Пример #1
0
        // 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;
    }
Пример #3
0
        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;
        }
Пример #4
0
        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;
        }
Пример #5
0
        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;
 }
Пример #7
0
    // Start is called before the first frame update
    private void Awake()
    {
        _inputs = new NewControls();

        _inputs.player.esc.performed += context => Show();
    }