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using UnityEngine; | |||||
using UnityEngine.Events; | |||||
public class CharacterController2D : MonoBehaviour | |||||
{ | |||||
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. | |||||
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% | |||||
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement | |||||
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping; | |||||
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character | |||||
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded. | |||||
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings | |||||
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching | |||||
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded | |||||
private bool m_Grounded; // Whether or not the player is grounded. | |||||
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up | |||||
private Rigidbody2D m_Rigidbody2D; | |||||
private bool m_FacingRight = true; // For determining which way the player is currently facing. | |||||
private Vector3 m_Velocity = Vector3.zero; | |||||
[Header("Events")] | |||||
[Space] | |||||
public UnityEvent OnLandEvent; | |||||
[System.Serializable] | |||||
public class BoolEvent : UnityEvent<bool> { } | |||||
public BoolEvent OnCrouchEvent; | |||||
private bool m_wasCrouching = false; | |||||
private void Awake() | |||||
{ | |||||
m_Rigidbody2D = GetComponent<Rigidbody2D>(); | |||||
if (OnLandEvent == null) | |||||
OnLandEvent = new UnityEvent(); | |||||
if (OnCrouchEvent == null) | |||||
OnCrouchEvent = new BoolEvent(); | |||||
} | |||||
private void FixedUpdate() | |||||
{ | |||||
bool wasGrounded = m_Grounded; | |||||
m_Grounded = false; | |||||
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground | |||||
// This can be done using layers instead but Sample Assets will not overwrite your project settings. | |||||
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround); | |||||
for (int i = 0; i < colliders.Length; i++) | |||||
{ | |||||
if (colliders[i].gameObject != gameObject) | |||||
{ | |||||
m_Grounded = true; | |||||
if (!wasGrounded) | |||||
OnLandEvent.Invoke(); | |||||
} | |||||
} | |||||
} | |||||
public void Move(float move, bool crouch, bool jump) | |||||
{ | |||||
// If crouching, check to see if the character can stand up | |||||
if (!crouch) | |||||
{ | |||||
// If the character has a ceiling preventing them from standing up, keep them crouching | |||||
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround)) | |||||
{ | |||||
crouch = true; | |||||
} | |||||
} | |||||
//only control the player if grounded or airControl is turned on | |||||
if (m_Grounded || m_AirControl) | |||||
{ | |||||
// If crouching | |||||
if (crouch) | |||||
{ | |||||
if (!m_wasCrouching) | |||||
{ | |||||
m_wasCrouching = true; | |||||
OnCrouchEvent.Invoke(true); | |||||
} | |||||
// Reduce the speed by the crouchSpeed multiplier | |||||
move *= m_CrouchSpeed; | |||||
// Disable one of the colliders when crouching | |||||
if (m_CrouchDisableCollider != null) | |||||
m_CrouchDisableCollider.enabled = false; | |||||
} | |||||
else | |||||
{ | |||||
// Enable the collider when not crouching | |||||
if (m_CrouchDisableCollider != null) | |||||
m_CrouchDisableCollider.enabled = true; | |||||
if (m_wasCrouching) | |||||
{ | |||||
m_wasCrouching = false; | |||||
OnCrouchEvent.Invoke(false); | |||||
} | |||||
