private void OnApplicationFocus(bool focus) { if (focus && enabled) { inputActions.Enable(); } else { inputActions.Disable(); } }
public void EnablePlayerInput() { inputActions.Enable(); EnableMovement(); inputActions.PlayerControls.Drill.performed += DrillPerformed; inputActions.PlayerControls.Drill.canceled += DrillCanceled; }
public ProcessorInput() { _inputActions = new InputActions(); _inputActions.Gameplay.SetCallbacks(this); _inputActions.UI.SetCallbacks(this); _inputActions.Enable(); }
private void OnEnable() { _input.Enable(); _option = PauseMenuOption.Resume; resumeImage.transform.localScale = new Vector3(1.1f, 1.1f, 1); resumeImage.color = Color.black; resumeBgAnim.SetTrigger("enable"); }
private void HandleInput() { input = new InputActions(); input.Enable(); input.Player.Move.performed += ctx => direction = ctx.ReadValue <float>(); input.Player.Jump.performed += ctx => HandleJump(); input.Player.SetSpawn.performed += ctx => TrySetSpawn(); }
protected override void OnCreate() { _barrier = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>(); _actions = new InputActions(); _actions.Enable(); _moveInput = _actions.Default.Move; }
private void Start() { // handle input inputActions = new InputActions(); inputActions.Enable(); inputActions.Player.Move.performed += ctx => SetVelocity(ctx.ReadValue <float>()); inputActions.Player.Jump.performed += ctx => Jump(); inputActions.Player.Change.performed += ctx => changeManager.Change(); }
private void Awake() { _input = new InputActions(); _input.Enable(); _input.PlayerControls.MenuBack.started += ctx => HidePauseMenu(); _input.PlayerControls.MenuAccept.started += ctx => AcceptOption(); _input.PlayerControls.MenuNavigationUp.started += ctx => ItemUp(); _input.PlayerControls.MenuNavigationDown.started += ctx => ItemDown(); }
private void Awake() { _boxCollider = GetComponent <BoxCollider>(); _rb = GetComponent <Rigidbody>(); _input = new InputActions(); _input.Enable(); _input.PlayerControls.Sword.started += ctx => SwordInput(); playerTransform = GameObject.FindGameObjectWithTag("Player").transform; }
private void OnEnable() { _input.Enable(); _option = MainMenuOptions.Play; playImage.transform.localScale = new Vector3(1.1f, 1.1f, 1); playImage.color = Color.black; playBgAnim.SetTrigger("enable"); }
private void Awake() { _input = new InputActions(); _input.Enable(); _input.PlayerControls.MenuBack.started += ctx => Back(); _input.PlayerControls.MenuNavigationUp.started += ctx => ItemUp(); _input.PlayerControls.MenuNavigationDown.started += ctx => ItemDown(); _input.PlayerControls.MenuAccept.started += ctx => AcceptItem(); _input.PlayerControls.MenuSlider.performed += callbackContext => sliderVector = callbackContext.ReadValue <Vector2>(); }
private void OnEnable() { BreathingManager.Instance.OnBreathingChange += OnBreathingChange; _playerInput.Enable(); _playerInput.Interaction.Fire.performed += OnFire; _playerInput.Interaction.Interact.performed += OnInteract; _playerInput.Movement.Jump.performed += OnJump; }
private void Start() { GameManager.Instance.OnNewWorldUpdate += OnNewWorldUpdate; _inputActions = new InputActions(); _inputActions.Enable(); _inputActions.Standard.Movement.performed += ctx => _move = ctx.ReadValue <Vector2>(); _inputActions.Standard.Turn.performed += Turn_performed; //_inputActions.Standard.Movement.canceled += ctx => _move = Vector2.zero; }
private void InitalizeInput() { InputActions = new InputActions(); // Subscribe to input actions InputActions.Player.Movement.performed += OnMovement; InputActions.Player.CursorControl.performed += OnCursor; InputActions.Enable(); UseGamepad = true; }
private void OnEnable() { _input.Enable(); _option = ConfigMenuOptions.VolumeMusic; volumeMusic.transform.localScale = new Vector3(1.1f, 1.1f, 1); volumeMusic.color = Color.black; volumeMusicBgAnim.SetTrigger("enable"); sliderMusic.value = PlayerPrefs.GetFloat("musicVolume", 1); sliderSFX.value = PlayerPrefs.GetFloat("sfxVolume", 1); }
