private void Awake() { //cameraTransform = myCam.transform; CameraSensitivity = 1.0f / CameraSensitivity; #region Input Setup droneInputs = new DroneActions(); droneInputs.DroneMap.Move.started += ctx => isMoving = true; droneInputs.DroneMap.Move.performed += ctx => moveInput = ctx.ReadValue <Vector2>(); droneInputs.DroneMap.Move.canceled += ctx => isMoving = false; droneInputs.DroneMap.Look.performed += ctx => mousePos = ctx.ReadValue <Vector2>(); droneInputs.DroneMap.Look.canceled += ctx => mousePos = new Vector2(); droneInputs.DroneMap.Altitude.started += ctx => isUpDown = true; droneInputs.DroneMap.Altitude.performed += ctx => altitude = ctx.ReadValue <float>(); droneInputs.DroneMap.Altitude.canceled += ctx => isUpDown = false; droneInputs.DroneMap.Speed.started += ctx => isSpeedBuf = true; droneInputs.DroneMap.Speed.performed += ctx => speedBuf = ctx.ReadValue <float>(); droneInputs.DroneMap.Speed.canceled += ctx => isSpeedBuf = true; droneInputs.Enable(); #endregion myRb = GetComponent <Rigidbody>(); }
private void Awake() { _BDV = BombDroneValues.Instance; _playerManager = PlayerManager.Instance; _droneActions = DroneActions.Instance; _bombDrones = CreateList(_BDV.prefab, _BDV.poolSize); _waitBetweenSpawns = new WaitForSeconds(_BDV.timeBetweenSpawns); }
private void Awake() { _ADV = AttackDroneValues.Instance; _playerManager = PlayerManager.Instance; _droneActions = DroneActions.Instance; _attackDrones = CreateList(_ADV.prefab, _ADV.poolSize); _timeBetweenSpawns = new WaitForSeconds(_ADV.timeBetweenSpawns); }