private void Awake() { arrowsShown = false; xrControls = new XRControls(); xrControls.Enable(); bow = GetComponentInParent <Bow>(); // todo left/right primary issues xrControls.PrimaryHand.SelectMove.performed += c => { inputSelect = c.ReadValue <Vector2>(); UpdateSel(); }; xrControls.PrimaryHand.SelectMove.canceled += c => { inputSelect = Vector2.zero; UpdateSel(); }; curSel = -1; }
// bool inputFire = false; private void Awake() { rig.transform.SetParent(transform, false); rig.rig = gameObject; cameraT = Camera.main.transform.parent; // setup input xrControls = new XRControls(); xrControls.Enable(); xrControls.NonVR.AimCamera.performed += c => inputCam = c.ReadValue <Vector2>(); xrControls.NonVR.AimCamera.canceled += c => inputCam = Vector2.zero; xrControls.NonVR.Move.performed += c => inputMove = c.ReadValue <Vector2>(); xrControls.NonVR.Move.canceled += c => inputMove = Vector2.zero; xrControls.NonVR.ShootBow.performed += c => { NotchArrow(); }; xrControls.NonVR.ShootBow.canceled += c => { Fire(); }; xrControls.NonVR.ChooseArrow.performed += c => { inputSelect += Mathf.Sign(c.ReadValue <float>()); inputSelect = Mathf.Clamp(inputSelect, 0, 20); curArrowSelection = Mathf.RoundToInt(inputSelect); // bow.arrowMenu. }; }