} | |||||
// Move the character by finding the target velocity | |||||
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y); | |||||
// And then smoothing it out and applying it to the character | |||||
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing); | |||||
// If the input is moving the player right and the player is facing left... | |||||
if (move > 0 && !m_FacingRight) | |||||
{ | |||||
// ... flip the player. | |||||
Flip(); | |||||
} | |||||
// Otherwise if the input is moving the player left and the player is facing right... | |||||
else if (move < 0 && m_FacingRight) | |||||
{ | |||||
// ... flip the player. | |||||
Flip(); | |||||
} | |||||
} | |||||
// If the player should jump... | |||||
if (m_Grounded && jump) | |||||
{ | |||||
// Add a vertical force to the player. | |||||
m_Grounded = false; | |||||
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); | |||||
} | |||||
} | |||||
private void Flip() | |||||
{ | |||||
// Switch the way the player is labelled as facing. | |||||
m_FacingRight = !m_FacingRight; | |||||
// Multiply the player's x local scale by -1. | |||||
Vector3 theScale = transform.localScale; | |||||
theScale.x *= -1; | |||||
transform.localScale = theScale; | |||||
} | |||||
} |
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
using UnityEngine.InputSystem; | |||||
using NaughtyAttributes; | |||||
public class CharacterInputController : MonoBehaviour | |||||
{ | |||||
[SerializeField,Header("References")] | |||||
private CharacterController2D m_characterController; | |||||
[SerializeField] | |||||
private Material m_Darkness; | |||||
[ShowNonSerializedField] | |||||
private Vector2 m_movement; | |||||
[ShowNonSerializedField] | |||||
private bool m_jump; | |||||
public void OnMove(InputAction.CallbackContext context) | |||||
{ | |||||
m_movement = context.ReadValue<Vector2>(); | |||||
} | |||||
public void OnJump(InputAction.CallbackContext context) | |||||
{ | |||||
m_jump = context.ReadValueAsButton(); | |||||
} | |||||
private void Update() | |||||
{ | |||||
m_characterController.Move(m_movement.x,false ,m_jump); | |||||
} | |||||
} |
@ -0,0 +1,11 @@ | |||||
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
using NaughtyAttributes; | |||||
using Variables; | |||||
public class DarknessController : MonoBehaviour | |||||
{ | |||||
[SerializeField, Header("References")] | |||||
private Material m_darknessMat; | |||||
[SerializeField] | |||||
private Reference<bool> m_isInputDown; | |||||
[SerializeField, BoxGroup("Settings")] | |||||
private float m_darknessSpeed = 0.25f; | |||||
[SerializeField, BoxGroup("Settings")] | |||||
private float m_lightSpeed = 1.0f; | |||||
[ShowNonSerializedField] | |||||
private float m_currentDarknessLevel; | |||||
private bool m_isDarknessChanging; | |||||
private void OnEnable() | |||||
{ | |||||
m_isInputDown.OnValueChanged += OnInputChange; | |||||
} | |||||
private void OnDisable() | |||||
{ | |||||
m_isInputDown.OnValueChanged -= OnInputChange; | |||||
} | |||||
private void OnInputChange(bool value) | |||||
{ | |||||
StopAllCoroutines(); | |||||
if (value) | |||||
StartCoroutine(ChangeDarkness(0, m_darknessSpeed)); | |||||
else | |||||
StartCoroutine(ChangeDarkness(1, m_lightSpeed)); | |||||
} | |||||
private IEnumerator ChangeDarkness(float end, float time) | |||||
{ | |||||
yield return StartCoroutine(ChangeDarkness(end, time, AnimationCurve.Linear(0, 0, 1, 1))); | |||||
