Files
project-reset/Assets/Scripts/Player/PlayerControls.cs

61 lines
1.6 KiB
C#

using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UIElements;
using NodeCanvas;
using NodeCanvas.Framework;
using ParadoxNotion;
public class PlayerControls : MonoBehaviour{
// References
private Player thisPlayer;
// TODO: Turn these into accessors
public Vector2 rawMoveInput;
public Vector2 rawLookInput;
public GraphOwner graph;
void Awake(){
thisPlayer = GetComponent<Player>();
graph = GetComponent<GraphOwner>();
}
public void OnMove(InputValue value){
rawMoveInput.x = value.Get<Vector2>().x;
rawMoveInput.y = value.Get<Vector2>().y;
}
public void OnLook(InputValue value){
rawLookInput.x = value.Get<Vector2>().x;
rawLookInput.y = value.Get<Vector2>().y;
}
public void OnSprint(){
graph.SendEvent<string>("InputEvent", "Sprint", null);
}
public void OnJump(){
graph.SendEvent<string>("InputEvent", "Jump", null);
}
public void OnLockOn(){
GetComponent<LockOnManager>().ChangeLockOnTarget();
graph.SendEvent<string>("InputEvent", "LockOn", null);
}
public void OnCancelLockOn(){
GetComponent<LockOnManager>().RemoveLockOnTarget();
graph.SendEvent<string>("InputEvent", "CancelLockOn", null);
}
// public void OnGrapple(InputInteractionContext context){
// if (context.control.IsPressed()) {
// graph.SendEvent<string>("InputEvent", "GrappleDown", null);
// } else {
// graph.SendEvent<string>("InputEvent", "GrappleUp", null);
// }
// }
}