public void UpdateMousePosition(InputAction.CallbackContext ctx) { mousePos = ctx.ReadValue <Vector2>(); }
public void OnRotateCamera(InputAction.CallbackContext context) { cameraMoveEvent.Invoke(context.ReadValue <Vector2>(), IsDeviceMouse(context)); }
public void OnPitch(InputAction.CallbackContext callbackContext) { pitch += callbackContext.ReadValue <float>(); pitch = Mathf.Clamp(pitch, 0, 20); }
private void OnMovePerformed(InputAction.CallbackContext ctx) { moveInputAxis = ctx.ReadValue <Vector2>(); }
private void OnTiltPerformed(InputAction.CallbackContext ctx) { tiltInput = ctx.ReadValue <float>(); }
private void Move_Performed(InputAction.CallbackContext context) { movementInput = context.ReadValue <Vector2>(); }
private void MoveOnPerformed(InputAction.CallbackContext ctx) => directionEvent.Invoke(ctx.ReadValue <Vector2>());
public void InputRotate(InputAction.CallbackContext context) { inputRotate = context.ReadValue <Vector2>().x; }
public void OnRotateMap(InputAction.CallbackContext context) { m_rotate = context.ReadValue <Vector2>(); }
public void OnMovement(InputAction.CallbackContext context) { b_movement = context.ReadValue <Vector2>(); }
public void OnMoveInput(InputAction.CallbackContext context) { RawMovementInput = context.ReadValue <Vector2>(); NormInputX = (int)(RawMovementInput * Vector2.right).normalized.x; NormInputY = (int)(RawMovementInput * Vector2.up).normalized.y; }
public void OnCameraMovement(InputAction.CallbackContext ctx) { lookAt = ctx.ReadValue <Vector2>(); }
private void Move_Performed(InputAction.CallbackContext context) { movementInput = context.ReadValue <Vector2>(); movement = true; // playerMovement.ActiveWalk(true); }
void InputAction_BoolAxisChanged(InputAction.CallbackContext context, out bool axis) { axis = context.ReadValue <float>() > 0; }
public void OnMove(InputAction.CallbackContext context) { Move = context.ReadValue <Vector2>(); }
public void OnMove(InputAction.CallbackContext context) { input = context.ReadValue <Vector2>(); anim.SetFloat(playerMoveInputHash, input.sqrMagnitude); }
public void MovePerformed(InputAction.CallbackContext ctx) { player.SetInputVector(ctx.ReadValue <Vector2>()); }
private void OnMovePerformed(InputAction.CallbackContext context) { Vector2 moveInput = context.ReadValue <Vector2>(); moveInputEvent.Invoke(moveInput.x, moveInput.y); }
public void Move(InputAction.CallbackContext context) { pUC.Move(context.ReadValue <Vector2>()); }
private void HandlerMove(InputAction.CallbackContext context) { direction = new Vector3(context.ReadValue <Vector2>().x, context.ReadValue <Vector2>().y, 0); }
public void OnMove(InputAction.CallbackContext callbackContext) { _direction = callbackContext.ReadValue <Vector2>(); }
void OnAim(InputAction.CallbackContext ctx) { _currentAim = ctx.ReadValue <Vector2>(); }
private void OnLookPerformed(InputAction.CallbackContext ctx) { lookInputAxis = ctx.ReadValue <Vector2>(); }
public void OnMouseYDeltaInput(InputAction.CallbackContext context) { mouseYDelta = context.ReadValue <float>() * (GameManager.Instance.ConfigData.IsMouseYInverse ? -1 : 1); }
public void OnLook(InputAction.CallbackContext context) => lookInput = context.ReadValue <Vector2>();
public void OnCharacterBalanceInput(InputAction.CallbackContext context) { characterBalanceInput = context.ReadValue <Vector2>(); }
public void OnMove(InputAction.CallbackContext context) { moveEvent.Invoke(context.ReadValue <Vector2>()); }
//Sets up player controls public void OnMove(InputAction.CallbackContext ctx) { Movement = ctx.ReadValue <Vector2>(); }
public void OnDistance(InputAction.CallbackContext callbackContext) { distance += callbackContext.ReadValue <float>(); distance = Mathf.Clamp(distance, 2, 8); }
public void Move(InputAction.CallbackContext context) { moveDir = context.ReadValue <float>(); }