private void OnEnable() { controls.PlayerCharacter.cmdOn.performed += HandleCmdOn; controls.PlayerCharacter.cmdOff.performed += HandleCmdOff; controls.PlayerCharacter.ExecuteCom.performed += HandleExecuteCom; controls.PlayerCharacter.Jump.performed += HandleJump; controls.PlayerCharacter.Move.performed += HandleMove => moveInput = HandleMove.ReadValue <Vector2>(); controls.PlayerCharacter.Move.canceled += HandleMove => moveInput = Vector2.zero; controls.Enable(); }
private void Start() { var look = GetComponent <Look>(); var movement = GetComponent <Movement>(); _inputActions.Player.Look.performed += ctx => look.SetLookInput(ctx.ReadValue <Vector2>()); _inputActions.Player.Look.canceled += ctx => look.SetLookInput(ctx.ReadValue <Vector2>()); _inputActions.Player.Move.performed += ctx => movement.SetMovement(ctx.ReadValue <Vector2>()); _inputActions.Player.Move.canceled += ctx => movement.SetMovement(ctx.ReadValue <Vector2>()); _inputActions.Enable(); }
private void Awake() { _input = new InputActions(); _input.Enable(); #if !UNITY_EDITOR Cursor.lockState = CursorLockMode.Locked; #endif if (SceneManager.GetActiveScene().buildIndex != 0) { _input.PlayerControls.Pause.started += ctx => ShowPauseMenu(); } }
public void EnableDialogue(string id) { if (_onGoingDialogue) { return; } _input.Enable(); UIManager.Instance.paused = true; _onGoingDialogue = true; dialogueImage.gameObject.SetActive(true); _conversation = conversations.First(c => c.id == id); StartCoroutine(AnimatedText(_conversation)); }
private void OnEnable() { _input.Enable(); _option = DeathMenuOptions.TryAgain; tryAgainImage.transform.localScale = new Vector3(1.1f, 1.1f, 1); tryAgainImage.color = Color.black; tryAgainBgAnim.SetTrigger("enable"); if (!_controller.scannerSword.HoldingSword() && _controller.scannerSword.SwordUnlocked()) { _controller.scannerSword.SwordRecovered(); } _controller.scannerSword.LockSword(); GameManager.Instance.Respawn(); Time.timeScale = 0; }
void Start() { _rigidbody = GetComponent <Rigidbody2D>(); _inputActions = new InputActions(); _inputActions.Enable(); _inputActions.Player.Move.performed += PerformMove; _inputActions.Player.Move.canceled += PerformMove; _inputActions.Player.Dash.performed += PerformDash; _inputActions.Player.Light.performed += PerformLightOn; _inputActions.Player.Light.canceled += PerformLightOff; _lightEnergy = maxLightEnergy; _lightOn = false; }
private void Awake() { _input = new InputActions(); _input.Enable(); _input.PlayerControls.Attack.started += ctx => SimpleAttack(false); //_input.PlayerControls.Attack.canceled += ctx => InputRelease(); _input.PlayerControls.SpinAttack.started += ctx => SpinAttack(); _input.PlayerControls.SpinAttack.canceled += ctx => InputRelease(); SetState(new IdleState(this)); swordTrigger.OnHit += StateInteract; sword = FindObjectOfType <PlayerSwordScanner>(); _movementController = GetComponent <PlayerMovementController>(); playerSounds = GetComponent <PlayerSounds>(); }
void Start() { playerMovement = FindObjectOfType <PlayerMovementController>(); playerSounds = FindObjectOfType <PlayerSounds>(); playerHand = transform.parent; swordInitPos = transform.localPosition; swordInitRot = transform.localRotation; recoveringSword = false; swordUnlocked = false; activeScanner = false; scannerInput = false; movingAwayToStab = false; transform.GetChild(0).localScale *= scannerRadius * 2f; _sphereCollider.radius = scannerRadius; input = new InputActions(); input.Enable(); input.PlayerControls.Scanner.started += ctx => ScannerOnInput(); input.PlayerControls.Scanner.canceled += ctx => ScannerOffInput(); }
private void OnEnable() => _inputs.Enable();
void OnEnable() { _inputActions.Enable(); }
private void OnEnable() { inputs.Enable(); }
// Enables the controls when the player is active private void OnEnable() { controls.Enable(); }
protected override void OnStartRunning() => m_InputActions.Enable();
protected void OnEnable() { inputActions?.Enable(); }
private void OnEnable() { inputAction.Enable(); }