43 lines
1 KiB
C#
43 lines
1 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.LowLevel;
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public class Player : CombatEntity
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{
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//[Header("Input")]
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//private InputAction moveAction;
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/*private void Start()
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{
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//moveAction = InputSystem.actions.FindAction("Move");
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}*/
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[Header("Abilities")]
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public bool abilitiesDisabled;
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public List<PlayerAbility> abilities = new();
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protected override void Movement()
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{
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base.Movement();
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//Debug.Log(moveAction.actionMap);
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//moveDirection = moveAction.ReadValue<Vector2>();
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moveDirection = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
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}
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private void Update()
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{
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foreach (PlayerAbility ability in abilities)
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{
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if (Input.GetKeyDown(ability.inputKey))
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{
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ability.TryAbility();
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}
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else if (ability.inputKey == KeyCode.None && Input.GetMouseButtonDown((int)ability.mouseButton))
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{
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//really needs to be fixed to the new input system
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ability.TryAbility();
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}
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}
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}
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}
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