private void Awake() { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; // Find main camera if it was not attached in hierarchy if (m_Camera == null) { if (Camera.main == null) { Debug.LogError("There is no Camera in the scene. Please add a camera!"); } else { m_Camera = Camera.main.transform; } } m_FreeLookCameras = FindObjectsOfType <CinemachineFreeLook>(); // Initialize buttons jumpButton = new InputButton(m_JumpInputName); walkButton = new InputButton(m_WalkInputName); rollButton = new InputButton(m_RollInputName); crouchButton = new InputButton(m_CrouchInputName); crawlButton = new InputButton(m_CrawlInputName); dropButton = new InputButton(m_DropInputName); toggleWeaponButton = new InputButton(m_ToggleWeaponInputName); rightWeaponButton = new InputButton(m_RightWeaponInputName); leftWeaponButton = new InputButton(m_LeftWeaponInputName); fireButton = new InputButton(m_FireInputName); reloadButton = new InputButton(m_ReloadInputName); zoomButton = new InputButton(m_ZoomInputName); interactButton = new InputButton(m_InteractInputName); action01 = new InputButton(m_ExtraAction01); action02 = new InputButton(m_ExtraAction02); action03 = new InputButton(m_ExtraAction03); }
public void SetInputManager(UnityInputManager manager) { m_InputManager = manager; m_Button = manager.GetInputReference(m_InputReference); }
private void Reset() { m_InputToEnter = GetComponent <UnityInputManager>().jumpButton; }