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; }
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>(); }
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(); } }
private void OnEnable() { _input.Enable(); }
private void OnEnable() { _playerInputs.Enable(); }
private void OnEnable() => inputs.Enable();
private void ActivateInput() { Input.Enable(); RegisterEvents(); }
public void EnableInputs() { m_inputs.Enable(); }
public void OnEnable() { input.Enable(); }
private void OnEnable() { inputs.Enable(); }
public void OnEnable() { _playerInputs.Enable(); }
private void OnEnable() => PlayerInputs.Enable();
void OnEnable() { playerInputs?.Enable(); }
void OnEnable() { controls.Enable(); }