void Start() { mInput = new MasterInput(); mInput.InGame.Interact.performed += HandleConfirm; mInput.Enable(); pipeAnimator = GameObject.Find("Pipe").GetComponent <Animator>(); BucketAnimator = Bucket.GetComponent <Animator>(); }
void Start() { mInput = new MasterInput(); mInput.InGame.Interact.performed += HandleConfirm; mInput.Enable(); pHeldAction = GameObject.FindGameObjectWithTag("Player").GetComponent <HeldActions>(); bMgr = GameObject.Find("Field Objects").GetComponent <BucketManager>(); }
void Start() { pInput = new MasterInput(); //Hook into the Input System. pInput.InGame.Interact.performed += HandleConfirm; //Hook into the Confirm button config. pInput.Enable(); //Enable the Player Input. PlayerObject = GameObject.FindGameObjectWithTag("Player"); pHeldActions = PlayerObject.GetComponent <HeldActions>(); rMgr = GameObject.FindGameObjectWithTag("ResourceScreen").GetComponent <ResourceManager>(); pActList = GameObject.FindGameObjectWithTag("Player").GetComponent <ActivityList>(); }
private void Initialize() { m_masterInput = new MasterInput(); m_masterInput.Enable(); m_masterInput.Game.LayerCam.performed += ActivateLayer1; m_masterInput.Game.LayerCam1.performed += ActivateLayer2; m_masterInput.Game.LayerCam2.performed += ActivateLayer3; m_masterInput.Game.LayerCam3.performed += ActivateLayer4; m_masterInput.Game.LayerCam4.performed += ActivateLayer5; }
void Start() { BSODCountdown = Random.Range(90, 150); //Reset the countdown with a minimum of 3 minutes and a maximum of 10 minutes. screenAnimator = GameObject.Find("ScreenOverlay").GetComponent <Animator>(); pController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); rMgr = GameObject.Find("IndicatorScreen").GetComponent <ResourceManager>(); mInput = new MasterInput(); mInput.InGame.Interact.performed += HandleConfirm; mInput.Enable(); StartCoroutine(CountdownTick()); }
void Start() { inputActions = new MasterInput(); //Set up the input configuration profile. inputActions.InGame.Character.performed += ctx => movementInput = ctx.ReadValue <Vector2>(); inputActions.InGame.Character.canceled += ctx => movementInput = Vector2.zero; inputActions.InGame.Interact.performed += HandleConfirm; inputActions.InGame.CloseGame.performed += HandleQuit; inputActions.Enable(); pAnimator = GetComponent <Animator>(); }
void Start() { mInput = new MasterInput(); mInput.UI_Menu.Confirm.performed += HandleConfirm; mInput.UI_Menu.Up.performed += HandleUp; mInput.UI_Menu.Down.performed += HandleDown; mInput.Enable(); TotalText = GameObject.Find("RunningTotal").GetComponent <Text>(); PlayRandomGameOverVO(GetComponent <AudioSource>()); TotalActions = GameObject.Find("RunningTotalToken").GetComponent <RunningTotalToken>().fullActions; //PSUEDO: Get the "Running Total" object and pull the list down from it. PopulateBill(); }
private void OnEnable() { controls.Enable(); }
private void OnEnable() { m_input.Enable(); }
void Start() { mInput = new MasterInput(); mInput.UI_Menu.Confirm.performed += HandleConfirm; mInput.Enable(); }
private void OnEnable() { InputActions.Enable(); InputActions.Player.Enable(); }
public void OnEnable() { controls.Enable(); }
void OnEnable() { input.Enable(); }
private void OnEnable() { m_inputManager.Enable(); }
void OnEnable() => controls.Enable();