This persistent singleton handles the inputs and sends commands to the player. IMPORTANT : this script's Execution Order MUST be -100. You can define a script's execution order by clicking on the script's file and then clicking on the Execution Order button at the bottom right of the script's inspector. See https://docs.unity3d.com/Manual/class-ScriptExecution.html for more details
More...
|
| virtual void | ControlsModeDetection () |
| | Turns mobile controls on or off depending on what's been defined in the inspector, and what target device we're on More...
|
| |
| virtual void | ProcessButtonStates () |
| | Called at LateUpdate(), this method processes the button states of all registered buttons More...
|
| |
| virtual void | SetMovement () |
| | Called every frame, if not on mobile, gets primary movement values from input More...
|
| |
| virtual void | SetSecondaryMovement () |
| | Called every frame, if not on mobile, gets secondary movement values from input More...
|
| |
| virtual void | SetMovement (Vector2 movement) |
| | If you're using a touch joystick, bind your main joystick to this method More...
|
| |
| virtual void | SetSecondaryMovement (Vector2 movement) |
| | If you're using a touch joystick, bind your secondary joystick to this method More...
|
| |
| virtual void | SetHorizontalMovement (float horizontalInput) |
| | If you're using touch arrows, bind your left/right arrows to this method More...
|
| |
| virtual void | SetVerticalMovement (float verticalInput) |
| | If you're using touch arrows, bind your secondary down/up arrows to this method More...
|
| |
| virtual void | SetSecondaryHorizontalMovement (float horizontalInput) |
| | If you're using touch arrows, bind your secondary left/right arrows to this method More...
|
| |
| virtual void | SetSecondaryVerticalMovement (float verticalInput) |
| | If you're using touch arrows, bind your down/up arrows to this method More...
|
| |
| virtual void | ForceAllButtonStatesTo (MMInput.ButtonStates newState) |
| | Lets you force the state of all buttons in the InputManager to the one specified in parameters More...
|
| |
| virtual void | JumpButtonDown () |
| |
| virtual void | JumpButtonPressed () |
| |
| virtual void | JumpButtonUp () |
| |
| virtual void | SwimButtonDown () |
| |
| virtual void | SwimButtonPressed () |
| |
| virtual void | SwimButtonUp () |
| |
| virtual void | GlideButtonDown () |
| |
| virtual void | GlideButtonPressed () |
| |
| virtual void | GlideButtonUp () |
| |
| virtual void | InteractButtonDown () |
| |
| virtual void | InteractButtonPressed () |
| |
| virtual void | InteractButtonUp () |
| |
| virtual void | DashButtonDown () |
| |
| virtual void | DashButtonPressed () |
| |
| virtual void | DashButtonUp () |
| |
| virtual void | RollButtonDown () |
| |
| virtual void | RollButtonPressed () |
| |
| virtual void | RollButtonUp () |
| |
| virtual void | FlyButtonDown () |
| |
| virtual void | FlyButtonPressed () |
| |
| virtual void | FlyButtonUp () |
| |
| virtual void | RunButtonDown () |
| |
| virtual void | RunButtonPressed () |
| |
| virtual void | RunButtonUp () |
| |
| virtual void | JetpackButtonDown () |
| |
| virtual void | JetpackButtonPressed () |
| |
| virtual void | JetpackButtonUp () |
| |
| virtual void | ReloadButtonDown () |
| |
| virtual void | ReloadButtonPressed () |
| |
| virtual void | ReloadButtonUp () |
| |
| virtual void | PushButtonDown () |
| |
| virtual void | PushButtonPressed () |
| |
| virtual void | PushButtonUp () |
| |
| virtual void | ShootButtonDown () |
| |
| virtual void | ShootButtonPressed () |
| |
| virtual void | ShootButtonUp () |
| |
| virtual void | GripButtonDown () |
| |
| virtual void | GripButtonPressed () |
| |
| virtual void | GripButtonUp () |
| |
| virtual void | SecondaryShootButtonDown () |
| |
| virtual void | SecondaryShootButtonPressed () |
| |
| virtual void | SecondaryShootButtonUp () |
| |
| virtual void | PauseButtonDown () |
| |
| virtual void | PauseButtonPressed () |
| |
| virtual void | PauseButtonUp () |
| |
| virtual void | RestartButtonDown () |
| |
| virtual void | RestartButtonPressed () |
| |
| virtual void | RestartButtonUp () |
| |
| virtual void | SwitchWeaponButtonDown () |
| |
| virtual void | SwitchWeaponButtonPressed () |
| |
| virtual void | SwitchWeaponButtonUp () |
| |
| virtual void | SwitchCharacterButtonDown () |
| |
| virtual void | SwitchCharacterButtonPressed () |
| |
| virtual void | SwitchCharacterButtonUp () |
| |
| virtual void | TimeControlButtonDown () |
| |
| virtual void | TimeControlButtonPressed () |
| |
| virtual void | TimeControlButtonUp () |
| |
| virtual void | GrabButtonDown () |
| |
| virtual void | GrabButtonPressed () |
| |
| virtual void | GrabButtonUp () |
| |
| virtual void | ThrowButtonDown () |
| |
| virtual void | ThrowButtonPressed () |
| |
| virtual void | ThrowButtonUp () |
| |
|
| bool | InputDetectionActive = true |
| | set this to false to prevent input to be detected More...
