void Awake() { //wire this into the stolen character class and remove the imput processing code that already exists there input = new PlayerInput(); input.Player.Jump.performed += ctx => character.Jump(); input.Player.Jump.canceled += ctx => character.JumpReleased(); input.Player.Swap.performed += ctx => ammo.Cycle_ammo(); input.Player.Fire.performed += ctx => { if (ammo.Available() > 0) { gun.Shoot(ammo.UseRound()); } else { gun.Empty(); } }; input.Player.Move.started += move => move_val = input.Player.Move.ReadValue <Vector2>(); input.Player.Move.canceled += move => move_val = new Vector2(0, 0); input.Player.Aim.started += move => move_val = input.Player.Move.ReadValue <Vector2>(); input.Player.Aim.canceled += move => move_val = new Vector2(0, 0); }
public void UpdateAmmoDisplay(AmmoBelt ammo) { ammo_renderer.GetComponent <Image> ().sprite = ammo.ActiveAmmo().GetComponent <SpriteRenderer> ().sprite; ammo_text.GetComponent <TextMeshProUGUI> ().text = ammo.Available().ToString(); }