} | |||||
private IEnumerator ChangeDarkness(float end, float time, AnimationCurve curve) | |||||
{ | |||||
float start = m_currentDarknessLevel; | |||||
float elapsedTime = 0; | |||||
time = Mathf.InverseLerp(start, end, m_currentDarknessLevel); | |||||
m_isDarknessChanging = true; | |||||
while(elapsedTime < time) | |||||
{ | |||||
m_currentDarknessLevel = Mathf.Lerp(start, end, curve.Evaluate(elapsedTime / time)); | |||||
m_darknessMat.SetFloat("_Apply", m_currentDarknessLevel); | |||||
yield return new WaitForEndOfFrame(); | |||||
elapsedTime += Time.deltaTime; | |||||
} | |||||
m_isDarknessChanging = false; | |||||
m_currentDarknessLevel = end; | |||||
} | |||||
} |
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
[ExecuteAlways] | |||||
public class ApplyImageEffect : MonoBehaviour | |||||
{ | |||||
[SerializeField] | |||||
private Shader m_imageEffect; | |||||
[SerializeField] | |||||
private Material m_mat; | |||||
private void Awake() | |||||
{ | |||||
if (m_imageEffect != null && m_mat == null) | |||||
{ | |||||
m_mat = new Material(m_imageEffect); | |||||
} | |||||
} | |||||
private void OnRenderImage(RenderTexture source, RenderTexture destination) | |||||
{ | |||||
if (m_mat != null) | |||||
{ | |||||
Graphics.Blit(source, destination, m_mat); | |||||
} | |||||
} | |||||
} |
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
public class Float : MonoBehaviour | |||||
{ | |||||
[SerializeField] | |||||
private Vector3 m_direction; | |||||
[SerializeField] | |||||
private float m_speed; | |||||
private Vector3 m_startPosition; | |||||
private float m_randomOffset; | |||||
// Start is called before the first frame update | |||||
void Start() | |||||
{ | |||||
m_startPosition = transform.position; | |||||
m_randomOffset = Random.Range(0.0f, 1.0f); | |||||
} | |||||
// Update is called once per frame | |||||
void Update() | |||||
{ | |||||
transform.position = m_startPosition + Mathf.Sin(Time.time * m_speed + m_randomOffset) * m_direction; | |||||
} | |||||
} |
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Shader "Hidden/AlphaMask" | |||||
{ | |||||
Properties | |||||
{ | |||||
_MainTex ("Texture", 2D) = "white" {} | |||||
} | |||||
SubShader | |||||
{ | |||||
// No culling or depth | |||||
Cull Off ZWrite Off ZTest Always | |||||
Pass | |||||
{ | |||||
CGPROGRAM | |||||
#pragma vertex vert | |||||
#pragma fragment frag | |||||
#include "UnityCG.cginc" | |||||
struct appdata | |||||
{ | |||||
float4 vertex : POSITION; | |||||
float2 uv : TEXCOORD0; | |||||
}; | |||||
struct v2f | |||||
{ | |||||
float2 uv : TEXCOORD0; | |||||
float4 vertex : SV_POSITION; | |||||
}; | |||||
v2f vert (appdata v) | |||||
{ | |||||
v2f o; | |||||
o.vertex = UnityObjectToClipPos(v.vertex); | |||||
o.uv = v.uv; | |||||
return o; | |||||
} | |||||
sampler2D _MainTex; | |||||
fixed4 frag (v2f i) : SV_Target | |||||
{ | |||||
fixed4 col = tex2D(_MainTex, i.uv); | |||||
col.rgb = col.aaa; | |||||
col.a = 1; | |||||
return col; | |||||
} | |||||
ENDCG | |||||
} | |||||
} | |||||
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Shader "ImageEffect/DarknessEffect" | |||||
{ | |||||
Properties | |||||
{ | |||||
_MainTex ("Texture", 2D) = "white" {} | |||||
_MaskTex ("Texture", 2D) = "white" {} | |||||
_BackgroundColor("BackGround Color", Color) = (.25, .5, .5, 1) | |||||
_MaskColor("Mask Color", Color) = (1, 1, 1, 1) | |||||
_Apply("Darkness Effect Multiplier", Range(0.0, 1.0)) = 0.5 | |||||
