void Start() { gameObject.SetActive(true); gameUI.gameObject.SetActive(false); _gameManager = GameObject.FindObjectOfType <GameManager>(); _cursorControls = GameObject.FindObjectOfType <CursorControls>(); }
void Start() { paused = false; screw = null; _cursorControls = GameObject.FindObjectOfType <CursorControls>(); _collider = GetComponent <Collider2D>(); }
// Start is called before the first frame update void Start() { paused = false; _config = Util.GetGlobalConfig(); _animator = GetComponent <Animator>(); currentTurn = 0; _cursorControls = GameObject.FindObjectOfType <CursorControls>(); }
private void Awake() { ccontrol = new CursorControls(); ccontrol.devices = new[] { Gamepad.all[PlayerID] }; this.ccontrol.Cursor.Move.performed += ctx => x = ctx.ReadValue <float>(); this.ccontrol.Cursor.Move.canceled += ctx => x = 0; this.ccontrol.Cursor.MoveUPDOWN.performed += ctx => y = ctx.ReadValue <float>(); this.ccontrol.Cursor.MoveUPDOWN.canceled += ctx => y = ctx.ReadValue <float>(); this.ccontrol.Cursor.Cross.performed += ctx => SelectCharacter(); this.ccontrol.Cursor.Circle.performed += ctx => DeSelectCharacter(); }
private void Awake() { ccontrol = new CursorControls(); this.ccontrol.Cursor.Circle.performed += ctx => HideControls(); }