I dont wanna activate code with mouse clicks. I want to press “W” for activate code. I am using proinput and things little bit complicated at now. How can ı change “rightButton” to “w” for keyboard ? First script is proinput script. Other is my original script which i want to change mouse click to “w”. Thanks for help…
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.InputSystem;
namespace ProInput.Scripts {
/// <summary>
/// Main class of ProInput
/// Outside classes should mainly invoke this class
/// </summary>
public class ProInput : MonoBehaviour {
private static ProInput _proInput;
private static bool _initialized;
private Dictionary<string, InputObject> _enabledBindings;
/// <summary>
/// Initializes ProInput
/// If already initialized, destroys object
/// Doesn't destroy on load
/// </summary>
private void Awake() {
// Checks if is initialized
if (_initialized) {
Destroy(gameObject);
return;
}
// Initializes ProInput
_initialized = true;
_proInput = this;
DontDestroyOnLoad(gameObject);
_enabledBindings = new Dictionary<string, InputObject>();
}
/// <summary>
/// Function called on update loop
/// </summary>
private void FixedUpdate() {
var current = Keyboard.current;
GetInputObjects().ForEach(o => o.Update(current));
}
/// <summary>
/// Function called on application exit
/// </summary>
private void OnApplicationQuit() {
GetInputObjects().ForEach(o => o.Save());
}
/// <summary>
/// Converts dictionary to list
/// </summary>
/// <returns>InputObject list</returns>
private List<InputObject> GetInputObjects() {
return _enabledBindings.Values.ToList();
}
/// <summary>
/// Add inputObject to bindings
/// </summary>
/// <param name="inputObject">New input</param>
public static void RegisterInput(InputObject inputObject) {
_proInput._enabledBindings.Add(inputObject.Name, inputObject);
}
}
}
using System;
using System.Diagnostics;
using Player;
using ProInput.Scripts;
using Rope;
using Unity.Collections;
using UnityEngine;
namespace Carriable.Carriables
{
public class Shift : MonoBehaviour
{
private const float IDLE_FOV = 86f;
private const float WALK_FOV = 85f;
private const float SWİN_FOV = 109f;
private const float RUN_FOV = 88f;
private const float CROUCH_FOV = 78f;
private const float NORMAL_FOV = 111f;
private const float HOOKSHOT_FOV = 114f;
public AudioClip _soundd; // this lets you drag in an audio file in the inspector
public AudioSource audioo;
private CameraFov cameraFov;
private float timer = 0f;
public GameObject otherObject;
Animator otherAnimator;
void Start()
{
otherAnimator = otherObject.GetComponent<Animator>();
audioo = audioo; //oadds an AudioSource to the game object this script is attached to
audioo.playOnAwake = false;
audioo.clip = _soundd;
audioo.Stop();
cameraFov = playerCamera.GetComponent<CameraFov>();
speedLinesParticleSystem = transform.Find("Camera").Find("SpeedLinesParticleSystem").GetComponent<ParticleSystem>();
}
[Header("Grappling")]
public GrapplingRope grapplingRope;
public PlayerController player;
public Transform grappleTip;
public Transform grappleHolder;
public int whatToGrapple;
public float maxDistance;
public float minDistance;
public float rotationSmooth;
public bool Swin;
public bool Swinnn;
public ParticleSystem speedLinesParticleSystem;
public Camera playerCamera;
[Header("Raycasts")]
public float raycastRadius;
public int raycastCount;
[Header("Physics")]
public float pullForce;
public float pushForce;
public float yMultiplier;
public float minPhysicsDistance;
public float maxPhysicsDistance;
private Vector3 _hit;
private void Update()
{
timer += Time.deltaTime;
}
private void FixedUpdate()
{
if (ProMouse.RightButton.IsPressed && grapplingRope.Grappling)
{
grappleHolder.rotation = Quaternion.Lerp(grappleHolder.rotation, Quaternion.LookRotation(-(grappleHolder.position - _hit)), rotationSmooth * Time.fixedDeltaTime);
var distance = Vector3.Distance(player.transform.position, _hit);
if (!(distance >= minPhysicsDistance) || !(distance <= maxPhysicsDistance)) return;
if (timer >= 0.0063f)
{
timer = 0f;
player.playerRigidBody.velocity += pullForce * Time.fixedDeltaTime * yMultiplier * Mathf.Abs(_hit.y - player.transform.position.y) * (_hit - player.transform.position).normalized;
player.playerRigidBody.velocity += pushForce * Time.fixedDeltaTime * player.transform.forward;
}
}
else
{
grappleHolder.localRotation = Quaternion.Lerp(grappleHolder.localRotation, Quaternion.Euler(0, 0, 0), rotationSmooth * Time.fixedDeltaTime);
}
}
private void LateUpdate()
{
if (this.otherAnimator.GetCurrentAnimatorStateInfo(0).IsName("Main Release"))
{
cameraFov.SetCameraFov(Main_FOV);
}
if (ProMouse.RightButton.IsDown && RaycastAll(out var hitInfo))
{
if (Input.GetButtonDown("left alt"))
{
audioo.Play();
}
cameraFov.SetCameraFov(HOOKSHOT_FOV);
speedLinesParticleSystem.Play();
otherAnimator.SetBool("Swinnn", true);
grapplingRope.Grapple(grappleTip.position, hitInfo.point);
_hit = hitInfo.point;
}
if (ProMouse.RightButton.IsUp)
{
cameraFov.SetCameraFov(NORMAL_FOV);
speedLinesParticleSystem.Stop();
otherAnimator.SetBool("Swinnn", false);
grapplingRope.UnGrapple();
}
if (ProMouse.RightButton.IsPressed && grapplingRope.Grappling)
{
otherAnimator.SetBool("Swinnn", true);
grapplingRope.UpdateStart(grappleTip.position);
}
grapplingRope.UpdateGrapple();
}