Esempio n. 1
0
 private void OnEnable()
 {
     playerinputs = new PlayerInputs();
     playerinputs.Enable();
     playerinputs.Player.Shoot.performed         += OnShootPerformed;
     playerinputs.Player.Shoot.canceled          += OnShootCanceled;
     playerinputs.Player.Move.performed          += OnMovePerformed;
     playerinputs.Player.MousePosition.performed += OnLookPerformed;
     playerinputs.Player.Move.canceled           += OnMoveCanceled;
 }
Esempio n. 2
0
    private void OnEnable()
    {
        //recup la liste des inputs
        inputs = new PlayerInputs();
        inputs.Enable();
        //recuperer l'action "quand le joueur appui sur les boutons d'actions move"
        inputs.Player.Move.performed += OnMovePerformed;
        //recuperer l'action "quand le joueur n'appui pas sur les boutons d'actions move"
        inputs.Player.Move.canceled += OnMoveCanceled;
        //recuperer l'action jump dans le menu des inputs
        inputs.Player.Jump.performed += JumpOnPerformed;

        //recup mon rigidbody et lui donne le nom d'une variable + facile a utiliser
        myRigidbody = GetComponent <Rigidbody2D>();
        //recup mon animator et lui donne le nom d'une variable + facile a utiliser
        myAnimator = GetComponent <Animator>();
        //recup mon sprite renderer et lui donne le nom d'une variable + facile a utiliser
        myRenderer = GetComponent <SpriteRenderer>();
    }
Esempio n. 3
0
    private void OnEnable()
    {
        // Subscribe to any events
        input.Enable();
        if (guntimeAbility.enabled)
        {
            guntimeAbility.OnInGuntimeChanged += UpdateInGuntime;
        }
        else
        {
            input.Gameplay.Guntime.Disable();
        }

        // The tether object (not the script) must be enabled at the start of a scene
        // in order to use the tether ability. This is so that we can simply enable
        // the gameobject to show that the suit and its capabilities have been unlocked
        if (!tetherAbility.gameObject.activeInHierarchy)
        {
            input.Gameplay.Tether.Disable();
        }
    }
Esempio n. 4
0
 private void OnEnable()
 {
     _input.Enable();
 }
 private void OnEnable()
 {
     _playerInputs.Enable();
 }
Esempio n. 6
0
 private void OnEnable() => inputs.Enable();
Esempio n. 7
0
        private void ActivateInput()
        {
            Input.Enable();

            RegisterEvents();
        }
Esempio n. 8
0
 public void EnableInputs()
 {
     m_inputs.Enable();
 }
Esempio n. 9
0
 public void OnEnable()
 {
     input.Enable();
 }
Esempio n. 10
0
 private void OnEnable()
 {
     inputs.Enable();
 }
Esempio n. 11
0
 public void OnEnable()
 {
     _playerInputs.Enable();
 }
Esempio n. 12
0
 private void OnEnable() => PlayerInputs.Enable();
 void OnEnable()
 {
     playerInputs?.Enable();
 }
Esempio n. 14
0
 void OnEnable()
 {
     controls.Enable();
 }