// camera rotation effect on turning private void Awake() { // get reference Controls = new Input_Default(); playerController = Player.GetComponent <MechPlayerController>(); grapple = Player.GetComponent <Grapple>(); // get input Controls.Player.Throttle.performed += Throttle => throttle = (Throttle.ReadValue <float>()); Controls.Player.LookAround.performed += LookAround => lookAround = (LookAround.ReadValue <Vector2>()); Controls.Player.Grapple.performed += grapplectx => grapple.StartGrapple(); Controls.Player.Grapple.canceled += grapplectx => grapple.CancleGrapple(); Controls.Player.jump.performed += jump => playerController.Jump(); }
private void Awake() { // get reference Controls = new DefaultControls(); playerControllerScript = Player.GetComponent <playerController>(); // get input Controls.Player.move.performed += moveDirection => move = (moveDirection.ReadValue <Vector2>()); Controls.Player.LookAround.performed += LookAround => lookAround = (LookAround.ReadValue <Vector2>()); Controls.Player.flipGravityPlayer.performed += flipGravity => gravityFlipDirection = (flipGravity.ReadValue <Vector2>()); Application.targetFrameRate = SetFPS; //TEMP Controls.Player.TEMPcameratoggle.performed += TEMPCam => TEMPcam = (TEMPCam.ReadValue <float>()); }