using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.InputSystem.LowLevel; public class Player : CombatEntity { //[Header("Input")] //private InputAction moveAction; /*private void Start() { //moveAction = InputSystem.actions.FindAction("Move"); }*/ [Header("Abilities")] public bool abilitiesDisabled; public List abilities = new(); protected override void Movement() { base.Movement(); //Debug.Log(moveAction.actionMap); //moveDirection = moveAction.ReadValue(); moveDirection = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0); } private void Update() { foreach (PlayerAbility ability in abilities) { if (Input.GetKeyDown(ability.inputKey)) { ability.TryAbility(); } else if (ability.inputKey == KeyCode.None && Input.GetMouseButtonDown((int)ability.mouseButton)) { //really needs to be fixed to the new input system ability.TryAbility(); } } } }