_KeepColors("Show Mask Color", Int) = 1 | |||||
} | |||||
SubShader | |||||
{ | |||||
// No culling or depth | |||||
Cull Off ZWrite Off ZTest Always | |||||
Pass | |||||
{ | |||||
CGPROGRAM | |||||
#pragma vertex vert | |||||
#pragma fragment frag | |||||
#include "UnityCG.cginc" | |||||
struct appdata | |||||
{ | |||||
float4 vertex : POSITION; | |||||
float2 uv : TEXCOORD0; | |||||
}; | |||||
struct v2f | |||||
{ | |||||
float2 uv : TEXCOORD0; | |||||
float4 vertex : SV_POSITION; | |||||
}; | |||||
v2f vert (appdata v) | |||||
{ | |||||
v2f o; | |||||
o.vertex = UnityObjectToClipPos(v.vertex); | |||||
o.uv = v.uv; | |||||
return o; | |||||
} | |||||
sampler2D _MainTex; | |||||
sampler2D _MaskTex; | |||||
float4 _BackgroundColor; | |||||
float4 _MaskColor; | |||||
float _Apply; | |||||
float _KeepColors; | |||||
fixed4 frag (v2f i) : SV_Target | |||||
{ | |||||
fixed4 col = tex2D(_MainTex, i.uv); | |||||
fixed4 mask = tex2D(_MaskTex, i.uv); | |||||
// just invert the colors | |||||
col.rgb = lerp(_MaskColor, col, clamp(_KeepColors,0,1)); | |||||
col.rgb = lerp(_BackgroundColor, col, clamp(mask.r + _Apply, 0, 1)); | |||||
return col; | |||||
} | |||||
ENDCG | |||||
} | |||||
} | |||||
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// GENERATED AUTOMATICALLY FROM 'Assets/Settings/PlayerInput.inputactions' | |||||
using System; | |||||
using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine.InputSystem; | |||||
using UnityEngine.InputSystem.Utilities; | |||||
public class @PlayerInput : IInputActionCollection, IDisposable | |||||
{ | |||||
public InputActionAsset asset { get; } | |||||
public @PlayerInput() | |||||
{ | |||||
asset = InputActionAsset.FromJson(@"{ | |||||
""name"": ""PlayerInput"", | |||||
""maps"": [ | |||||
{ | |||||
""name"": ""Level"", | |||||
""id"": ""2bc60834-e09f-4981-affb-635cad7ffbfd"", | |||||
""actions"": [ | |||||
{ | |||||
""name"": ""Move"", | |||||
""type"": ""Value"", | |||||
""id"": ""d1943f36-92e5-4335-a3f3-dd2e9e553ba6"", | |||||
""expectedControlType"": ""Vector2"", | |||||
""processors"": """", | |||||
""interactions"": """" | |||||
}, | |||||
{ | |||||
""name"": ""Jump"", | |||||
""type"": ""Button"", | |||||
""id"": ""e7ae7276-c64d-43bb-8719-ef3178e194a0"", | |||||
""expectedControlType"": ""Button"", | |||||
""processors"": """", | |||||
""interactions"": """" | |||||
} | |||||
], | |||||
""bindings"": [ | |||||
{ | |||||
""name"": ""WASD"", | |||||
""id"": ""a50ea126-50e2-4f31-9167-ac757787a3e6"", | |||||
""path"": ""2DVector"", | |||||
""interactions"": """", | |||||
""processors"": """", | |||||
""groups"": """", | |||||
""action"": ""Move"", | |||||
""isComposite"": true, | |||||
""isPartOfComposite"": false | |||||
}, | |||||
{ | |||||
""name"": ""up"", | |||||
""id"": ""f7f33275-3f13-451c-8219-e1b34d39139c"", | |||||
""path"": ""<Keyboard>/w"", | |||||
""interactions"": """", | |||||
""processors"": """", | |||||
""groups"": """", | |||||
""action"": ""Move"", | |||||
""isComposite"": false, | |||||
""isPartOfComposite"": true | |||||
}, | |||||
{ | |||||
""name"": ""down"", | |||||
""id"": ""73900688-a28e-40cf-ace2-05ad1b118594"", | |||||
""path"": ""<Keyboard>/s"", | |||||
""interactions"": """", | |||||
""processors"": """", | |||||
""groups"": """", | |||||
""action"": ""Move"", | |||||
""isComposite"": false, | |||||
""isPartOfComposite"": true | |||||
}, | |||||
{ | |||||