|
| |
| bool | ResetButtonStatesOnFocusLoss = true |
| | if this is true, button states will be reset on focus loss - when clicking outside the player window on PC, for example More...
|
| |
| string | PlayerID = "Player1" |
| | a string identifying the target player(s). You'll need to set this exact same string on your Character, and set its type to Player More...
|
| |
| bool | AutoMobileDetection = true |
| | if this is set to true, the InputManager will try to detect what mode it should be in, based on the current target device More...
|
| |
| InputForcedMode | ForcedMode |
| | use this to force desktop (keyboard, pad) or mobile (touch) mode More...
|
| |
| bool | HideMobileControlsInEditor = false |
| | if this is true, mobile controls will be hidden in editor mode, regardless of the current build target or the forced mode More...
|
| |
| MovementControls | MovementControl = MovementControls.Joystick |
| | use this to specify whether you want to use the default joystick or arrows to move your character More...
|
| |
| bool | DelayedButtonPresses = false |
| | if this is true, button state changes are offset by one frame (usually useful on Android) More...
|
| |
| bool | SmoothMovement =true |
| | If set to true, acceleration / deceleration will take place when moving / stopping. More...
|
| |
| Vector2 | Threshold = new Vector2(0.1f, 0.4f) |
| | the minimum horizontal and vertical value you need to reach to trigger movement on an analog controller (joystick for example) More...
|
| |
|
| virtual void | Start () |
| | On Start we look for what mode to use, and initialize our axis and buttons More...
|
| |
| virtual void | Initialization () |
| |
| virtual void | InitializeButtons () |
| | Initializes the buttons. If you want to add more buttons, make sure to register them here. More...
|
| |
| virtual void | InitializeAxis () |
| | Initializes the axis strings. More...
|
| |
| virtual void | LateUpdate () |
| | On LateUpdate, we process our button states More...
|
| |
| virtual void | Update () |
| | At update, we check the various commands and update our values and states accordingly. More...
|
| |
| virtual void | GetInputButtons () |
| | If we're not on mobile, watches for input changes, and updates our buttons states accordingly More...
|
| |
| virtual void | SetShootAxis () |
| | Called every frame, if not on mobile, gets shoot axis values from input More...
|
| |
| virtual void | OnApplicationFocus (bool hasFocus) |
| | If we lose focus, we reset the states of all buttons More...
|
| |
| virtual void | Awake () |
| | On awake, we initialize our instance. Make sure to call base.Awake() in override if you need awake. More...
|
| |
| virtual void | InitializeSingleton () |
| | Initializes the singleton. More...
