private void OnValidate() { if (!inputSystem) { inputSystem = GetComponent <InputSystemUIInputModule>(); } }
private void Awake() { _controls = new Controls(); _controls.Enable(); _inputModule = FindObjectOfType <InputSystemUIInputModule>(); _canOpenBox = true; }
private void Start() { uiCamera.SetActive(true); mainMenu.SetActive(false); DontDestroyOnLoad(gameObject); uiInputModule = GetComponent <InputSystemUIInputModule>(); }
/// <summary> /// Pause the game /// </summary> /// <param name="playerObject">Game object of the player that paused the game</param> public void PauseGame(GameObject playerObject) { if (IsPaused) { Debug.LogWarning("Game is already paused"); return; } Time.timeScale = 0; // Set pause menu active IsPaused = true; playerEventSystem = playerObject.GetComponent <MultiplayerEventSystem>(); if (playerEventSystem == null) { Debug.LogError("Player object does not have an Multiplayer Event System component attached to it."); return; } playerInput = playerObject.GetComponent <PlayerInput>(); if (playerInput == null) { Debug.LogError("Player object does not have an Player Input component attached to it."); return; } uIInputModule = playerObject.GetComponent <InputSystemUIInputModule>(); if (uIInputModule == null) { Debug.LogError("Player object does not have an Input System UI Input Module component attached to it."); return; } PushMenu(activeMenu); SwitchCurrentActionMap("UI"); }
// Start is called before the first frame update void Start() { manager = FindObjectOfType <PlayerInputManager>(); usedIDs = new List <PLAYERID>(); inputModule = FindObjectOfType <InputSystemUIInputModule>(); players = new List <RawPlayerInput>(); }
/// <summary> /// On start, we grab references and prepare our hotbar list /// </summary> protected virtual void Start() { inputModule = FindObjectOfType <InputSystemUIInputModule>(); _currentInventoryDisplay = TargetInventoryDisplay; InventoryOpen = false; _targetInventoryHotbars = new List <InventoryHotbar>(); _canvasGroup = GetComponent <CanvasGroup>(); foreach (InventoryHotbar go in FindObjectsOfType(typeof(InventoryHotbar)) as InventoryHotbar[]) { _targetInventoryHotbars.Add(go); } if (HideContainerOnStart) { if (TargetInventoryContainer != null) { TargetInventoryContainer.alpha = 0; } if (Overlay != null) { Overlay.alpha = 0; } // Found the culprit //EventSystem.current.sendNavigationEvents = false; if (_canvasGroup != null) { _canvasGroup.blocksRaycasts = false; } } }
async void Awake() { inputSystemUIInputModule = GetComponent <InputSystemUIInputModule>(); playerManager = await PlayerManager.GetPlayerAsync(playerIndex); playerManager.SetupInputSystemUI(inputSystemUIInputModule); Init(); }
private void Awake() { _controls = new Controls(); _controls.Enable(); _inputModule = FindObjectOfType <InputSystemUIInputModule>(); _canOpenBox = true; _canCheckPartyMembers = false; _checkingPartyMembers = false; }
void Awake() { #if ENABLE_INPUT_SYSTEM StandaloneInputModule tempModule = gameObject.GetComponent <StandaloneInputModule>(); Destroy(tempModule); InputSystemUIInputModule newModule = gameObject.AddComponent <InputSystemUIInputModule>(); newModule.enabled = false; newModule.enabled = true; #endif }
public void ShowGameOverMenu() { GameObject playerObject = PlayerManager.Instance.Players[0]; Time.timeScale = 0; playerEventSystem = playerObject.GetComponent <MultiplayerEventSystem>(); playerInput = playerObject.GetComponent <PlayerInput>(); uIInputModule = playerObject.GetComponent <InputSystemUIInputModule>(); PushMenu(gameOverMenu); SwitchCurrentActionMap("UI"); GameManager.Instance.SetPausedState(); }
private void OnDisable() { InputSystemUIInputModule inputSystem = UnityEngine.EventSystems.EventSystem.current?.GetComponent <InputSystemUIInputModule>(); if (inputSystem) { inputSystem.cancel.action.started -= OnCancelStarted; } else { Debug.LogWarning("[BackButton] Attempted to register actions to current EventSystem but couldn't find one."); } }
/// <summary> /// Description: Pause the game /// Rationale: Players should be able to pause the game and navigate menu options /// </summary> /// <param name="playerObject">Game object of the player that paused the game</param> public void PauseGame(GameObject playerObject) { if (IsPaused) { return; } Time.timeScale = 0; IsPaused = true; playerEventSystem = playerObject.GetComponent <MultiplayerEventSystem>(); playerInput = playerObject.GetComponent <PlayerInput>(); uIInputModule = playerObject.GetComponent <InputSystemUIInputModule>(); PushMenu(activeMenu); SwitchCurrentActionMap("UI"); GameManager.Instance.SetPausedState(); }
private void OnDisable() { scrollRectStack.Remove(this); InputSystemUIInputModule inputSystem = UnityEngine.EventSystems.EventSystem.current?.GetComponent <InputSystemUIInputModule>(); if (inputSystem) { inputSystem.scrollWheel.action.started -= OnScroll; inputSystem.scrollWheel.action.performed -= OnScroll; inputSystem.scrollWheel.action.canceled -= OnScroll; } else { Debug.LogWarning("[BackButton] Attempted to register actions to current EventSystem but couldn't find one."); } }