""name"": ""left"", | |||||
""id"": ""c4e7f05b-1733-4e36-b752-6e0cf95f477e"", | |||||
""path"": ""<Keyboard>/a"", | |||||
""interactions"": """", | |||||
""processors"": """", | |||||
""groups"": """", | |||||
""action"": ""Move"", | |||||
""isComposite"": false, | |||||
""isPartOfComposite"": true | |||||
}, | |||||
{ | |||||
""name"": ""right"", | |||||
""id"": ""f889cf6b-20aa-4169-a5d2-3bdae2e636e3"", | |||||
""path"": ""<Keyboard>/d"", | |||||
""interactions"": """", | |||||
""processors"": """", | |||||
""groups"": """", | |||||
""action"": ""Move"", | |||||
""isComposite"": false, | |||||
""isPartOfComposite"": true | |||||
}, | |||||
{ | |||||
""name"": ""Arrow"", | |||||
""id"": ""9328658c-a019-4f76-b35b-5f023f9de6e0"", | |||||
""path"": ""2DVector"", | |||||
""interactions"": """", | |||||
""processors"": """", | |||||
""groups"": """", | |||||
""action"": ""Move"", | |||||
""isComposite"": true, | |||||
""isPartOfComposite"": false | |||||
}, | |||||
{ | |||||
""name"": ""up"", | |||||
""id"": ""16f6fb9d-eb25-445d-9313-fdf19a51b67c"", | |||||
""path"": ""<Keyboard>/upArrow"", | |||||
""interactions"": """", | |||||
""processors"": """", | |||||
""groups"": """", | |||||
""action"": ""Move"", | |||||
""isComposite"": false, | |||||
""isPartOfComposite"": true | |||||
}, | |||||
{ | |||||
""name"": ""down"", | |||||
""id"": ""b8ce9a70-56c3-42da-9960-45d9791c903e"", | |||||
""path"": ""<Keyboard>/downArrow"", | |||||
""interactions"": """", | |||||
""processors"": """", | |||||
""groups"": """", | |||||
""action"": ""Move"", | |||||
""isComposite"": false, | |||||
""isPartOfComposite"": true | |||||
}, | |||||
{ | |||||
""name"": ""left"", | |||||
""id"": ""e5dcf5e4-bff0-40ea-8b4f-dce1f8ed5156"", | |||||
""path"": ""<Keyboard>/leftArrow"", | |||||
""interactions"": """", | |||||
""processors"": """", | |||||
""groups"": """", | |||||
""action"": ""Move"", | |||||
""isComposite"": false, | |||||
""isPartOfComposite"": true | |||||
}, | |||||
{ | |||||
""name"": ""right"", | |||||
""id"": ""e4bf6a66-4a5d-4d05-baeb-e0db660132da"", | |||||
""path"": ""<Keyboard>/rightArrow"", | |||||
""interactions"": """", | |||||
""processors"": """", | |||||
""groups"": """", | |||||
""action"": ""Move"", | |||||
""isComposite"": false, | |||||
""isPartOfComposite"": true | |||||
}, | |||||
{ | |||||
""name"": """", | |||||
""id"": ""67ec88e9-6ebb-4f16-9f4a-49d4f75af68e"", | |||||
""path"": ""<Keyboard>/space"", | |||||
""interactions"": """", | |||||
""processors"": """", | |||||
""groups"": """", | |||||
""action"": ""Jump"", | |||||
""isComposite"": false, | |||||
""isPartOfComposite"": false | |||||
}, | |||||
{ | |||||
""name"": """", | |||||
""id"": ""fdb42cec-2a7c-452a-884c-b08443c104bb"", | |||||
""path"": ""<Keyboard>/w"", | |||||
""interactions"": """", | |||||
""processors"": """", | |||||
""groups"": """", | |||||
""action"": ""Jump"", | |||||
""isComposite"": false, | |||||
""isPartOfComposite"": false | |||||
} | |||||
] | |||||
} | |||||
], | |||||
""controlSchemes"": [] | |||||
}"); | |||||
// Level | |||||
m_Level = asset.FindActionMap("Level", throwIfNotFound: true); | |||||
m_Level_Move = m_Level.FindAction("Move", throwIfNotFound: true); | |||||
m_Level_Jump = m_Level.FindAction("Jump", throwIfNotFound: true); | |||||
} | |||||
public void Dispose() | |||||
{ | |||||
UnityEngine.Object.Destroy(asset); | |||||
} | |||||
public InputBinding? bindingMask | |||||
