// Start is called before the first frame update public void Start() { Controls = new NewControls(); Controls.Enable(); //Controls.ThirdPerson.Move.performed += MovementPerformed; }
private void Awake() { controls = new NewControls(); controls.Gameplay.Attack.performed += ctx => playerMain.attackMain(); controls.Gameplay.Move.performed += ctx => move = ctx.ReadValue <Vector2>(); controls.Gameplay.Move.canceled += ctx => move = Vector2.zero; }
private void Awake() { Inputs = new NewControls(); Inputs.player.abilityone.performed += context => _abilityOne = context.ReadValue <float>(); Inputs.player.abilityone.canceled += context => _abilityOne = 0f; Inputs.player.abilitytwo.performed += context => _abilityTwo = context.ReadValue <float>(); Inputs.player.abilitytwo.canceled += context => _abilityTwo = 0f; }
private void Awake() { inputs = new NewControls(); inputs.player.movement.performed += context => movement = context.ReadValue <Vector2>(); inputs.player.movement.canceled += context => movement = new Vector2(0, 0); inputs.player.look.performed += context => mouse = context.ReadValue <Vector2>(); inputs.player.abilityone.performed += context => abilityOne = context.ReadValue <float>(); inputs.player.abilityone.canceled += context => abilityOne = 0f; }
private void Awake() { inputs = new NewControls(); inputs.player.shoot.performed += context => shootpreformed = context.ReadValue <float>(); inputs.player.shoot.canceled += context => shootpreformed = 0f; inputs.player.abilityone.performed += context => abilityOne = context.ReadValue <float>(); inputs.player.abilityone.canceled += context => abilityOne = 0f; inputs.player.abilitytwo.performed += context => abilityTwo = context.ReadValue <float>(); inputs.player.abilitytwo.canceled += context => abilityTwo = 0f; }
public GameplayActions(NewControls wrapper) { m_Wrapper = wrapper; }
// Start is called before the first frame update private void Awake() { _inputs = new NewControls(); _inputs.player.esc.performed += context => Show(); }