private void InitInput() { pcInputActions.Player.Action1.performed += OnAction1; pcInputActions.Player.Action2.performed += OnAction2; pcInputActions.Player.Action3.performed += OnAction3; pcInputActions.Player.Action4.performed += OnAction4; pcInputActions.Enable(); }
// TODO - add input to its own script? maybe move and some other shared variables can be stored in // scriptable objects. Benefit of this is other scripts can easily check these values if needed // - not all scripts may be attached to a collider ie. system that monitors player speed private void InitInput() { pcInputActions.Player.Move.performed += OnMove; pcInputActions.Player.Move.canceled += StopMove; pcInputActions.Player.ButtonMove.performed += OnDPadMove; pcInputActions.Player.ButtonMove.canceled += StopMove; pcInputActions.Player.Jump.performed += OnJumpPress; pcInputActions.Player.Jump.canceled += OnJumpRelease; pcInputActions.Player.Action1.performed += OnAction1; pcInputActions.Player.Action2.performed += OnAction2; pcInputActions.Player.Action3.performed += OnAction3; pcInputActions.Player.Menu.performed += OnMenu; pcInputActions.Enable(); }