{ | |||||
get => asset.bindingMask; | |||||
set => asset.bindingMask = value; | |||||
} | |||||
public ReadOnlyArray<InputDevice>? devices | |||||
{ | |||||
get => asset.devices; | |||||
set => asset.devices = value; | |||||
} | |||||
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes; | |||||
public bool Contains(InputAction action) | |||||
{ | |||||
return asset.Contains(action); | |||||
} | |||||
public IEnumerator<InputAction> GetEnumerator() | |||||
{ | |||||
return asset.GetEnumerator(); | |||||
} | |||||
IEnumerator IEnumerable.GetEnumerator() | |||||
{ | |||||
return GetEnumerator(); | |||||
} | |||||
public void Enable() | |||||
{ | |||||
asset.Enable(); | |||||
} | |||||
public void Disable() | |||||
{ | |||||
asset.Disable(); | |||||
} | |||||
// Level | |||||
private readonly InputActionMap m_Level; | |||||
private ILevelActions m_LevelActionsCallbackInterface; | |||||
private readonly InputAction m_Level_Move; | |||||
private readonly InputAction m_Level_Jump; | |||||
public struct LevelActions | |||||
{ | |||||
private @PlayerInput m_Wrapper; | |||||
public LevelActions(@PlayerInput wrapper) { m_Wrapper = wrapper; } | |||||
public InputAction @Move => m_Wrapper.m_Level_Move; | |||||
public InputAction @Jump => m_Wrapper.m_Level_Jump; | |||||
public InputActionMap Get() { return m_Wrapper.m_Level; } | |||||
public void Enable() { Get().Enable(); } | |||||
public void Disable() { Get().Disable(); } | |||||
public bool enabled => Get().enabled; | |||||
public static implicit operator InputActionMap(LevelActions set) { return set.Get(); } | |||||
public void SetCallbacks(ILevelActions instance) | |||||
{ | |||||
if (m_Wrapper.m_LevelActionsCallbackInterface != null) | |||||
{ | |||||
@Move.started -= m_Wrapper.m_LevelActionsCallbackInterface.OnMove; | |||||
@Move.performed -= m_Wrapper.m_LevelActionsCallbackInterface.OnMove; | |||||
@Move.canceled -= m_Wrapper.m_LevelActionsCallbackInterface.OnMove; | |||||
@Jump.started -= m_Wrapper.m_LevelActionsCallbackInterface.OnJump; | |||||
@Jump.performed -= m_Wrapper.m_LevelActionsCallbackInterface.OnJump; | |||||
@Jump.canceled -= m_Wrapper.m_LevelActionsCallbackInterface.OnJump; | |||||
} | |||||
m_Wrapper.m_LevelActionsCallbackInterface = instance; | |||||
if (instance != null) | |||||
{ | |||||
@Move.started += instance.OnMove; | |||||
@Move.performed += instance.OnMove; | |||||
@Move.canceled += instance.OnMove; | |||||
@Jump.started += instance.OnJump; | |||||
@Jump.performed += instance.OnJump; | |||||
@Jump.canceled += instance.OnJump; | |||||
} | |||||
} | |||||
} | |||||
public LevelActions @Level => new LevelActions(this); | |||||
public interface ILevelActions | |||||
{ | |||||
void OnMove(InputAction.CallbackContext context); | |||||
void OnJump(InputAction.CallbackContext context); | |||||
} | |||||
} |
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{ | |||||
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"id": "2bc60834-e09f-4981-affb-635cad7ffbfd", | |||||
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{ | |||||
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], | |||||
"bindings": [ | |||||
{ | |||||
"name": "WASD", | |||||
"id": "a50ea126-50e2-4f31-9167-ac757787a3e6", | |||||
"path": "2DVector", | |||||
"interactions": "", | |||||
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"groups": "", | |||||
"action": "Move", | |||||
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{ | |||||
