示例#1
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 private void OnApplicationFocus(bool focus)
 {
     if (focus && enabled)
     {
         inputActions.Enable();
     }
     else
     {
         inputActions.Disable();
     }
 }
 public void EnablePlayerInput()
 {
     inputActions.Enable();
     EnableMovement();
     inputActions.PlayerControls.Drill.performed += DrillPerformed;
     inputActions.PlayerControls.Drill.canceled  += DrillCanceled;
 }
示例#3
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 public ProcessorInput()
 {
     _inputActions = new InputActions();
     _inputActions.Gameplay.SetCallbacks(this);
     _inputActions.UI.SetCallbacks(this);
     _inputActions.Enable();
 }
示例#4
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 private void OnEnable()
 {
     _input.Enable();
     _option = PauseMenuOption.Resume;
     resumeImage.transform.localScale = new Vector3(1.1f, 1.1f, 1);
     resumeImage.color = Color.black;
     resumeBgAnim.SetTrigger("enable");
 }
示例#5
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 private void HandleInput()
 {
     input = new InputActions();
     input.Enable();
     input.Player.Move.performed     += ctx => direction = ctx.ReadValue <float>();
     input.Player.Jump.performed     += ctx => HandleJump();
     input.Player.SetSpawn.performed += ctx => TrySetSpawn();
 }
示例#6
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        protected override void OnCreate()
        {
            _barrier = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();

            _actions = new InputActions();
            _actions.Enable();

            _moveInput = _actions.Default.Move;
        }
示例#7
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 private void Start()
 {
     // handle input
     inputActions = new InputActions();
     inputActions.Enable();
     inputActions.Player.Move.performed   += ctx => SetVelocity(ctx.ReadValue <float>());
     inputActions.Player.Jump.performed   += ctx => Jump();
     inputActions.Player.Change.performed += ctx => changeManager.Change();
 }
示例#8
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 private void Awake()
 {
     _input = new InputActions();
     _input.Enable();
     _input.PlayerControls.MenuBack.started           += ctx => HidePauseMenu();
     _input.PlayerControls.MenuAccept.started         += ctx => AcceptOption();
     _input.PlayerControls.MenuNavigationUp.started   += ctx => ItemUp();
     _input.PlayerControls.MenuNavigationDown.started += ctx => ItemDown();
 }
示例#9
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 private void Awake()
 {
     _boxCollider = GetComponent <BoxCollider>();
     _rb          = GetComponent <Rigidbody>();
     _input       = new InputActions();
     _input.Enable();
     _input.PlayerControls.Sword.started += ctx => SwordInput();
     playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
 }
示例#10
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    private void OnEnable()
    {
        _input.Enable();
        _option = MainMenuOptions.Play;

        playImage.transform.localScale = new Vector3(1.1f, 1.1f, 1);
        playImage.color = Color.black;
        playBgAnim.SetTrigger("enable");
    }
示例#11
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 private void Awake()
 {
     _input = new InputActions();
     _input.Enable();
     _input.PlayerControls.MenuBack.started           += ctx => Back();
     _input.PlayerControls.MenuNavigationUp.started   += ctx => ItemUp();
     _input.PlayerControls.MenuNavigationDown.started += ctx => ItemDown();
     _input.PlayerControls.MenuAccept.started         += ctx => AcceptItem();
     _input.PlayerControls.MenuSlider.performed       += callbackContext => sliderVector = callbackContext.ReadValue <Vector2>();
 }
示例#12
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        private void OnEnable()
        {
            BreathingManager.Instance.OnBreathingChange += OnBreathingChange;

            _playerInput.Enable();

            _playerInput.Interaction.Fire.performed     += OnFire;
            _playerInput.Interaction.Interact.performed += OnInteract;
            _playerInput.Movement.Jump.performed        += OnJump;
        }
示例#13
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        private void Start()
        {
            GameManager.Instance.OnNewWorldUpdate += OnNewWorldUpdate;

            _inputActions = new InputActions();
            _inputActions.Enable();
            _inputActions.Standard.Movement.performed += ctx => _move = ctx.ReadValue <Vector2>();
            _inputActions.Standard.Turn.performed     += Turn_performed;
            //_inputActions.Standard.Movement.canceled += ctx => _move = Vector2.zero;
        }
    private void InitalizeInput()
    {
        InputActions = new InputActions();

        // Subscribe to input actions
        InputActions.Player.Movement.performed      += OnMovement;
        InputActions.Player.CursorControl.performed += OnCursor;

