void Awake() { /* Create the player controller object in the code, linking the Unity * Engine input system to script functions */ controls = new PlayerControls(); /* context refers to any input data when a controlpad button is pressed, * providng input information which can be used */ controls.ControllerInput.RightThumbstick.performed += context => MoveUiJoystick(context.ReadValue <Vector2>()); controls.ControllerInput.RudderLeftDown.performed += context => ControlsUtilityMethods.PedalDownKeyboard("left"); controls.ControllerInput.RudderLeftUp.performed += context => ControlsUtilityMethods.PedalBothUp(); controls.ControllerInput.RudderRightDown.performed += context => ControlsUtilityMethods.PedalDownKeyboard("right"); controls.ControllerInput.RudderRightUp.performed += context => ControlsUtilityMethods.PedalBothUp(); controls.ControllerInput.FlapsDown.performed += context => ControlsUtilityMethods.MoveFlapsDown(); controls.ControllerInput.FlapsUp.performed += context => ControlsUtilityMethods.MoveFlapsUp(); controls.ControllerInput.LeftThumbstick.performed += context => ControlsUtilityMethods.MoveUiThrottle(context.ReadValue <Vector2>()); }
// Awake method called when game loads void Awake() { /* Get a reference to the Unity engine Player Controls. * Unity Input system maps performed function to key press */ controls = new PlayerControls(); // Each keyboard input is mapped to a function call Rudder Keys controls.KeyboardInput.RudderLeftDown.performed += context => ControlsUtilityMethods.PedalDownKeyboard("left"); controls.KeyboardInput.RudderLeftUp.performed += context => ControlsUtilityMethods.PedalBothUp(); controls.KeyboardInput.RudderRightDown.performed += context => ControlsUtilityMethods.PedalDownKeyboard("right"); controls.KeyboardInput.RudderRightUp.performed += context => ControlsUtilityMethods.PedalBothUp(); // Elevator Keys controls.KeyboardInput.ElevatorsUp.performed += context => ButtonJoystickMoveElevators("down"); controls.KeyboardInput.ElevatorsDown.performed += context => ButtonJoystickMoveElevators("up"); controls.KeyboardInput.ElevatorsUpReverse.performed += context => ButtonJoystickMoveElevators("reverse"); controls.KeyboardInput.ElevatorsDownReverse.performed += context => ButtonJoystickMoveElevators("reverse"); // Aileron Keys controls.KeyboardInput.AileronsUp.performed += context => ButtonJoystickMoveAilerons("up"); controls.KeyboardInput.AileronsDown.performed += context => ButtonJoystickMoveAilerons("down"); controls.KeyboardInput.AileronsUpReverse.performed += context => ButtonJoystickMoveAilerons("reverse"); controls.KeyboardInput.AileronsDownReverse.performed += context => ButtonJoystickMoveAilerons("reverse"); // Flaps Keys controls.KeyboardInput.FlapsDown.performed += context => ControlsUtilityMethods.MoveFlapsDown(); controls.KeyboardInput.FlapsUp.performed += context => ControlsUtilityMethods.MoveFlapsUp(); // Throttle Keys controls.KeyboardInput.ThrottleDown.performed += context => MoveThrottle("down"); controls.KeyboardInput.ThrottleUp.performed += context => MoveThrottle("up"); }