private void SneezeRecover() { movementState.Velocity = Vector2.zero; playerState = Player.PlayerState.Idle; sneezeDashSettings = DashSettings.Default; fireAction?.Enable(); aimAction?.Enable(); }
private void OnEnable() { m_keyboardAction?.Enable(); m_mouseAction?.Enable(); StartCoroutine(nameof(EnableTrackKeyboardInput)); }
void OnEnable() { m_touchAction?.Enable(); }
//------------------------------------------------------------------------------------------------------ // //------------------------------------------------------------------------------------------------------ private void OnEnable() { action.Enable(); jumpAction.Enable(); runAction.Enable(); }
private void OnEnable() { moveInput.Enable(); dashInput.Enable(); }
void NextButtonActivate() { _nextInputAction.Enable(); _skipInputAction.Enable(); }
private void OnEnable() { movement.Enable(); }
/// <summary> /// Author: Denis /// Subscribing to the controller events and adding this modifier to the movement modifiers list /// </summary> private void OnEnable() { MoveAction.Enable(); PlayerMovementHandler.AddModifier(this); }
//InputActions //Activates all actions in Player action maps (action maps are Player and UI) private void OnEnable() { menuAction.Enable(); cancel.Enable(); _inputAction.UI.Enable(); }
protected override void Awake() { base.Awake(); mute.Enable(); }
private void OnEnable() { join.Enable(); back.Enable(); }
private void OnEnable() { launchAction.Enable(); }
//InputActions //Activates all actions in Player action maps (action maps are Player and UI) private void OnEnable() { mapAction.Enable(); _inputAction.Player.Enable(); }
public void OnEnable() { // // m_inputActionJump.Enable(); }
// Use this for initialization void Start() { touch_action = new InputAction(name: "TouchAction", binding: "<touchscreen>/<touch>"); touch_action.performed += callbackContext => TouchInput(callbackContext.control as TouchControl); touch_action.Enable(); }
private void OnEnable() { movement.Enable(); turning.Enable(); }
void OnEnable() { _action.performed += OnPerformed; _action.Enable(); }
void RegisterInputs() { #if USE_INPUT_SYSTEM var map = new InputActionMap("Free Camera"); lookAction = map.AddAction("look", binding: "<Mouse>/delta"); moveAction = map.AddAction("move", binding: "<Gamepad>/leftStick"); speedAction = map.AddAction("speed", binding: "<Gamepad>/dpad"); yMoveAction = map.AddAction("yMove"); lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)"); moveAction.AddCompositeBinding("Dpad") .With("Up", "<Keyboard>/w") .With("Up", "<Keyboard>/upArrow") .With("Down", "<Keyboard>/s") .With("Down", "<Keyboard>/downArrow") .With("Left", "<Keyboard>/a") .With("Left", "<Keyboard>/leftArrow") .With("Right", "<Keyboard>/d") .With("Right", "<Keyboard>/rightArrow"); speedAction.AddCompositeBinding("Dpad") .With("Up", "<Keyboard>/home") .With("Down", "<Keyboard>/end"); yMoveAction.AddCompositeBinding("Dpad") .With("Up", "<Keyboard>/pageUp") .With("Down", "<Keyboard>/pageDown") .With("Up", "<Keyboard>/e") .With("Down", "<Keyboard>/q") .With("Up", "<Gamepad>/rightshoulder") .With("Down", "<Gamepad>/leftshoulder"); moveAction.Enable(); lookAction.Enable(); speedAction.Enable(); fireAction.Enable(); yMoveAction.Enable(); #endif #if UNITY_EDITOR && !USE_INPUT_SYSTEM List <InputManagerEntry> inputEntries = new List <InputManagerEntry>(); // Add new bindings inputEntries.Add(new InputManagerEntry { name = kRightStickX, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Fourth, sensitivity = 1.0f, gravity = 1.0f, deadZone = 0.2f }); inputEntries.Add(new InputManagerEntry { name = kRightStickY, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Fifth, sensitivity = 1.0f, gravity = 1.0f, deadZone = 0.2f, invert = true }); inputEntries.Add(new InputManagerEntry { name = kYAxis, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page up", altBtnPositive = "joystick button 5", btnNegative = "page down", altBtnNegative = "joystick button 4", gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f }); inputEntries.Add(new InputManagerEntry { name = kYAxis, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "q", btnNegative = "e", gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f }); inputEntries.Add(new InputManagerEntry { name = kSpeedAxis, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "home", btnNegative = "end", gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f }); inputEntries.Add(new InputManagerEntry { name = kSpeedAxis, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Seventh, gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f }); InputRegistering.RegisterInputs(inputEntries); #endif }
void OnEnable() { botaoAtaque.Enable(); botoesDirecionais.Enable(); }
private void OnEnable() { movePlayer.Enable(); jump.Enable(); }
private void OnEnable() { backInput.Enable(); }
private void OnEnable() { m_inputAction.Enable(); }
private void OnEnable() { inputOpenTutorialPanel.Enable(); inputCloseTutorialPanel.Enable(); }
private void OnEnable() { jumpInput.Enable(); moveInput.Enable(); }
void OnEnable() { m_penButtonAction?.Enable(); m_penVector2Action?.Enable(); m_penAxisAction?.Enable(); }
private void OnEnable() { toggleAction.Enable(); resetSceneAction.Enable(); }
private void Awake() { pauseAction = pauseActionReference.action.Clone(); pauseAction.Enable(); }
private void OnEnable() { MoveAction.Enable(); }
public void Actions_CanReactToGamePadAxisChanges() { var device = InputSystem.AddDevice(new InputDeviceDescription { interfaceName = "Android", deviceClass = "AndroidGameController", capabilities = new AndroidDeviceCapabilities { inputSources = AndroidInputSource.Gamepad | AndroidInputSource.Joystick, }.ToJson() }); var controller = (AndroidGamepad)device; var leftStick = new Vector2(0.3f, 0.3f); var rightStick = new Vector2(0.35f, 0.35f); var updateSticks = new Action(() => { InputSystem.QueueStateEvent(controller, new AndroidGameControllerState() .WithAxis(AndroidAxis.X, leftStick.x) .WithAxis(AndroidAxis.Y, leftStick.y) .WithAxis(AndroidAxis.Z, rightStick.x) .WithAxis(AndroidAxis.Rz, rightStick.y)); }); var processStickValue = new Func <Vector2, Vector2>(v => { v.y = -v.y; return(new StickDeadzoneProcessor().Process(v)); }); updateSticks(); InputSystem.Update(); InputSystem.Update(); var leftStickAction = new InputAction(binding: "/<Gamepad>/leftStick"); var rightStickAction = new InputAction(binding: "/<Gamepad>/rightStick"); var leftStickActionPerformed = 0; var rightStickActionPerformed = 0; var receivedLeftStick = Vector2.zero; var receivedRightStick = Vector2.zero; leftStickAction.performed += ctx => { receivedLeftStick = ctx.ReadValue <Vector2>(); ++leftStickActionPerformed; }; rightStickAction.performed += ctx => { receivedRightStick = ctx.ReadValue <Vector2>(); ++rightStickActionPerformed; }; leftStickAction.Enable(); rightStickAction.Enable(); // Actions are called the first time they're enabled? InputSystem.Update(); Assert.That(leftStickActionPerformed, Is.EqualTo(1)); Assert.That(rightStickActionPerformed, Is.EqualTo(1)); // Update only left stick's X value leftStick.x += 