        InputActions.Enable();
        UseGamepad = true;
    }
示例#15
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    private void OnEnable()
    {
        _input.Enable();
        _option = ConfigMenuOptions.VolumeMusic;

        volumeMusic.transform.localScale = new Vector3(1.1f, 1.1f, 1);
        volumeMusic.color = Color.black;
        volumeMusicBgAnim.SetTrigger("enable");

        sliderMusic.value = PlayerPrefs.GetFloat("musicVolume", 1);
        sliderSFX.value   = PlayerPrefs.GetFloat("sfxVolume", 1);
    }
示例#16
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    private void OnEnable()
    {
        controls.PlayerCharacter.cmdOn.performed      += HandleCmdOn;
        controls.PlayerCharacter.cmdOff.performed     += HandleCmdOff;
        controls.PlayerCharacter.ExecuteCom.performed += HandleExecuteCom;


        controls.PlayerCharacter.Jump.performed += HandleJump;

        controls.PlayerCharacter.Move.performed += HandleMove => moveInput = HandleMove.ReadValue <Vector2>();
        controls.PlayerCharacter.Move.canceled  += HandleMove => moveInput = Vector2.zero;
        controls.Enable();
    }
示例#17
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        private void Start()
        {
            var look     = GetComponent <Look>();
            var movement = GetComponent <Movement>();

            _inputActions.Player.Look.performed += ctx => look.SetLookInput(ctx.ReadValue <Vector2>());
            _inputActions.Player.Look.canceled  += ctx => look.SetLookInput(ctx.ReadValue <Vector2>());

            _inputActions.Player.Move.performed += ctx => movement.SetMovement(ctx.ReadValue <Vector2>());
            _inputActions.Player.Move.canceled  += ctx => movement.SetMovement(ctx.ReadValue <Vector2>());

            _inputActions.Enable();
        }
示例#18
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    private void Awake()
    {
        _input = new InputActions();
        _input.Enable();

        #if !UNITY_EDITOR
        Cursor.lockState = CursorLockMode.Locked;
        #endif

        if (SceneManager.GetActiveScene().buildIndex != 0)
        {
            _input.PlayerControls.Pause.started += ctx => ShowPauseMenu();
        }
    }
示例#19
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    public void EnableDialogue(string id)
    {
        if (_onGoingDialogue)
        {
            return;
        }

        _input.Enable();
        UIManager.Instance.paused = true;
        _onGoingDialogue          = true;
        dialogueImage.gameObject.SetActive(true);
        _conversation = conversations.First(c => c.id == id);
        StartCoroutine(AnimatedText(_conversation));
    }
示例#20
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 private void OnEnable()
 {
     _input.Enable();
     _option = DeathMenuOptions.TryAgain;
     tryAgainImage.transform.localScale = new Vector3(1.1f, 1.1f, 1);
     tryAgainImage.color = Color.black;
     tryAgainBgAnim.SetTrigger("enable");
     if (!_controller.scannerSword.HoldingSword() && _controller.scannerSword.SwordUnlocked())
     {
         _controller.scannerSword.SwordRecovered();
     }
     _controller.scannerSword.LockSword();
     GameManager.Instance.Respawn();
     Time.timeScale = 0;
 }
        void Start()
        {
            _rigidbody = GetComponent <Rigidbody2D>();

            _inputActions = new InputActions();
            _inputActions.Enable();
            _inputActions.Player.Move.performed  += PerformMove;
            _inputActions.Player.Move.canceled   += PerformMove;
            _inputActions.Player.Dash.performed  += PerformDash;
            _inputActions.Player.Light.performed += PerformLightOn;
            _inputActions.Player.Light.canceled  += PerformLightOff;

            _lightEnergy = maxLightEnergy;
            _lightOn     = false;
        }
示例#22
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    private void Awake()
    {
        _input = new InputActions();
        _input.Enable();
        _input.PlayerControls.Attack.started += ctx => SimpleAttack(false);
        //_input.PlayerControls.Attack.canceled += ctx => InputRelease();
        _input.PlayerControls.SpinAttack.started  += ctx => SpinAttack();
        _input.PlayerControls.SpinAttack.canceled += ctx => InputRelease();

        SetState(new IdleState(this));
        swordTrigger.OnHit += StateInteract;

        sword = FindObjectOfType <PlayerSwordScanner>();
        _movementController = GetComponent <PlayerMovementController>();
        playerSounds        = GetComponent <PlayerSounds>();
    }
示例#23
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    void Start()
    {
        playerMovement = FindObjectOfType <PlayerMovementController>();
        playerSounds   = FindObjectOfType <PlayerSounds>();

        playerHand      = transform.parent;
        swordInitPos    = transform.localPosition;
        swordInitRot    = transform.localRotation;
        recoveringSword = false;

        swordUnlocked    = false;
        activeScanner    = false;
        scannerInput     = false;
        movingAwayToStab = false;

        transform.GetChild(0).localScale *= scannerRadius * 2f;
        _sphereCollider.radius            = scannerRadius;

        input = new InputActions();
        input.Enable();

        input.PlayerControls.Scanner.started  += ctx => ScannerOnInput();
        input.PlayerControls.Scanner.canceled += ctx => ScannerOffInput();
    }
 private void OnEnable() => _inputs.Enable();
 void OnEnable()
 {
     _inputActions.Enable();
 }
 private void OnEnable()
 {
     inputs.Enable();
 }
示例#27
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 // Enables the controls when the player is active
 private void OnEnable()
 {
     controls.Enable();
 }
 protected override void OnStartRunning() => m_InputActions.Enable();
示例#29
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 protected void OnEnable()
 {
     inputActions?.Enable();
 }
示例#30
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 private void OnEnable()
 {
     inputAction.Enable();
 }