|
| |
This persistent singleton handles the inputs and sends commands to the player. IMPORTANT : this script's Execution Order MUST be -100. You can define a script's execution order by clicking on the script's file and then clicking on the Execution Order button at the bottom right of the script's inspector. See https://docs.unity3d.com/Manual/class-ScriptExecution.html for more details
◆ InputForcedMode
the possible modes for this input manager
| Enumerator |
|---|
| None | |
| Mobile | |
| Desktop | |
◆ MovementControls
the possible kinds of control used for movement
| Enumerator |
|---|
| Joystick | |
| Arrows | |
◆ ControlsModeDetection()
| virtual void MoreMountains.CorgiEngine.InputManager.ControlsModeDetection |
( |
| ) |
|
|
virtual |
Turns mobile controls on or off depending on what's been defined in the inspector, and what target device we're on
◆ DashButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.DashButtonDown |
( |
| ) |
|
|
virtual |
◆ DashButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.DashButtonPressed |
( |
| ) |
|
|
virtual |
◆ DashButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.DashButtonUp |
( |
| ) |
|
|
virtual |
◆ FlyButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.FlyButtonDown |
( |
| ) |
|
|
virtual |
◆ FlyButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.FlyButtonPressed |
( |
| ) |
|
|
virtual |
◆ FlyButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.FlyButtonUp |
( |
| ) |
|
|
virtual |
◆ ForceAllButtonStatesTo()
| virtual void MoreMountains.CorgiEngine.InputManager.ForceAllButtonStatesTo |
( |
MMInput.ButtonStates |
newState | ) |
|
|
virtual |
Lets you force the state of all buttons in the InputManager to the one specified in parameters
- Parameters
-
◆ GetInputButtons()
| virtual void MoreMountains.CorgiEngine.InputManager.GetInputButtons |
( |
| ) |
|
|
protectedvirtual |
If we're not on mobile, watches for input changes, and updates our buttons states accordingly
◆ GlideButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.GlideButtonDown |
( |
| ) |
|
|
virtual |
◆ GlideButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.GlideButtonPressed |
( |
| ) |
|
|
virtual |
◆ GlideButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.GlideButtonUp |
( |
| ) |
|
|
virtual |
◆ GrabButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.GrabButtonDown |
( |
| ) |
|
|
virtual |
◆ GrabButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.GrabButtonPressed |
( |
| ) |
|
|
virtual |
◆ GrabButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.GrabButtonUp |
( |
| ) |
|
|
virtual |
◆ GripButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.GripButtonDown |
( |
| ) |
|
|
virtual |
◆ GripButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.GripButtonPressed |
( |
| ) |
|
|
virtual |
◆ GripButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.GripButtonUp |
( |
| ) |
|
|
virtual |
◆ Initialization()
| virtual void MoreMountains.CorgiEngine.InputManager.Initialization |
( |
| ) |
|
|
protectedvirtual |
◆ InitializeAxis()
| virtual void MoreMountains.CorgiEngine.InputManager.InitializeAxis |
( |
| ) |
|
|
protectedvirtual |
Initializes the axis strings.
◆ InitializeButtons()
| virtual void MoreMountains.CorgiEngine.InputManager.InitializeButtons |
( |
| ) |
|
|
protectedvirtual |
Initializes the buttons. If you want to add more buttons, make sure to register them here.
