public void Awake() { m_Controls = new SimpleControls(); m_Controls.gameplay.fire.performed += ctx => { if (ctx.interaction is SlowTapInteraction) { StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed))); } else { Fire(); } m_Charging = false; }; m_Controls.gameplay.fire.started += ctx => { if (ctx.interaction is SlowTapInteraction) { m_Charging = true; } }; m_Controls.gameplay.fire.canceled += ctx => { m_Charging = false; }; }
private void Awake() { AudioSource = gameObject.AddComponent <AudioSource>() as AudioSource; Controls = new SimpleControls(); Events = new EventsDefault(); UnityAwake(); }
// Start is called before the first frame update void Awake() { _simpleControls = new SimpleControls(); _simpleControls.gameplay.SetCallbacks(this); _simpleControls.gameplay.Enable(); _yaw = transform.rotation.eulerAngles.y; _pitch = pitchControllerTransform.localRotation.eulerAngles.x; _characterController = GetComponent <CharacterController>(); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; GameController.GetInstance().PlayerController = this; _itemsArray = new Item[inventoryUI.transform.childCount - 1]; }
public void Awake() { controls = new SimpleControls(); controls.gameplay.move.performed += ctx => m_Move = ctx.ReadValue <Vector2>(); controls.gameplay.look.performed += ctx => m_Look = ctx.ReadValue <Vector2>(); controls.gameplay.move.canceled += ctx => m_Move = Vector2.zero; controls.gameplay.look.canceled += ctx => m_Look = Vector2.zero; controls.gameplay.fire.performed += ctx => { if (ctx.interaction is SlowTapInteraction) { StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed))); } else { Fire(); } m_Charging = false; }; controls.gameplay.fire.started += ctx => { if (ctx.interaction is SlowTapInteraction) { m_Charging = true; } }; controls.gameplay.fire.canceled += ctx => { m_Charging = false; }; controls.gameplay.jump.performed += ctx => { var jump = new Vector3(0.0f, jumpForce, 0.0f); if (isGrounded) { m_Rigidbody.AddForce(jump * jumpForce, ForceMode.Impulse); isGrounded = false; } }; }
public GameplayActions(SimpleControls wrapper) { m_Wrapper = wrapper; }
private void Awake() { controls = new SimpleControls(); controls.gameplay.SetCallbacks(this); }
// Start is called before the first frame update private void Awake() { controls = new SimpleControls(); controls.gameplay.move.canceled += ctx => isNotMoving(); controls.gameplay.move.performed += ctx => IsMoving(); }