move more stuff over to unity input system
This commit is contained in:
@@ -59,6 +59,15 @@
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"processors": "",
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"interactions": "",
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"initialStateCheck": false
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},
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{
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"name": "Interact",
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"type": "Button",
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"id": "659c7039-016f-46e9-948a-517daf323bd7",
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"expectedControlType": "",
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"processors": "",
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"interactions": "Tap,Hold",
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"initialStateCheck": false
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}
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],
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"bindings": [
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@@ -237,6 +246,28 @@
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"action": "Run",
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"isComposite": false,
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"isPartOfComposite": false
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},
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{
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"name": "",
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"id": "045d63b8-c118-4d79-a439-5f1fc422a65f",
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"path": "<Gamepad>/buttonNorth",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "Interact",
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"isComposite": false,
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"isPartOfComposite": false
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},
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{
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"name": "",
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"id": "96d963c4-bd8d-4dd6-a8c7-fa55d8318aa2",
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"path": "<Keyboard>/f",
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"interactions": "",
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"processors": "",
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"groups": "",
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"action": "Interact",
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"isComposite": false,
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"isPartOfComposite": false
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}
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]
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}
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BIN
Assets/Scenes/Scene1-1.unity
LFS
BIN
Assets/Scenes/Scene1-1.unity
LFS
Binary file not shown.
@@ -1,5 +1,7 @@
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using TMPro;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Interactions;
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public class MouthOpenClose : MonoBehaviour
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{
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@@ -59,11 +61,11 @@ public class MouthOpenClose : MonoBehaviour
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prompt.SetActive(true);
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if (Input.GetKeyDown(KeyCode.E))
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{
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interacted = true;
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prompt.SetActive(false);
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text.SetActive(true);
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text.GetComponent<TextMeshProUGUI>().text = whatToSay;
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timerDeactivate = initialTimerDeactivate;
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//interacted = true;
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//prompt.SetActive(false);
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//text.SetActive(true);
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//text.GetComponent<TextMeshProUGUI>().text = whatToSay;
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//timerDeactivate = initialTimerDeactivate;
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}
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}
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else
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@@ -120,10 +122,27 @@ public class MouthOpenClose : MonoBehaviour
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if (text.GetComponent<TextMeshProUGUI>().text != whatToSay) interacted = false;
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if (Input.GetKeyDown(KeyCode.C))
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{
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//text.SetActive(false);
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//interacted = false;
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}
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}
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public void OnInteract(InputAction.CallbackContext context)
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{
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if (context.performed && !interacted && Vector3.Distance(transform.position, player.transform.position) < 3 && context.interaction is TapInteraction)
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{
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interacted = true;
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prompt.SetActive(false);
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text.SetActive(true);
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text.GetComponent<TextMeshProUGUI>().text = whatToSay;
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timerDeactivate = initialTimerDeactivate;
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}
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if (context.performed && context.interaction is HoldInteraction)
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{
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text.SetActive(false);
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interacted = false;
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}
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}
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}
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