public static void ReassignActions(InputSystemUIInputModule module, InputActionAsset action) { module.actionsAsset = action; var assets = GetAllActionsFromAsset(action); if (assets != null) { module.point = GetActionReferenceFromAssets(assets, module.point?.action?.name, "Point", "MousePosition", "Mouse Position"); module.leftClick = GetActionReferenceFromAssets(assets, module.leftClick?.action?.name, "Click", "LeftClick", "Left Click"); module.rightClick = GetActionReferenceFromAssets(assets, module.rightClick?.action?.name, "RightClick", "Right Click", "ContextClick", "Context Click", "ContextMenu", "Context Menu"); module.middleClick = GetActionReferenceFromAssets(assets, module.middleClick?.action?.name, "MiddleClick", "Middle Click"); module.scrollWheel = GetActionReferenceFromAssets(assets, module.scrollWheel?.action?.name, "ScrollWheel", "Scroll Wheel", "Scroll", "Wheel"); module.move = GetActionReferenceFromAssets(assets, module.move?.action?.name, "Navigate", "Move"); module.submit = GetActionReferenceFromAssets(assets, module.submit?.action?.name, "Submit"); module.cancel = GetActionReferenceFromAssets(assets, module.cancel?.action?.name, "Cancel", "Esc", "Escape"); } }
// Start is called before the first frame update void Start() { // // Retrieve the player UI m_playerUI = GameObject.FindWithTag("PlayerUI").GetComponent <PlayerUI>(); Assert.IsNotNull(m_playerUI, "Can't find the PlayerUI ! "); // // Retrieve the input system ui input module that is on the EventSystem object m_inputSystemUIInputModule = GameObject.FindWithTag("EventSystem").GetComponent <InputSystemUIInputModule>(); Assert.IsNotNull(m_playerUI, "Can't find the EventSystem (so the InputSystemUIInputModule is null) ! "); // // Retrieve the player input m_playerInput = GetComponent <PlayerInput>(); // // Replace the input reference in the input navigation m_inputSystemUIInputModule.enabled = false; m_inputSystemUIInputModule.move = m_navigationInGameReference; m_inputSystemUIInputModule.enabled = true; }
private void Awake() { inputModule = inputMod; submit = inputMod.submit.action; }
public void SetInputUser(InputUser inputUser, InputDevice controller) { m_CurrentController = (Gamepad)controller; m_Controls = (Controls)inputUser.actions; InputSystemUIInputModule inputModule = transform.parent.parent.GetComponentInChildren <InputSystemUIInputModule>(); m_CharacterControl = GetComponentInChildren <CharacterControl>(); foreach (InputAction action in inputUser.actions) { PlayerInput.ActionEvent newEvent = new PlayerInput.ActionEvent(action); /* ADD one of these to the case to invoke the action * action.performed += newEvent.Invoke; * action.canceled += newEvent.Invoke; * action.started += newEvent.Invoke; */ switch (action.name) { case "Selection": if (inputModule != null) { InputActionReference selectionRef = ScriptableObject.CreateInstance <InputActionReference>(); selectionRef.Set(action); inputModule.move = selectionRef; } break; case "Select": action.performed += newEvent.Invoke; if (inputModule != null) { InputActionReference selectRef = ScriptableObject.CreateInstance <InputActionReference>(); selectRef.Set(action); inputModule.submit = selectRef; } break; case "Start": break; case "Rotate": newEvent.AddListener(Rotate); action.started += newEvent.Invoke; action.performed += newEvent.Invoke; action.canceled += newEvent.Invoke; break; case "Movement": newEvent.AddListener(m_CharacterControl.Movement); action.started += newEvent.Invoke; action.performed += newEvent.Invoke; action.canceled += newEvent.Invoke; break; case "Jump": m_SkipEvents.Add(newEvent); newEvent.AddListener(m_CharacterControl.Jump); action.performed += newEvent.Invoke; break; case "Push": newEvent.AddListener(m_CharacterControl.Push); action.performed += newEvent.Invoke; break; case "Interact": newEvent.AddListener(m_CharacterControl.Interact); action.performed += newEvent.Invoke; break; default: Debug.Log("There is no functionality yet for action: " + action.name + " in action map: " + action.actionMap); break; } } }
public void SetupInputSystemUI(InputSystemUIInputModule uiInputModule) { _playerInput.uiInputModule = uiInputModule; }
//Assign control over the menu public void assignMenuControls(InputSystemUIInputModule module) { GetComponent <PlayerInput>().uiInputModule = module; }
public static void BindUIActions(this InputSystemUIInputModule uiInputModule, DemoControls.MenuActions menuActions) { uiInputModule.move = InputActionReference.Create(menuActions.navigate); uiInputModule.leftClick = InputActionReference.Create(menuActions.click); }
protected override void Awake() { base.Awake(); UIInputModule = GetComponent <InputSystemUIInputModule>(); UIInputModule.enabled = false; }
void Awake() { UIStateManager.stateChanged += OnStateDataChanged; m_InputSystemUIInputModule = GetComponent <InputSystemUIInputModule>(); m_XruiInputModule = GetComponent <XRUIInputModule>(); }
public WorldObjectReferenceService(InputSystemUIInputModule inputSystem, Camera mainCamera) { InputSystem = inputSystem; MainCamera = mainCamera; }
void Awake() { m_InputSystemUIInputModule = GetComponent <InputSystemUIInputModule>(); m_XRUIInputModule = GetComponent <XRUIInputModule>(); m_VREnableSelector = UISelectorFactory.createSelector <bool>(VRContext.current, nameof(IVREnableDataProvider.VREnable), OnVREnableChanged); }
private void Awake() { EventSystem = GetComponent <EventSystem>(); UIModule = GetComponent <InputSystemUIInputModule>(); }
private void Start() { _inputSystemUIInputModule = GetComponentInParent <InputSystemUIInputModule>(); }
private void Awake() { _inputUIModule = GetComponent <InputSystemUIInputModule>(); _inputReferenceToNav = _inputUIModule.move; }