void Start() { cameraInputData.ResetInput(); movementInputData.ResetInput(); interactionInputData.ResetInput(); }
void Start() { cameraInputData.ResetInput(); movementInputData.ResetInput(); }
void Awake() { _playerControls = new PlayerControls(); _controls = GetComponent <PlayerInput>(); InputSystem.pollingFrequency = 120; // _controls.onControlsChanged += onInputDeviceChange; //InputUser.onChange += onInputDeviceChange; _playerControls.Player.Continue.performed += context => { if (!_playerManager.isDead || GameMaster._current.IsPaused) { return; } _playerManager.isDead = false; //_playerManager.SetUp(); GameMaster._current.RestartLevel(); }; _playerControls.Player.Movement.performed += context => { if (_playerManager.isDead || GameMaster._current.IsPaused) { return; } movementInputData.InputVector = context.ReadValue <Vector2>(); }; _playerControls.Player.Sprint.performed += context => { if (_playerManager.isDead || GameMaster._current.IsPaused) { return; } movementInputData.RunClicked = true; movementInputData.RunReleased = false; movementInputData.IsRunning = true; PlayerEvents.Current.StartSprint(); }; _playerControls.Player.Sprint.canceled += context => { if (_playerManager.isDead || GameMaster._current.IsPaused) { return; } movementInputData.RunReleased = true; movementInputData.RunClicked = false; movementInputData.IsRunning = false; PlayerEvents.Current.StopSprint(); }; _playerControls.Player.Jump.performed += context => { if (_playerManager.isDead || GameMaster._current.IsPaused) { return; } movementInputData.JumpClicked = true; }; _playerControls.Player.Crouch.performed += context => { if (_playerManager.isDead || GameMaster._current.IsPaused) { return; } if (PlayerEvents.Current.isCrouching) { PlayerEvents.Current.Stand(); } else { PlayerEvents.Current.Crouch(); } movementInputData.CrouchClicked = true; }; _playerControls.Player.Look.performed += context => { if (_playerManager.isDead || GameMaster._current.IsPaused) { return; } cameraInputData.InputVector = context.ReadValue <Vector2>(); }; _playerControls.Player.Interact.performed += context => { if (_playerManager.isDead || GameMaster._current.IsPaused) { return; } _interactionController.Interact(); }; cameraInputData.ResetInput(); movementInputData.ResetInput(); }