add ckg
plantilla base para movimiento básico
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class playerInputPauseSystem : MonoBehaviour
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{
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[Header ("Main Settings")]
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[Space]
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public bool pauseInputListDuringActionActiveAlways = true;
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[Space]
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[Header ("Input Category Info List Settings")]
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[Space]
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public List<inputCategoryInfo> inputCategoryInfoList = new List<inputCategoryInfo> ();
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[Space]
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[Header ("Components")]
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[Space]
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public playerInputManager mainPlayerInputManager;
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inputInfo currentInputInfo;
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public void pauseInputByCategory (string categoryName)
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{
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for (int i = 0; i < inputCategoryInfoList.Count; i++) {
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if (inputCategoryInfoList [i].Name.Equals (categoryName)) {
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for (int j = 0; j < inputCategoryInfoList [i].inputInfoList.Count; j++) {
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currentInputInfo = inputCategoryInfoList [i].inputInfoList [j];
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currentInputInfo.previousActiveState =
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mainPlayerInputManager.setPlayerInputMultiAxesStateAndGetPreviousState (false, currentInputInfo.inputName);
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}
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}
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}
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}
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public void resumeInputByCategory (string categoryName)
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{
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for (int i = 0; i < inputCategoryInfoList.Count; i++) {
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if (inputCategoryInfoList [i].Name.Equals (categoryName)) {
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for (int j = 0; j < inputCategoryInfoList [i].inputInfoList.Count; j++) {
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currentInputInfo = inputCategoryInfoList [i].inputInfoList [j];
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if (currentInputInfo.previousActiveState) {
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mainPlayerInputManager.setPlayerInputMultiAxesState (currentInputInfo.previousActiveState, currentInputInfo.inputName);
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}
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}
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}
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}
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}
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[System.Serializable]
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public class inputCategoryInfo
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{
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public string Name;
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public List<inputInfo> inputInfoList = new List<inputInfo> ();
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}
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[System.Serializable]
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public class inputInfo
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{
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public string inputName;
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public bool previousActiveState;
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}
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}
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