"name": "up", | |||||
"id": "f7f33275-3f13-451c-8219-e1b34d39139c", | |||||
"path": "<Keyboard>/w", | |||||
"interactions": "", | |||||
"processors": "", | |||||
"groups": "", | |||||
"action": "Move", | |||||
"isComposite": false, | |||||
"isPartOfComposite": true | |||||
}, | |||||
{ | |||||
"name": "down", | |||||
"id": "73900688-a28e-40cf-ace2-05ad1b118594", | |||||
"path": "<Keyboard>/s", | |||||
"interactions": "", | |||||
"processors": "", | |||||
"groups": "", | |||||
"action": "Move", | |||||
"isComposite": false, | |||||
"isPartOfComposite": true | |||||
}, | |||||
{ | |||||
"name": "left", | |||||
"id": "c4e7f05b-1733-4e36-b752-6e0cf95f477e", | |||||
"path": "<Keyboard>/a", | |||||
"interactions": "", | |||||
"processors": "", | |||||
"groups": "", | |||||
"action": "Move", | |||||
"isComposite": false, | |||||
"isPartOfComposite": true | |||||
}, | |||||
{ | |||||
"name": "right", | |||||
"id": "f889cf6b-20aa-4169-a5d2-3bdae2e636e3", | |||||
"path": "<Keyboard>/d", | |||||
"interactions": "", | |||||
"processors": "", | |||||
"groups": "", | |||||
"action": "Move", | |||||
"isComposite": false, | |||||
"isPartOfComposite": true | |||||
}, | |||||
{ | |||||
"name": "Arrow", | |||||
"id": "9328658c-a019-4f76-b35b-5f023f9de6e0", | |||||
"path": "2DVector", | |||||
"interactions": "", | |||||
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"groups": "", | |||||
"action": "Move", | |||||
"isComposite": true, | |||||
"isPartOfComposite": false | |||||
}, | |||||
{ | |||||
"name": "up", | |||||
"id": "16f6fb9d-eb25-445d-9313-fdf19a51b67c", | |||||
"path": "<Keyboard>/upArrow", | |||||
"interactions": "", | |||||
"processors": "", | |||||
"groups": "", | |||||
"action": "Move", | |||||
"isComposite": false, | |||||
"isPartOfComposite": true | |||||
}, | |||||
{ | |||||
"name": "down", | |||||
"id": "b8ce9a70-56c3-42da-9960-45d9791c903e", | |||||
"path": "<Keyboard>/downArrow", | |||||
"interactions": "", | |||||
"processors": "", | |||||
"groups": "", | |||||
"action": "Move", | |||||
"isComposite": false, | |||||
"isPartOfComposite": true | |||||
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{ | |||||
"name": "left", | |||||
"id": "e5dcf5e4-bff0-40ea-8b4f-dce1f8ed5156", | |||||
"path": "<Keyboard>/leftArrow", | |||||
"interactions": "", | |||||
"processors": "", | |||||
"groups": "", | |||||
"action": "Move", | |||||
"isComposite": false, | |||||
"isPartOfComposite": true | |||||
}, | |||||
{ | |||||
"name": "right", | |||||
"id": "e4bf6a66-4a5d-4d05-baeb-e0db660132da", | |||||
"path": "<Keyboard>/rightArrow", | |||||
"interactions": "", | |||||
"processors": "", | |||||
"groups": "", | |||||
"action": "Move", | |||||
"isComposite": false, | |||||
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"id": "67ec88e9-6ebb-4f16-9f4a-49d4f75af68e", | |||||
"path": "<Keyboard>/space", | |||||
"interactions": "", | |||||
"processors": "", | |||||
"groups": "", | |||||
"action": "Jump", | |||||
"isComposite": false, | |||||
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{ | |||||
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"interactions": "", | |||||
"processors": "", | |||||
"groups": "", | |||||
"action": "Jump", | |||||
"isComposite": false, | |||||
"isPartOfComposite": false | |||||
} | |||||
] | |||||
} | |||||
], | |||||
"controlSchemes": [] | |||||
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