// 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(); }
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(); }
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); }
void Awake() { inputs = new TallyInputSystem(); inputs.Enable(); rb = GetComponent <Rigidbody2D> (); }
void Start() { animator = GetComponent <Animator> (); inputs = new TallyInputSystem(); inputs.Enable(); }