private void Awake() { Controls = new MasterInputSystem(); Controls.Player.Movement.performed += Context => direction = Context.ReadValue <float>(); Controls.Player.Movement.canceled += Context => direction = 0; Controls.Player.Jump.performed += Context => jumpFunc(); }
private void Awake() { if (TBM == null) { TBM = this; } else if (TBM != this) { Destroy(this); } Controls = new MasterInputSystem(); Controls.Player.Interact.performed += Context => interactionPressed = true; }
private void Awake() { if (PMC == null) { PMC = this; } else if (PMC != this) { Destroy(this); } Controls = new MasterInputSystem(); Controls.Player.Movement.performed += Context => direction = Context.ReadValue <float>(); Controls.Player.Movement.canceled += Context => direction = 0; Controls.Player.Jump.performed += Context => jumpFunc(); }
private void Awake() { Controls = new MasterInputSystem(); Controls.Player.Interact.performed += Context => Interacted = true; Controls.Player.Interact.canceled += Context => Interacted = false; }
public PlayerActions(MasterInputSystem wrapper) { m_Wrapper = wrapper; }
private void Awake() { Controls = new MasterInputSystem(); Controls.Player.Interact.performed += Context => activatedButtonPressed(); }
private void Awake() { Controls = new MasterInputSystem(); Controls.Player.Attack.performed += Context => shoot(); }
private void Awake() { Physics2D.IgnoreLayerCollision(10, 11); Controls = new MasterInputSystem(); }