private void Start() { playerController = gameObject.GetComponent <PlayerController>(); onWeaponChange += EquipWeapon; inputMaster = GameManager.instance.inputMaster; inputMaster.Player.Equipment.performed += (_) => inventoryUI.ToggleInventoryGUI(); inputMaster.EquipmentGUI.Drop.performed += (_) => DropItem(); inputMaster.EquipmentGUI.Exit.performed += (_) => inventoryUI.ToggleInventoryGUI(); inputMaster.EquipmentGUI.Use.performed += (_) => UseItem(); inputMaster.EquipmentGUI.Navigate.performed += (InputAction.CallbackContext ctx) => NavigateGUI((int)ctx.ReadValue <float>(), inventoryUI); inputMaster.PickupGUI.Exit.performed += (_) => pickupUI.ToggleInventoryGUI(); inputMaster.PickupGUI.Take.performed += (_) => TakeItem(); inputMaster.PickupGUI.TakeAll.performed += (_) => TakeAllItems(); inputMaster.PickupGUI.Navigate.performed += (InputAction.CallbackContext ctx) => NavigateGUI((int)ctx.ReadValue <float>(), pickupUI); inputMaster.UseWeaponGUI.Confirm.performed += (_) => ReplaceWeapon(useWeaponUI.currentlySelected); inputMaster.UseWeaponGUI.ConfirmWeapon1.performed += (_) => ReplaceWeapon(0); inputMaster.UseWeaponGUI.ConfirmWeapon2.performed += (_) => ReplaceWeapon(1); inventoryUI.ChangeCurrentCapacity(currentCapacity); inventoryUI.ChangeMaxCapacity(maxCapacity); for (int i = 0; i < MAX_WEAPONS; i++) { weapons[i] = fists; } onWeaponChange(); }