector2>(); // invMenuOpen = false; // startMenuOpen = false; // manipulatingItem = false; }
// Start is called before the first frame update void Awake() { inputAction = new PlayerInputActions(); inputAction.PlayerControls.Walk.performed += ctx => navigationInput = ctx.ReadValue <Vector2>(); //Setup input for horizontal movement release inputAction.PlayerControls.Walk.canceled += ctx => navigationInput = ctx.ReadValue <Vector2>(); }
private void InitializeInputSystem() { _inputActionsVar = new PlayerInputActions(); _inputActionsVar.PlayerControls.Fire.performed += FireProjectile; _inputActionsVar.PlayerControls.ContextMenu.performed += SpecialAction; }
void Awake() { this.playerActions = new PlayerInputActions(); this.spawnManager = GameObject.Find(SpawnManager.NAME).GetComponent <SpawnManager>(); this.uiManager = GameObject.Find(UIManager.NAME).GetComponent <UIManager>(); this.laserAudioSource = GetComponent <AudioSource>(); }
private void Awake() { _playerInputActions = new PlayerInputActions(); _playerInputActions.PlayerControls.Move.performed += HandlePlayerMoved; _playerInputActions.PlayerControls.Shoot.performed += HandlePlayerShot; }
private void Awake() { dialogText.text = ""; _inputAction = new PlayerInputActions(); // _inputAction.DialogControls.NextDialog.performed += ctx => dialogControlClicked = true; }
void Awake() { //Physics rb = GetComponent <Rigidbody>(); //Input inputAction = new PlayerInputActions(); if (playerNumber == 1) { inputAction.PlayerControls.P1Move.performed += ctx => moveInput = ctx.ReadValue <Vector2>(); inputAction.PlayerControls.P1Jump.performed += ctx => jumpInput = ctx.ReadValue <float>(); inputAction.PlayerControls.P1Dash.performed += ctx => dashInput = ctx.ReadValue <float>(); inputAction.PlayerControls.P1Interact.performed += ctx => interactInput = ctx.ReadValue <float>(); inputAction.PlayerControls.P1Throw.performed += ctx => throwInput = ctx.ReadValue <float>(); inputAction.PlayerControls.P1Use.performed += ctx => useInput = ctx.ReadValue <float>(); } else if (playerNumber == 2) { inputAction.PlayerControls.P2Aim.performed += ctx => cursorInput = ctx.ReadValue <Vector2>(); inputAction.PlayerControls.P2Move.performed += ctx => moveInput = ctx.ReadValue <Vector2>(); inputAction.PlayerControls.P2Jump.performed += ctx => jumpInput = ctx.ReadValue <float>(); inputAction.PlayerControls.P2Dash.performed += ctx => dashInput = ctx.ReadValue <float>(); inputAction.PlayerControls.P2Interact.performed += ctx => interactInput = ctx.ReadValue <float>(); inputAction.PlayerControls.P2Throw.performed += ctx => throwInput = ctx.ReadValue <float>(); inputAction.PlayerControls.P2Use.performed += ctx => useInput = ctx.ReadValue <float>(); } }
protected override void OnCreate() { base.OnCreate(); _playerInputActions = new PlayerInputActions(); _playerInputActions.PlayerControls.SetCallbacks(this); }
void Awake() { inputActions = new PlayerInputActions(); inputActions.PlayerControls.Movement.performed += context => movementInput = context.ReadValue <Vector2>(); rigidBody = GetComponent <Rigidbody2D>(); }
protected override void OnCreate() { playerInput = new PlayerInputActions(); playerInput.Enable(); pInput = playerInput.Player; bulletArchetype = EntityManager.CreateArchetype( typeof(LocalToWorld), typeof(Translation), typeof(Rotation), typeof(Scale), typeof(Velocity), typeof(Speed), typeof(Lifetime), typeof(Faction), typeof(ColliderComponent), typeof(RenderBounds), typeof(RenderMesh), typeof(Bullet)); Addressables.LoadAssetAsync <BulletPrefabList>("BulletPrefabList").Completed += OnBulletPrefabListLoadDone; var query = new EntityQueryDesc { All = new ComponentType[] { typeof(BulletPrefabListComponent) } }; bulletPrefabListQuery = GetEntityQuery(query); }
// Awake void Awake() { // Component setup inputActions = new PlayerInputActions(); inputComponent = this.GetComponentInParent <PlayerInput>(); triggeredActions = new Dictionary <string, bool>(); bufferCoroutines = new Dictionary <string, IEnumerator>(); heldActions = new Dictionary <string, bool>(); // Axis init mouseAxis = Vector2.zero; // Queue setup inputQueueActions = new Queue <string>(); inputQueueExpirations = new Queue <float>(); // Subscribed actions inputActions.PlayerControls.Action1.performed += context => BufferInput(context); inputActions.PlayerControls.Action2.performed += context => BufferInput(context); inputActions.PlayerControls.Action3.performed += context => BufferInput(context); inputActions.PlayerControls.Action4.performed += context => BufferInput(context); inputActions.InspectControls.Exit.performed += context => BufferInput(context); inputActions.LockControls.ExitLock.performed += context => BufferInput(context); inputActions.LockControls.EnterCombination.performed += context => BufferInput(context); }
