// Note: The following 3 functions NavigateInput, SelectInput, and CancelInput are called from the PlayerInputScript public void NavigateInput(InputAction.CallbackContext context) { if (gameObject.activeInHierarchy && context.performed && !playerReady) { // browse characters navigateVector = context.ReadValue <Vector2>(); if (navigateVector.x < -0.5f) { audioSrc.PlayOneShot(navigateSFX); characterIndex -= 1; if (characterIndex < 0) { characterIndex = 3; } characterSelectUI.UpdateCharacterDisplayed(characterSelectManager.GetCharacter(characterIndex)); } else if (navigateVector.x > 0.5f) { audioSrc.PlayOneShot(navigateSFX); characterIndex += 1; if (characterIndex > 3) { characterIndex = 0; } characterSelectUI.UpdateCharacterDisplayed(characterSelectManager.GetCharacter(characterIndex)); } } }
void Start() { // get reference and display default screensTransitionManager = FindObjectOfType <ScreensTransitionManager>(); characterSelectManager = FindObjectOfType <CharacterSelectManager>(); characterSelectUI.UpdateCharacterDisplayed(characterSelectManager.GetCharacter(characterIndex)); characterSelectUI.UpdateSelected(playerReady); audioSrc = GetComponent <AudioSource>(); // resets UI when stm.ToTitle() is called screensTransitionManager.OnReturnToTitle += ResetUI; }