private void Awake() { pauseAction = new InputMaster(); }
private void Awake() { controls = new InputMaster(); controls.Player.Jump.performed += _ => Jump(); controls.Player.Interact.performed += _ => Interact(); }
private void Awake() { controls = new InputMaster(); }
public PlayerActions(InputMaster wrapper) { m_Wrapper = wrapper; }
private void Start() { playerInput = gmManager.playerInput; health = playerUnit.health; speed = playerUnit.speed; }
private void Awake() { inputActions = new InputMaster(); inputActions.New_UI.LeftClick.performed += ctx => onClick(); inputActions.New_UI.Move.performed += ctx => onMove(); }
public override void Interact(CharController actor) { this.input = actor.InputMaster; actor.EnterVehicle(this); }
public GeneralActions(InputMaster wrapper) { m_Wrapper = wrapper; }
public CEditorActions(InputMaster wrapper) { m_Wrapper = wrapper; }
private void Awake() { controls = new InputMaster(); controls.Player.Load.performed += _ => LoadFightQuest(); }
// Start is called before the first frame update private void Awake() { controls = new InputMaster(); controls.Player.PickUpObject.performed += context => PickUpObject(); controls.Player.UseObject.performed += context => UseObject(); }
private void Awake() { _input = new InputMaster(); Gameplay = _input.Gameplay; Cutscene = _input.Cutscene; }
public UIActions(InputMaster wrapper) { m_Wrapper = wrapper; }
private void Awake() { controls = new InputMaster(); controls.Player.Pause.performed += ctx => Pausebutton(); }
public void RegisterInputs(InputMaster inputSystemAssetScript) { inputSystemAssetScript.General.Interact.performed += CallInteractionWithWorld; inputSystemAssetScript.General.CancelOperationOrPauseGame.performed += CallTerminateBuild; }
private void Awake() { controls = new InputMaster(); controls.Player.Click.started += _ => OnDragStart(); controls.Player.Click.canceled += _ => OnDragEnd(); }
// Start is called before the first frame update void Awake() { _controlInput = new InputMaster(); }
public void Start() { controls = new InputMaster(); startDialogue.TriggerDialogue(); timeCoroutine = Timer(); }
private void Awake() { _inputMaster = new InputMaster(); _mainCam = Camera.main; }
void Awake() { controls = new InputMaster(); controls.Enable(); }
public abstract void Controll(InputMaster inputs);
private void Awake() { Instance = this; inputMaster = new InputMaster(); inputMaster.PlayerControlls.AimInput.performed += act => { if (block) { return; } block = true; if (!aiming) { aiming = Controller.Instance.playerState != PlayerState.ATTACK; } else { aiming = false; } }; inputMaster.PlayerControlls.CombatInputs.performed += act => { if (block) { return; } block = true; if (aiming && Input.GetMouseButtonDown(0)) { if (timer > guns[2].delayPerShot) { timer = 0; guns[2].gun.GetComponent <Bow>().Shot(); } return; } if (!onAttack && Controller.Instance.playerState != PlayerState.FALL) { if (!FuryControll.Instance.furyState) { if (hits == 0) { playerAnimator.SetTrigger("Attack"); playerAnimator.ResetTrigger("Shot"); } } else { if (hits == 0 && FuryControll.Instance.furyState) { playerAnimator.SetTrigger("Assassinate"); playerAnimator.ResetTrigger("Shot"); } } } }; inputMaster.PlayerControlls.ShootInputs.performed += act => { if (block) { return; } block = true; if (!aiming) { timer = 0; Shot(); return; } if (aiming && !Input.GetMouseButtonDown(1)) { if (timer > guns[2].delayPerShot) { timer = 0; guns[2].gun.GetComponent <Bow>().Shot(); } } }; }
private void Awake() { inputMaster = new InputMaster(); }
void SetUpInputs() { inputMaster = new InputMaster(); }
// Update is called once per frame private void Awake() { controls = new InputMaster(); //controls.Player.Movement.performed += context => Move(context.ReadValue<Vector2>()); }
public void Awake() { input = new InputMaster(); input.Enable(); input.GameManager.ReloadScene.performed += context => ReloadScene(); }
public override void Use(InputMaster _playerInput, GameObject _caller) { Debug.Log("consumable"); ApplyHealthRegen(_caller.GetComponent <PlayerController>()); }
public void UnRegisterInputs(InputMaster inputSystemAssetScript) { //throw new NotImplementedException(); }
private void Awake() { input = new InputMaster(); input.Enable(); }
private void Awake() { // Make new controls object so the script can recieve input controls = new InputMaster(); // Get the rigid body component from this game object rb = GetComponent <Rigidbody>(); if (rb == null) { Debug.Log("Missing Rigidbody component on BoatController script!"); } // Get the boat animator boatAnimator = transform.Find("Graphics").GetComponent <Animator>(); if (boatAnimator == null) { Debug.Log("Missing Animator component on object: " + transform.Find("Graphics").gameObject); } #region Particles // Get the particles object Transform particlesTransform = transform.Find("Particles"); if (particlesTransform == null) { Debug.Log("Particles child object missing from object: " + this.gameObject); } else { // Get the boat side trails left particles boatSideTrailsLeft = particlesTransform.Find("BoatSideTrailsLeft").GetComponent <ParticleSystem>(); if (boatSideTrailsLeft == null) { Debug.Log("Missing BoatSideTrailsLeft child on object: " + particlesTransform.gameObject); } // Get the boat side trails right particles boatSideTrailsRight = particlesTransform.Find("BoatSideTrailsRight").GetComponent <ParticleSystem>(); if (boatSideTrailsRight == null) { Debug.Log("Missing BoatSideTrailsRight child on object: " + particlesTransform.gameObject); } // Get Bow bubbles particles bowBubbles = particlesTransform.Find("BowBubbles").GetComponent <ParticleSystem>(); if (bowBubbles == null) { Debug.Log("Missing BowBubbles child on object: " + particlesTransform.gameObject); } } #endregion #region Audio Transform audioObjectTrasform = transform.Find("Audio"); if (audioObjectTrasform == null) { Debug.Log("Missing Audio child on object: " + gameObject); } else { // Get the dash sound dashNoise = audioObjectTrasform.Find("DashNoise").GetComponent <AudioSource>(); if (dashNoise == null) { Debug.Log("Missing DashNoise child on object: " + audioObjectTrasform.gameObject); } // Get the water on boat noise waterOnBoatNoise = audioObjectTrasform.Find("WaterOnBoatNoise").GetComponent <AudioSource>(); if (waterOnBoatNoise == null) { Debug.Log("Missing WaterOnBoatNoise child on object: " + audioObjectTrasform.gameObject); } } #endregion }