// Start is called before the first frame update void Awake() { if (players.Length == 0)//For debug, sometimes there may already be players in the array for debug purposes { players = new GameObject[4]; } GameObject[] playerInfo = GameObject.FindGameObjectsWithTag("SpellSelectCursor"); for (int i = 0; i < playerInfo.Length; i++) { //create player in world at spawn point GameObject player = Instantiate(Resources.Load <GameObject>("Prefabs/Wizard"), playerSpawnPoints[i], Quaternion.identity); //Add the player's selected spells to the created player object GameObject[] playerSpells = playerInfo[i].GetComponent <SpellSelectScript>().GetSpellSelection(); for (int s = 0; s < playerSpells.Length; s++) { player.GetComponent <PlayerSpellcasting>().AddSpellToSlot(playerSpells[s]); } //Track player players[i] = player; players[i].GetComponent <PlayerInputScript>().SetPlayerNumber(i); //Get rid of extraneous cursor object Destroy(playerInfo[i]); } //Get Pause input inputAction = new PlayerInputActions(); inputAction.PlayerControls.Pause.performed += ctx => pauseInput = ctx.ReadValue <float>(); inputAction.PlayerControls.Pause.canceled += ctx => pauseInput = ctx.ReadValue <float>(); }
private static void Scheme_B_KeyboardInputs(ref PlayerInputActions playerInputActions) { //playerInputActions.Device = //TODO: find keyboard device! if (isInverted) { playerInputActions.menuLeft.AddDefaultBinding(Key.RightArrow); playerInputActions.menuRight.AddDefaultBinding(Key.LeftArrow); playerInputActions.menuUp.AddDefaultBinding(Key.DownArrow); playerInputActions.menuDown.AddDefaultBinding(Key.UpArrow); playerInputActions.menuSelect.AddDefaultBinding(Key.Return); playerInputActions.left.AddDefaultBinding(Key.D); playerInputActions.right.AddDefaultBinding(Key.A); playerInputActions.up.AddDefaultBinding(Key.S); playerInputActions.down.AddDefaultBinding(Key.W); playerInputActions.menuSelect.AddDefaultBinding(Key.K); playerInputActions.interact.AddDefaultBinding(Key.K); playerInputActions.pause.AddDefaultBinding(Key.Escape); playerInputActions.pause.AddDefaultBinding(Key.Tab); playerInputActions.back.AddDefaultBinding(Key.J); playerInputActions.secondAttack.AddDefaultBinding(Key.J); playerInputActions.thirdAttack.AddDefaultBinding(Key.O); playerInputActions.roll.AddDefaultBinding(Key.LeftShift); playerInputActions.previousTrack.AddDefaultBinding(Key.Q); playerInputActions.nextTrack.AddDefaultBinding(Key.E); playerInputActions.dance.AddDefaultBinding(Key.J); } else { playerInputActions.menuLeft.AddDefaultBinding(Key.LeftArrow); playerInputActions.menuRight.AddDefaultBinding(Key.RightArrow); playerInputActions.menuUp.AddDefaultBinding(Key.UpArrow); playerInputActions.menuDown.AddDefaultBinding(Key.DownArrow); playerInputActions.menuSelect.AddDefaultBinding(Key.Return); playerInputActions.left.AddDefaultBinding(Key.A); playerInputActions.right.AddDefaultBinding(Key.D); playerInputActions.up.AddDefaultBinding(Key.W); playerInputActions.down.AddDefaultBinding(Key.S); playerInputActions.menuSelect.AddDefaultBinding(Key.J); playerInputActions.interact.AddDefaultBinding(Key.J); playerInputActions.pause.AddDefaultBinding(Key.Escape); playerInputActions.pause.AddDefaultBinding(Key.Tab); playerInputActions.back.AddDefaultBinding(Key.K); playerInputActions.secondAttack.AddDefaultBinding(Key.K); playerInputActions.thirdAttack.AddDefaultBinding(Key.I); playerInputActions.roll.AddDefaultBinding(Key.LeftShift); playerInputActions.previousTrack.AddDefaultBinding(Key.Q); playerInputActions.nextTrack.AddDefaultBinding(Key.E); playerInputActions.dance.AddDefaultBinding(Key.O); } }
void Awake() { //InputActions _inputAction = new PlayerInputActions(); boostAction = _inputAction.Player.Boost; _remindBoost = true; }
void InitializeInputControls() { if (controls == null) { controls = new PlayerInputActions(); //Grab reference to Input System Asset "Controls" } }
