void OnEnable() { inputActions.Enable(); inputActions.PlayerControls.Look.performed += LookPerformed; inputActions.PlayerControls.Look.canceled += LookCancelled; }
// Start is called before the first frame update void Start() { pia = new PlayerInputActions(); pia.Enable(); RefreshBulletCount(); }
private void OnEnable() { _inputActions.Enable(); if (movementInput) { _inputActions.Player.Movement.performed += OnMoveInput; } _inputActions.Player.Interact.performed += OnInteractButton; if (analogRotationInput) { _inputActions.Player.AnalogAim.performed += OnAnalogAimInput; } if (mouseRotationInput) { _inputActions.Player.MouseAim.performed += OnMouseAimInput; } if (skillInput) { _inputActions.Player.Skill.performed += OnSkillButton; } }
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); } }
private void Start() { inputActions = new PlayerInputActions(); inputActions.Enable(); inputActions.Player.Move.performed += ctx => movementInput = ctx.ReadValue <Vector2>(); inputActions.Player.Move.canceled += ctx => movementInput = ctx.ReadValue <Vector2>(); // inputActions.Player.Attack.performed += ctx => Attack(); keys = new int[10]; }
void OnEnable() { playerInputActions.Enable(); //Player controls playerInputActions.PlayerControls.Move.performed += Move_Performed; playerInputActions.PlayerControls.Move.canceled += Move_Cancelled; playerInputActions.PlayerControls.Run.started += Run_Performed; playerInputActions.PlayerControls.Run.canceled += Run_Cancelled; playerInputActions.PlayerControls.Block.performed += Block_Performed; //Player actions playerInputActions.PlayerActions.Attack.performed += Attack_Performed; playerInputActions.PlayerActions.Attack.canceled += Attack_Cancelled; playerInputActions.PlayerActions.Shoot.performed += Shoot_Performed; playerInputActions.PlayerActions.Shoot.canceled += Shoot_Cancelled; playerInputActions.PlayerActions.Interaction.performed += Interaction_Performed; playerInputActions.PlayerActions.Pause.performed += SetPauseMode; //playerInputActions.PlayerControls.QuitGame.performed += Exit_Game; }
public void OnEnable() { controls.Enable(); controls.Player.Fire.started += context => { isHoldingDown = true; camAnimator.SetBool("aiming", true); }; controls.Player.Fire.performed += context => { canShoot = true; }; controls.Player.Fire.canceled += context => { if (canShoot) { ShootArrow(); } isHoldingDown = canShoot = false; camAnimator.SetBool("aiming", false); }; controls.Player.Move.performed += context => { if (!isHoldingDown) { Vector2 axis = context.ReadValue <Vector2>(); if (axis.x < 0) { sr.flipX = false; } if (axis.x > 0) { sr.flipX = true; } animator.SetFloat("ySpeed", -1); } }; }
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); }
private void Awake() { _playerInputActions = new PlayerInputActions(); _playerInputActions.Enable(); _rb = GetComponent <Rigidbody2D>(); _boxCollider = GetComponent <BoxCollider2D>(); }
private void OnEnable() { if (playerInputActions != null) { playerInputActions.Enable(); } }
private void OnEnable() { if (input != null) { input.Enable(); } }
public override void OnEnable() { if (photonView.IsMine) { inputActions.Enable(); } }
// Start is called before the first frame update void Start() { health = controller.health; input = new PlayerInputActions(); input.Enable(); input.MainActionMap.Attack.performed += Attack_performed; }
void OnEnable() { playerInputActions.Enable(); playerInputActions.MainMenuController.StartGame.performed += StartGameAnim; playerInputActions.MainMenuController.ExitGame.performed += ExitGameAnim; }
private void OnEnable() { playerInputAction.Enable(); playerInputAction.Player.HorizontalMovement.performed += OnHorizontalMoveInput; playerInputAction.Player.VerticalMovement.performed += OnVerticalMoveInput; }
private void OnEnable() { _inputActions.Enable(); if (movementInput) { _inputActions.ShipControls.Move.performed += OnMoveInput; } }
public override void Initialise() { Filter = new Filter(typeof(Player)); _inputActions.Enable(); _inputActions.Explore.Move.performed += ctx => OnMove(ctx.ReadValue <Vector2>()); _inputActions.Explore.Interact.performed += ctx => OnInteract(); }
void OnEnable() { playerInputActions.Enable(); playerInputActions.MenuPlayerControls.Move.performed += Move_Performed; playerInputActions.MenuPlayerControls.Move.canceled += Move_Cancelled; playerInputActions.MenuPlayerControls.Use.performed += Use_Performed; playerInputActions.MainMenuController.ExitGame.performed += Exit_Performed; }
void Start() { rigidbody = GetComponent <Rigidbody>(); animate = GetComponent <MechaAnimate>(); cameraTransform = Camera.main.transform; input = new PlayerInputActions(); input.Enable(); input.Player.Movement.performed += Move; input.Player.Swipe.performed += OnMouseMove; }
public void ToggleControls(bool flag) { if (flag) { Actions.Enable(); } else { Actions.Disable(); } }
