// Use this for initialization void Start() { controls = GetComponent <PlayerMovement>().controls; SetPowerup(new PowerupBase.EmptyPowerup(gameObject)); SetLastingPowerup(new PowerupBase.EmptyPowerup(gameObject)); _playerID = this.gameObject.GetComponent <PlayerMovement>().playerID; }
void HandleInput() { PlayerMovement.Controls currentControls = controllerBind? controllerBind.LocalPlayer1Controls : PlayerMovement.Controls.WASD; switch (currentControls) { default: case PlayerMovement.Controls.WASD: if (Input.GetKeyDown(KeyCode.W)) { MoveButtonPointer(true); } if (Input.GetKeyDown(KeyCode.S)) { MoveButtonPointer(false); } if (Input.GetKeyDown(KeyCode.Space)) { OnButtonPress(); } break; case PlayerMovement.Controls.ARROWS: if (Input.GetKeyDown(KeyCode.UpArrow)) { MoveButtonPointer(true); } if (Input.GetKeyDown(KeyCode.DownArrow)) { MoveButtonPointer(false); } if (Input.GetKeyDown(KeyCode.L)) { OnButtonPress(); } break; case PlayerMovement.Controls.CONTROLLER: float axis = TeamUtility.IO.InputManager.GetAxis("Vertical", controllerBind.LocalPlayer1ID); if (axis > 0) { MoveButtonPointer(false); } if (axis < 0) { MoveButtonPointer(true); } if (TeamUtility.IO.InputManager.GetButtonDown("Jump", controllerBind.LocalPlayer1ID)) { OnButtonPress(); } break; } }