private void HandleOnUnpauseButtonPerformed(InputAction.CallbackContext obj) { Unpause(); }
public void Move(InputAction.CallbackContext context) { movementScript.Move(context); }
public void Dash(InputAction.CallbackContext context) { GetComponent <Element>().Dash(context); }
private void OnJumpStatred(InputAction.CallbackContext obj) { glow_jump.DOFade(1, 0.5f); }
private void OnBrakeStarted(InputAction.CallbackContext obj) { glow_brake.DOFade(1, 0.5f); }
private void MenuOnperformed(InputAction.CallbackContext obj) { StartCoroutine(SceneTransition.GetComponent <SceneLoader>().LoadLevel("LevelSelector")); }
public void InputDelta(InputAction.CallbackContext ctx) { inputRotation += ctx.ReadValue <Vector2>(); GameActive.instance.RotateFloor(inputRotation); }
public void OnHorizontal(InputAction.CallbackContext context) { iHorz = context.ReadValue <float>(); stateMachine.HandleInput(); }
public void OnVertical(InputAction.CallbackContext context) { iVert = context.ReadValue <float>(); stateMachine.HandleInput(); }
public void OnSprint(InputAction.CallbackContext context) { this.sprinting = context.started || !context.canceled && this.sprinting; }
private void RecieveMovement(InputAction.CallbackContext cc) { movement = cc.ReadValue <Vector2>(); }
public void OnMove(InputAction.CallbackContext context) => this.movement = context.ReadValue <Vector2>();
public void BullSingAttack(InputAction.CallbackContext ctx) { Bull.DoAttack2(GameInstanceManager.Main.ThePlayer.Location); }
public void BullChargeAttack(InputAction.CallbackContext ctx) { //Bull.DoAttack1(ctx.ReadValue<Vector2>()); Bull.DoAttack1(GameInstanceManager.Main.ThePlayer.Location); }
public void MakeAim(InputAction.CallbackContext context) { aim = context.ReadValue <Vector2>(); }
public void OnMove(InputAction.CallbackContext context) { moveDir = context.ReadValue <Vector2>().normalized *moveSpeed; rb.velocity = moveDir; }
public void OnAim(InputAction.CallbackContext context) { throw new System.NotImplementedException(); }
public void OnLookMouse(InputAction.CallbackContext context) { Vector2 mousepos = (Vector2)Camera.main.ScreenToWorldPoint((Vector3)context.ReadValue <Vector2>()); lookDir = mousepos - (Vector2)transform.position; }
public void GyroInput(InputAction.CallbackContext ctx) { inputRotation = ctx.ReadValue <Vector3>(); GameActive.instance.RotateFloor(inputRotation); }
public void Move(InputAction.CallbackContext context) { moveDir = context.ReadValue <float>(); }
private void OnJumpCanceled(InputAction.CallbackContext obj) { glow_jump.DOFade(0, 0.5f); }
public void OnMousePositionUpdate(InputAction.CallbackContext context) { mousePosition = context.ReadValue <Vector2>(); }
private void OnBrakeCanceled(InputAction.CallbackContext obj) { glow_brake.DOFade(0, 0.5f); }
/// <summary> /// Sets the X movement direction. /// </summary> /// <param name="_Context">The current input context, from the InputAction delegate binding.</param> private void SetMoveDirectionX(InputAction.CallbackContext _Context) { m_MovementDirectionX = Mathf.Clamp(m_MovementDirectionX + _Context.ReadValue <float>(), -1f, 1f); }
private void OncancelMovement(InputAction.CallbackContext obj) { glow_left.DOFade(0, 0.5f); glow_right.DOFade(0, 0.5f); glow_acc.DOFade(0, 0.5f); }
/// <summary> /// Reset the X movement direction to 0. /// </summary> /// <param name="_Context">The current input context, from the InputAction delegate binding.</param> private void ResetMoveDirectionX(InputAction.CallbackContext _Context) { m_MovementDirectionX = 0f; }
public void Jump(InputAction.CallbackContext context) { movementScript.Jump(context); }
private bool IsDeviceMouse(InputAction.CallbackContext context) => context.control.device.name == "Mouse";
public void Attack(InputAction.CallbackContext context) { GetComponent <Element>().Attack(context); }
private void GripPress(InputAction.CallbackContext obj) { _handAnimator.SetFloat("Grip", obj.ReadValue <float>()); }