#you are using C events but you re not
1 messages · Page 1 of 1 (latest)
Ok so this is a class I use to consolidate the players input
public class PlayerActions
{
private InputAction[] action = new InputAction[10];
public InputAction Move {get {return action[0];} private set {action[0] = value;}}
public InputAction Jump {get {return action[1];} private set {action[1] = value;}}
public InputAction Ragdoll {get {return action[2];} private set {action[2] = value;}}
public InputAction Aim {get {return action[3];} private set {action[3] = value;}}
public InputAction Fire {get {return action[4];} private set {action[4] = value;}}
public InputAction Pickup {get {return action[5];} private set {action[5] = value;}}
public InputAction Crouch {get {return action[6];} private set {action[6] = value;}}
public InputAction Dive {get {return action[7];} private set {action[7] = value;}}
public InputAction Look {get {return action[8];} private set {action[8] = value;}}
private InputAction Join {get {return action[9];} set {action[9] = value;}}
public PlayerActions(PlayerInput playerInput)
{
SetActions(playerInput);
}
public void SetActions(PlayerInput playerInput)
{
Move = playerInput.actions["Move"];
Jump = playerInput.actions["Jump"];
Ragdoll = playerInput.actions["Ragdoll"];
Aim = playerInput.actions["Aim"];
Fire = playerInput.actions["Fire"];
Pickup = playerInput.actions["Pickup"];
Crouch = playerInput.actions["Crouch"];
Dive = playerInput.actions["Dive"];
Look = playerInput.actions["Look"];
Join = playerInput.actions["Join"];
}
public void EnableActions()
{
foreach (InputAction a in action)
{
a.Enable();
}
}
public void DisableActions()
{
foreach (InputAction a in action)
{
a.Disable();
}
}
}