0.1f; updateSticks(); InputSystem.Update(); Assert.That(leftStickActionPerformed, Is.EqualTo(2)); Assert.That(rightStickActionPerformed, Is.EqualTo(1)); Assert.That(controller.leftStick.ReadValue(), Is.EqualTo(processStickValue(leftStick)).Using(Vector2EqualityComparer.Instance)); Assert.That(controller.rightStick.ReadValue(), Is.EqualTo(processStickValue(rightStick)).Using(Vector2EqualityComparer.Instance)); // Update only left stick's Y value leftStick.y += 0.1f; updateSticks(); InputSystem.Update(); Assert.That(leftStickActionPerformed, Is.EqualTo(3)); Assert.That(rightStickActionPerformed, Is.EqualTo(1)); Assert.That(controller.leftStick.ReadValue(), Is.EqualTo(processStickValue(leftStick)).Using(Vector2EqualityComparer.Instance)); Assert.That(controller.rightStick.ReadValue(), Is.EqualTo(processStickValue(rightStick)).Using(Vector2EqualityComparer.Instance)); // Update only right stick's X value rightStick.x += 0.1f; updateSticks(); InputSystem.Update(); Assert.That(leftStickActionPerformed, Is.EqualTo(3)); Assert.That(rightStickActionPerformed, Is.EqualTo(2)); Assert.That(controller.leftStick.ReadValue(), Is.EqualTo(processStickValue(leftStick)).Using(Vector2EqualityComparer.Instance)); Assert.That(controller.rightStick.ReadValue(), Is.EqualTo(processStickValue(rightStick)).Using(Vector2EqualityComparer.Instance)); // Update only right stick's Y value rightStick.y += 0.1f; updateSticks(); InputSystem.Update(); Assert.That(leftStickActionPerformed, Is.EqualTo(3)); Assert.That(rightStickActionPerformed, Is.EqualTo(3)); Assert.That(controller.leftStick.ReadValue(), Is.EqualTo(processStickValue(leftStick)).Using(Vector2EqualityComparer.Instance)); Assert.That(controller.rightStick.ReadValue(), Is.EqualTo(processStickValue(rightStick)).Using(Vector2EqualityComparer.Instance)); }
public void Users_CanDetectWhenUnassignedDeviceIsUsed() { var gamepad1 = InputSystem.AddDevice <Gamepad>(); var gamepad2 = InputSystem.AddDevice <Gamepad>(); var gamepad3 = InputSystem.AddDevice <Gamepad>(); var asset = ScriptableObject.CreateInstance <InputActionAsset>(); var map = new InputActionMap("map"); asset.AddActionMap(map); var actionAssignedToUser = map.AddAction("action", binding: "<Gamepad>/buttonSouth"); actionAssignedToUser.Enable(); var actionNotAssignedToUser = new InputAction(binding: "<Gamepad>/buttonNorth"); actionNotAssignedToUser.Enable(); var user = new TestUser(); InputUser.Add(user); // Noise. InputUser.Add(new TestUser()); InputUser.all[1].AssignInputDevice(gamepad3); IInputUser receivedUser = null; InputAction receivedAction = null; InputControl receivedControl = null; InputUser.onUnassignedDeviceUsed += (u, a, c) => { Assert.That(receivedUser, Is.Null); receivedUser = u; receivedAction = a; receivedControl = c; }; user.AssignInputActions(asset); user.AssignInputDevice(gamepad1); // No callback if using gamepad1. InputSystem.QueueStateEvent(gamepad1, new GamepadState().WithButton(GamepadButton.South)); InputSystem.Update(); Assert.That(receivedUser, Is.Null); Assert.That(receivedAction, Is.Null); Assert.That(receivedControl, Is.Null); // Callback when using gamepad2. InputSystem.QueueStateEvent(gamepad2, new GamepadState().WithButton(GamepadButton.South)); InputSystem.Update(); Assert.That(receivedUser, Is.SameAs(user)); Assert.That(receivedAction, Is.SameAs(actionAssignedToUser)); Assert.That(receivedControl, Is.SameAs(gamepad2.buttonSouth)); receivedUser = null; receivedControl = null; receivedAction = null; // No callback when triggering action not assigned to user. InputSystem.QueueStateEvent(gamepad1, new GamepadState().WithButton(GamepadButton.North)); InputSystem.Update(); Assert.That(receivedUser, Is.Null); Assert.That(receivedAction, Is.Null); Assert.That(receivedControl, Is.Null); }