New List
by abdalla21861 Updated: Nov 18, 2022
Guide Kit
using UnityEngine; #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED using UnityEngine.InputSystem; #endif namespace StarterAssets { public class StarterAssetsInputs : MonoBehaviour { [Header("Character Input Values")] public Vector2 move; public Vector2 look; public bool jump; public bool sprint; [Header("Movement Settings")] public bool analogMovement; #if !UNITY_IOS || !UNITY_ANDROID [Header("Mouse Cursor Settings")] public bool cursorLocked = true; public bool cursorInputForLook = true; #endif #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED public void OnMove(InputValue value) { MoveInput(value.Get<Vector2>()); } public void OnLook(InputValue value) { if(cursorInputForLook) { LookInput(value.Get<Vector2>()); } } public void OnJump(InputValue value) { JumpInput(value.isPressed); } public void OnSprint(InputValue value) { SprintInput(value.isPressed); } #else // old input sys if we do decide to have it (most likely wont)... #endif public void MoveInput(Vector2 newMoveDirection) { move = newMoveDirection; Debug.Log(move.magnitude); Debug.Log(move.normalized.magnitude); } public void LookInput(Vector2 newLookDirection) { look = newLookDirection; } public void JumpInput(bool newJumpState) { jump = newJumpState; } public void SprintInput(bool newSprintState) { sprint = newSprintState; } #if !UNITY_IOS || !UNITY_ANDROID private void OnApplicationFocus(bool hasFocus) { SetCursorState(cursorLocked); } private void SetCursorState(bool newState) { Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None; } #endif } }