protected override void GetInputs(bool fixedUpdateHappened) { Pause.Get(fixedUpdateHappened, inputType); Interact.Get(fixedUpdateHappened, inputType); MeleeAttack.Get(fixedUpdateHappened, inputType); RangedAttack.Get(fixedUpdateHappened, inputType); Jump.Get(fixedUpdateHappened, inputType); Horizontal.Get(inputType); Vertical.Get(inputType); }
protected override void GetInputs(bool fixedUpdateHappened) { Pause.Get(fixedUpdateHappened); Shoot.Get(fixedUpdateHappened); Jump.Get(fixedUpdateHappened); Horizontal.Get(); Vertical.Get(); AimHorizontal.Get(); AimVertical.Get(); }
protected override void GetInputs(bool fixedUpdateHappened) { Pause.Get(fixedUpdateHappened); Jump.Get(fixedUpdateHappened); Dash.Get(fixedUpdateHappened); Interact.Get(fixedUpdateHappened); Horizontal.Get(); Vertical.Get(); DebugMenuOpen.Get(fixedUpdateHappened); }
protected override void GetInputs(bool fixedUpdateHappened) { Pause.Get(fixedUpdateHappened, inputType); Interact.Get(fixedUpdateHappened, inputType); MeleeAttack.Get(fixedUpdateHappened, inputType); RangedAttack.Get(fixedUpdateHappened, inputType); Jump.Get(fixedUpdateHappened, inputType); Horizontal.Get(inputType); Vertical.Get(inputType); if (Input.GetKeyDown(KeyCode.F12)) { m_DebugMenuIsOpen = !m_DebugMenuIsOpen; } }
protected override void GetInputs(bool fixedUpdateHappened)//bool fixedUpdateHappned "hay input"? { Pause.Get(fixedUpdateHappened, inputType); Interact.Get(fixedUpdateHappened, inputType); MeleeAttack.Get(fixedUpdateHappened, inputType); RangedAttack.Get(fixedUpdateHappened, inputType); Jump.Get(fixedUpdateHappened, inputType); Horizontal.Get(inputType);//aca se llama el metodo get en InputComponent que devuelve value y Receive Vertical.Get(inputType); if (Input.GetKeyDown(KeyCode.F12)) { m_DebugMenuIsOpen = !m_DebugMenuIsOpen; } }
/// <summary> /// Call by Update() in InputComponent. /// </summary> /// <param name="fixedUpdateHappened"></param> protected override void GetInputs(bool fixedUpdateHappened) { //Debug.Log(fixedUpdateHappened); Pause.Get(fixedUpdateHappened, inputType); ThrowRope.Get(fixedUpdateHappened, inputType); Dash.Get(fixedUpdateHappened, inputType); Pull.Get(fixedUpdateHappened, inputType); //Jump.Get(fixedUpdateHappened, inputType); PlayerHorizontal.Get(inputType); PlayerVertical.Get(inputType); AimerHorizontal.Get(inputType); AimerVertical.Get(inputType); if (Input.GetKeyDown(KeyCode.F12)) { m_DebugMenuIsOpen = !m_DebugMenuIsOpen; } }
protected override void GetInputs(bool p_fixedUpdateHappened) { Jump.Get(p_fixedUpdateHappened, m_inputType); MeleeAttack.Get(p_fixedUpdateHappened, m_inputType); Horizontal.Get(m_inputType); }
protected void GetInputs(bool fixedUpdateHappend) { Pause.Get(fixedUpdateHappend); Horizontal.Get(); Vertical.Get(); }