protected override void OnStartRunning() { base.OnStartRunning(); // Enable when the system is enabled inputMaster.Enable(); }
private void OnEnable() { // enable controls and link to appropriate functions c.Enable(); c.Player.Move.performed += ctx => StartMoving(ctx.ReadValue <Vector2>()); c.Player.Move.canceled += ctx => StopMoving(ctx.ReadValue <Vector2>()); }
private void onEnable() { controls = new InputMaster(); controls.Enable(); //controls.Player.RightClick.performed += ctx => SnapObjectToRightHand(); //controls.Player.LeftClick.performed += ctx => SnapObjectToLeftHand(); }
protected override void SystemEnabled() { base.SystemEnabled(); inputMaster.Enable(); inputMaster.PlayerActions.AttackAction.performed += OnAttackPerformed; }
private void OnEnable() { controls.Enable(); controls.Player.Interact.performed += InteractButtonPressed; controls.Player.Attack.performed += AttackButtonPressed; controls.Player.Jump.performed += DodgeButtonPressed; }
private void Awake() { input = new InputMaster(); input.Enable(); allowRestart = false; }
private void Awake() { player = GameObject.FindGameObjectWithTag("System").GetComponent <AudioPlayer>(); input = new InputMaster(); input.Enable(); // bind handlers if (controllerID == 0) { connected = true; input.devices = new[] { InputDevice.all[0] }; input.Home.ChangeSelection.performed += context => SwitchSelectedButton(context); input.Home.Select.performed += context => Enter(context); } else { if (Gamepad.all.Count >= controllerID) { connected = true; input.devices = new[] { Gamepad.all[controllerID - 1] }; input.Home.ChangeSelection.performed += context => SwitchSelectedButton(context); input.Home.Select.performed += context => Enter(context); } else { connected = false; } } }
public void OnEnable() { if (!photonView.IsMine && PhotonNetwork.IsConnected == true) { return; } inputMaster.Enable(); }
private void OnEnable() { inputMaster.Enable(); inputMaster.Player.Enable(); inputMaster.EquipmentGUI.Disable(); inputMaster.PickupGUI.Disable(); inputMaster.UseWeaponGUI.Disable(); }
private void OnEnable() { if (controls == null) { controls = new InputMaster(); } controls.Enable(); }
private void Awake() { _inputMaster = new InputMaster(); _inputMaster.Enable(); _playerRb = GetComponent <Rigidbody2D>(); _gameStarted = false; _facingRight = true; }
private void Start() { input.Enable(); background.texture = teams.group[teamIndex].teamBackground; UpdateCharacter(); progress = 0.0f; }
private void Awake() { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; InputMaster.Enable(); gameManager = GameManager.Instance; EmergencyListener.enabled = false; }
private void Awake() { head = GetComponentInChildren <Camera>().transform; controls = new InputMaster(); controls.Enable(); controls.Player3DFP.Movement.performed += context => Move(context.ReadValue <Vector2>()); controls.Player3DFP.Rotation.performed += context => Rotate(context.ReadValue <Vector2>()); }
private void OnEnable() { controls.CameraRig.Pan.performed += OnPan; controls.CameraRig.Zoom.performed += OnZoom; controls.CameraRig.Rotate.performed += OnRotate; controls.CameraRig.DragIndicator.performed += OnDragIndicator; controls.CameraRig.RotateIndicator.performed += OnRotateIndicator; controls.Enable(); }
private void OnEnable() { controls = new InputMaster(); controls.Enable(); controls.Player.Use.performed += OnUseStartPerformed; controls.Player.UseHold.performed += OnUsePerformed; }
void Awake() { rb = GetComponent <Rigidbody2D>(); collider = GetComponent <Collider2D>(); animator = GetComponent <Animator>(); inputActions = new InputMaster(); inputActions.Enable(); inputActions.Player.Move.performed += ctx => movementInput = ctx.ReadValue <Vector2>(); }
// Initialize variables private void Awake() { inputs = new InputMaster(); inputs.Text.Advance.performed += ctx => ContinueStory(); inputs.Enable(); talkingSound.audioSource = gameObject.AddComponent <AudioSource>(); talkingSound.audioSource.clip = talkingSound.audioClip; talkingSound.audioSource.volume = talkingSound.volume; }
