// Start is called before the first frame update
    void Start()
    {
        //Debug.Log ("MonsterController " + gameObject.name);

        inputs = new TallyInputSystem();
        inputs.Debug.MonsterAdd.performed += ctx => AddMonster();
        inputs.Debug.MonsterAdd.Enable();
    }
Exemple #2
0
 private void Awake()
 {
     // Assign functionality to inputs (as delgates / Actions) using ctx “CallbackContext”
     inputs = new TallyInputSystem();
     inputs.Player.SelectLeft.performed  += ctx => SelectLeft();
     inputs.Player.SelectRight.performed += ctx => SelectRight();
     inputs.Player.Tap.performed         += ctx => CalculateTap(ctx.ReadValue <Vector2> ());
     inputs.Player.ZoomIn.started        += ctx => StartCoroutine(ZoomIn());
     inputs.Player.ZoomOut.started       += ctx => StartCoroutine(ZoomOut());
     inputs.Player.Enable();
 }
Exemple #3
0
    private void Start()
    {
        inputs = new TallyInputSystem();
        inputs.Enable();

        // show on run
        controlParent.SetActive(true);
        timelineParent.SetActive(true);
        // hide on run
        legendParent.SetActive(false);
        feedParent.SetActive(false);
    }
Exemple #4
0
 void Awake()
 {
     inputs = new TallyInputSystem();
     inputs.Enable();
     rb = GetComponent <Rigidbody2D> ();
 }
 void Start()
 {
     animator = GetComponent <Animator> ();
     inputs   = new TallyInputSystem();
     inputs.Enable();
 }