void Awake() { //InputActions _inputAction = new PlayerInputActions(); cancel = _inputAction.UI.Cancel; Time.timeScale = 1f; }
protected virtual void Awake() { levelManager = GameObject.FindGameObjectWithTag("LevelController").GetComponent <LevelManager>(); inputActions = new PlayerInputActions(); inputActions.UI.CloseDialog.Enable(); inputActions.UI.Pause.Enable(); }
void Awake() { rbody_ = GetComponent <Rigidbody2D>(); renderer_ = GetComponentInChildren <PlayerRenderer>(); input_action_ = new PlayerInputActions(); input_action_.PlayerControls.Move.performed += ctx => movement_input_ = ctx.ReadValue <Vector2>(); }
void Awake() { //InputActions _inputAction = new PlayerInputActions(); mapAction = _inputAction.Player.Map; }
protected override void Initialize() { Debug.Log("GameManager.Initialize()"); base.Initialize(); events = new EventManager(); EventManager.OnSceneLoadEnd += OnSceneLoadEnd; resources = new int[startResources.Length]; for (int i = 0; i < startResources.Length; ++i) { resources[i] = startResources[i]; } actions = new PlayerInputActions(); actions.Enable(); StartCoroutine(DelayedSetup()); IEnumerator DelayedSetup() { yield return(null); yield return(null); events.CallOnOnApplicationStart(); events.CallOnSceneLoadEnd(null); } }
void Awake() { //Cursor.lockState = CursorLockMode.Locked; if (photonView.IsMine) { anim = GetComponent <Animator>(); bulletLine = GetComponent <LineRenderer>(); healthSlider.maxValue = health; healthSlider.value = health; isDead = false; inputActions = new PlayerInputActions(); inputActions.PlayerActions.Move.performed += ctx => movementInput = ctx.ReadValue <Vector2>(); inputActions.PlayerActions.Move.canceled += ctx => movementInput = ctx.ReadValue <Vector2>(); inputActions.PlayerActions.Sprint.performed += ctx => isRunning = true; inputActions.PlayerActions.Sprint.canceled += ctx => isRunning = false; inputActions.PlayerActions.Crouch.performed += ctx => CrouchPressed(); inputActions.PlayerActions.Look.performed += ctx => lookInput = ctx.ReadValue <Vector2>(); inputActions.PlayerActions.Look.canceled += ctx => lookInput = ctx.ReadValue <Vector2>(); inputActions.PlayerActions.Jump.canceled += ctx => jumpInput = true; inputActions.PlayerActions.Fire.canceled += ctx => FireGun(); body = GetComponent <Rigidbody>(); isGrounded = false; bodyRotation = transform.rotation; cameraRotation = playerCamera.transform.localRotation; GetClothesMats(); } if (!photonView.IsMine) { playerCamera.gameObject.SetActive(false); } }
// Start is called before the first frame update void Start() { pia = new PlayerInputActions(); pia.Enable(); RefreshBulletCount(); }
private void Awake() { // Get Unity's new Input System _inputActions = new PlayerInputActions(); _inputActions.PlayerControls.Move.performed += ctx => _movementInput = ctx.ReadValue <Vector2>(); _inputActions.PlayerControls.Drop.performed += Drop; }
private SphereAttack sphereAttack; // later we should probably interface this up so we can swap 'weapons' out private void Awake() { inputActions = new PlayerInputActions(); moter = GetComponent <IMotor>(); sphereAttack = GetComponent <SphereAttack>(); }
private bool nocked = false; // flags that player intends to release an arrow protected override void Awake() { base.Awake(); armsAnimator = arms.GetComponent <Animator>(); armsSpriteRenderer = arms.GetComponent <SpriteRenderer>(); inputActions = new PlayerInputActions(); }
private void Awake() { if (playerInputActions == null) { playerInputActions = new PlayerInputActions(); } }
private void Awake() { //InputActions _inputAction = new PlayerInputActions(); collectDustSound = collectDustSoundContainer.GetComponent <AudioSource>(); }
// Use this for initialization public virtual void Start() { playerInputActions = PlayerInputHelper.LoadData(0); menuButtons.ForEach(menuButton => menuButton.AddEventListener(this.gameObject)); SelectFirstButton(); }
private void Awake() { inputAction = new PlayerInputActions(); inputAction.MenuHandler.PauseMenu.performed += ctx => HandlePause(); playerMovement = FindObjectOfType <PlayerMovement>(); }
private void Awake() { _controller = GetComponent <CharacterController>(); _inputActions = new PlayerInputActions(); _inputActions.PlayerControls.Move.performed += ctx => _movementInput = ctx.ReadValue <Vector2>(); _camera = Camera.main; }