// Use Awake for initialization (setting up components etc.) private void Awake() { input = new InputMaster(); input.Enable(); // subscribe functions to input events input.Exploration.Move.performed += ctx => moveAxis = ctx.ReadValue <Vector2>(); // lambda function for copying Move value to moveAxis input.Exploration.Move.canceled += ctx => moveAxis = Vector2.zero; input.Exploration.Interact.performed += ctx => Interact(); }
private void Awake() { Input = new InputMaster(); Input.Enable(); CurrentShip = GetComponent <IShip>(); MainCamera = Camera.main; CameraOffset = transform.position.z - MainCamera.transform.position.z; }
public void SetControlsActive(bool value) { if (value) { controls.Enable(); } else { controls.Disable(); } }
public void Awake() { Instance = this; _behaviours = GetComponents <IPlacementBehaviour>(); InputMaster master = new InputMaster(); master.General.CancelPause.performed += Cancel; master.General.Enable(); master.Enable(); }
public void SetLockState(bool unlocked) { if (unlocked) { input.Enable(); } else { input.Disable(); } }
#pragma warning restore 649 #region Inputs and Buttons Set-Up // Initialize variables private void Awake() { inputs = new InputMaster(); inputs.InGame.AdvanceDialog.performed += ctx => ContinueStory(); inputs.InGame.FastForward.started += ctx => fastForwardCoroutine = StartCoroutine(FastForwardingHold()); inputs.InGame.FastForward.canceled += ctx => StopCoroutine(fastForwardCoroutine); inputs.InGame.FastForward.canceled += ctx => fastForwarding = false; inputs.Enable(); buttons = GetComponentInChildren <ButtonAnimator>().buttons; }
void OnEnable() { // Enable camera controls when camera is enabled controls.Enable(); // Subscribes controls.Camera.Aim.started += Aim_performed; controls.Camera.Aim.canceled += Aim_canceled; m_TargetCameraState.SetFromTransform(transform); m_InterpolatingCameraState.SetFromTransform(transform); }
private void OnEnable() { if (inputMaster == null) { inputMaster = new InputMaster(); } // Inicializace controllérů & (přídání do listu controllers) InitalizeControllers(); inputMaster.Enable(); }
void Awake() { input = new InputMaster(); input.Enable(); input.Tank.Movement.performed += context => Move(context.ReadValue <float>()); input.Tank.Movement.canceled += context => Move(context.ReadValue <float>()); //sends value of 0 as button is released input.Tank.ChangeWeapon.performed += context => ChangeWeapon((int)context.ReadValue <float>()); //even though type is float possible values can be only 1*scale(weapon index) input.Tank.Rotation.performed += context => Rotate(context.ReadValue <float>()); input.Tank.Rotation.canceled += context => Rotate(context.ReadValue <float>()); input.Tank.Fire.performed += context => Fire(context.ReadValue <float>()); input.Tank.Fire.canceled += context => Fire(context.ReadValue <float>()); }
private IEnumerator LoseCoroutine() { loseText.SetActive(true); controls.Disable(); StopCoroutine(timeCoroutine); yield return(new WaitForSeconds(3f)); currentTime = 0; controls.Enable(); loseText.SetActive(false); StartGame(); }
public static void Init() { Master = new InputMaster(); PrimaryClick = Master.General.PrimaryClick; SecondaryClick = Master.General.SecondaryClick; Master.General.CancelPause.started += OnCancelPauseStarted; Master.General.PrimaryClick.started += OnPrimaryClickStarted; Master.General.SecondaryClick.started += OnSecondaryClickStarted; EnableAllMaster(); Master.Enable(); }
private void Awake() { player = GameObject.FindGameObjectWithTag("System").GetComponent <AudioPlayer>(); input = new InputMaster(); input.Enable(); ControllerManager manager = ControllerManager.Instance; if (manager.type == ControllerManager.Type.STANDARD) { controllerOffset = 1; } else if (manager.type == ControllerManager.Type.SPLIT_KEYBOARD) { controllerOffset = 2; } else if (manager.type == ControllerManager.Type.ALL_CONTROLLER) { controllerOffset = 0; } if (controllerID < controllerOffset) { connected = true; input.devices = new[] { InputDevice.all[0] }; Bind(); } else { if (Gamepad.all.Count > controllerID + controllerOffset) { connected = true; input.devices = new[] { Gamepad.all[controllerID - controllerOffset] }; Bind(); } else { connected = false; } } // bind background = GetComponent <RawImage>(); label = GetComponentInChildren <Text>(); isHolding = false; played = false; }