private void OnEnable() { Debug.Log("Enabling control handler"); m_InputActions.Enable(); m_InputActions.Player.Jump.performed += OnJump; m_InputActions.Player.Jump.canceled += OnJump; m_InputActions.Player.Move.performed += OnMove; m_InputActions.Player.Move.canceled += OnMove; m_InputActions.Player.Sprint.performed += OnSprint; m_InputActions.Player.Sprint.canceled += OnSprint; }
internal void Build() { Player_Rigidbody = GetComponent <Rigidbody>(); Actions = new PlayerInputActions(); PlayerCamera = GetComponent <Camera>(); Cursor.visible = false; Actions.Player.Interact.performed += ctx => Interact(); Actions.Enable(); }
void OnEnable() { inputActions.Enable(); inputActions.PlayerControls.Move.performed += OnMovement; inputActions.PlayerControls.Jump.performed += OnJump; inputActions.PlayerControls.Jump.canceled += OnJump; inputActions.PlayerControls.Crouch.performed += OnCrouch; inputActions.PlayerControls.Crouch.canceled += OnCrouch; inputActions.PlayerControls.Attack.performed += OnAttack; inputActions.PlayerControls.Attack.canceled += OnAttack; inputActions.PlayerControls.Mouse.performed += OnMousePosition; inputActions.PlayerControls.Quit.performed += OnQuit; }
// Start is called before the first frame update void Start() { input = new PlayerInputActions(); input.Enable(); PlayerSettings.LoadConfig(); NetworkingGlobal.LoadAllRoles(); NetBase.DebugInfoReceived += s => Debug.Log(s); // We must shut down the server and/or client when the editor stops, since that doesn't happen automatically for us. Application.wantsToQuit += NetworkingGlobal.Application_quitting; StartCoroutine("AutoFadeRoutine"); }
private void OnEnable() { _inputActions.Enable(); if (_look != null) { _inputActions.Player.Look.performed += OnLook; _inputActions.Player.Look.canceled += OnLook; } if (_move != null) { _inputActions.Player.Move.performed += OnMove; _inputActions.Player.Move.canceled += OnMove; } }
// Start is called before the first frame update void Start() { gVelocity = Vector3.zero; pia = new PlayerInputActions(); pia.Enable(); pia.Land.Pick.started += (x) => Pickup(); pia.Land.Pick.canceled += (x) => Drop(); player = GetComponent <CharacterController>(); Cursor.lockState = CursorLockMode.Locked; }
void OnEnable() { playerInputActions.Enable(); playerInputActions.PlayerControls.Move.performed += Move_Performed; playerInputActions.PlayerControls.Move.canceled += Move_Cancelled; playerInputActions.PlayerControls.Run.performed += Run_Performed; playerInputActions.PlayerControls.Run.canceled += Run_Cancelled; playerInputActions.PlayerControls.QuitGame.performed += Exit_Game; playerInputActions.PlayerControls.PickUpRelease.performed += Interaction_Performed; playerInputActions.PlayerControls.PickUpRelease.canceled += Interaction_Canceled; playerInputActions.PlayerControls.Use.performed += Use_Performed; }
void Start() { var view = GetComponentInParent <PhotonView>(); if (view && view.IsMine) { Destroy(transform.parent.parent.gameObject); return; } if (!(barGuard && barHP && barHPRecovered && barHPLost && barGuardLost)) { Debug.LogError("Player UI Bars Unassigned!"); } input = new PlayerInputActions(); input.Enable(); input.MainActionMap.DebugNum1.performed += DebugNum1_performed; input.MainActionMap.DebugNum2.performed += DebugNum2_performed; input.MainActionMap.DebugNum4.performed += DebugNum4_performed; input.MainActionMap.DebugNum5.performed += DebugNum5_performed; }
protected override void OnCreate() { playerArchetype = EntityManager.CreateArchetype( typeof(Translation), typeof(Rotation), typeof(Speed), typeof(Velocity), typeof(ColliderComponent), typeof(Faction), typeof(Damageable), typeof(Health), typeof(RenderMesh), typeof(RenderBounds), typeof(LocalToWorld), typeof(Player), typeof(Cooldown)); Addressables.LoadAssetAsync <PlayerSettings>("PlayerSettings").Completed += OnPlayerSettingsLoad; PlayerInput = new PlayerInputActions(); PlayerInput.Enable(); pInput = PlayerInput.Player; }
private void OnEnable() { PlayerInputActions.Enable(); PlayerInputActions.PlayerControls.MovementAxis.performed += HandleMovement; PlayerInputActions.PlayerControls.MovementAxis.canceled += ctx => HandleMovementCancel(); PlayerInputActions.PlayerControls.MouseAim.performed += HandleMouseAim; PlayerInputActions.PlayerControls.MouseDeltaAim.performed += HandleMouseDeltaAim; PlayerInputActions.PlayerControls.MouseDeltaAim.canceled += ctx => _cursorDeltaPosition = Vector2.zero; PlayerInputActions.PlayerControls.AnalogAim.performed += HandleAnalogAim; PlayerInputActions.PlayerControls.Run.started += HandleRunPressed; PlayerInputActions.PlayerControls.Run.canceled += HandleRunReleased; PlayerInputActions.PlayerControls.Jump.started += HandleJumpStart; PlayerInputActions.PlayerControls.Jump.canceled += HandleJumpEnd; PlayerInputActions.PlayerControls.Scroll.started += HandleStartScroll; PlayerInputActions.PlayerControls.Scroll.canceled += HandleEndScroll; InputUser.onChange += OnDeviceChanged; }