◆ InitializeStatics()
| static void MoreMountains.CorgiEngine.InputManager.InitializeStatics |
( |
| ) |
|
|
staticprotected |
Statics initialization to support enter play modes
◆ InteractButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.InteractButtonDown |
( |
| ) |
|
|
virtual |
◆ InteractButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.InteractButtonPressed |
( |
| ) |
|
|
virtual |
◆ InteractButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.InteractButtonUp |
( |
| ) |
|
|
virtual |
◆ JetpackButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.JetpackButtonDown |
( |
| ) |
|
|
virtual |
◆ JetpackButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.JetpackButtonPressed |
( |
| ) |
|
|
virtual |
◆ JetpackButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.JetpackButtonUp |
( |
| ) |
|
|
virtual |
◆ JumpButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.JumpButtonDown |
( |
| ) |
|
|
virtual |
◆ JumpButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.JumpButtonPressed |
( |
| ) |
|
|
virtual |
◆ JumpButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.JumpButtonUp |
( |
| ) |
|
|
virtual |
◆ LateUpdate()
| virtual void MoreMountains.CorgiEngine.InputManager.LateUpdate |
( |
| ) |
|
|
protectedvirtual |
On LateUpdate, we process our button states
◆ OnApplicationFocus()
| virtual void MoreMountains.CorgiEngine.InputManager.OnApplicationFocus |
( |
bool |
hasFocus | ) |
|
|
protectedvirtual |
If we lose focus, we reset the states of all buttons
- Parameters
-
◆ PauseButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.PauseButtonDown |
( |
| ) |
|
|
virtual |
◆ PauseButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.PauseButtonPressed |
( |
| ) |
|
|
virtual |
◆ PauseButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.PauseButtonUp |
( |
| ) |
|
|
virtual |
◆ ProcessButtonStates()
| virtual void MoreMountains.CorgiEngine.InputManager.ProcessButtonStates |
( |
| ) |
|
|
virtual |
Called at LateUpdate(), this method processes the button states of all registered buttons
◆ PushButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.PushButtonDown |
( |
| ) |
|
|
virtual |
◆ PushButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.PushButtonPressed |
( |
| ) |
|
|
virtual |
◆ PushButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.PushButtonUp |
( |
| ) |
|
|
virtual |
◆ ReloadButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.ReloadButtonDown |
( |
| ) |
|
|
virtual |
◆ ReloadButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.ReloadButtonPressed |
( |
| ) |
|
|
virtual |
◆ ReloadButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.ReloadButtonUp |
( |
| ) |
|
|
virtual |
◆ RestartButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.RestartButtonDown |
( |
| ) |
|
|
virtual |
◆ RestartButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.RestartButtonPressed |
( |
| ) |
|
|
virtual |
◆ RestartButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.RestartButtonUp |
( |
| ) |
|
|
virtual |
◆ RollButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.RollButtonDown |
( |
| ) |
|
|
virtual |
◆ RollButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.RollButtonPressed |
( |
| ) |
|
|
virtual |
◆ RollButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.RollButtonUp |
( |
| ) |
|
|
virtual |
◆ RunButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.RunButtonDown |
( |
| ) |
|
|
virtual |
◆ RunButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.RunButtonPressed |
( |
| ) |
|
|
virtual |
◆ RunButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.RunButtonUp |
( |
| ) |
|
|
virtual |
◆ SecondaryShootButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.SecondaryShootButtonDown |
( |
| ) |
|
|
virtual |
◆ SecondaryShootButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.SecondaryShootButtonPressed |
( |
| ) |
|
|
virtual |
◆ SecondaryShootButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.SecondaryShootButtonUp |
( |
| ) |
|
|
virtual |
◆ SetHorizontalMovement()
| virtual void MoreMountains.CorgiEngine.InputManager.SetHorizontalMovement |
( |
float |
horizontalInput | ) |
|
|
virtual |
If you're using touch arrows, bind your left/right arrows to this method
.
◆ SetMovement() [1/2]
| virtual void MoreMountains.CorgiEngine.InputManager.SetMovement |
( |
| ) |
|
|
virtual |
Called every frame, if not on mobile, gets primary movement values from input
◆ SetMovement() [2/2]
| virtual void MoreMountains.CorgiEngine.InputManager.SetMovement |
( |
Vector2 |
movement | ) |
|
|
virtual |
If you're using a touch joystick, bind your main joystick to this method
- Parameters
-
◆ SetSecondaryHorizontalMovement()
| virtual void MoreMountains.CorgiEngine.InputManager.SetSecondaryHorizontalMovement |
( |
float |
horizontalInput | ) |
|
|
virtual |
If you're using touch arrows, bind your secondary left/right arrows to this method
.
◆ SetSecondaryMovement() [1/2]
| virtual void MoreMountains.CorgiEngine.InputManager.SetSecondaryMovement |
( |
| ) |
|
|
virtual |
Called every frame, if not on mobile, gets secondary movement values from input
◆ SetSecondaryMovement() [2/2]
| virtual void MoreMountains.CorgiEngine.InputManager.SetSecondaryMovement |
( |
Vector2 |
movement | ) |
|
|
virtual |
If you're using a touch joystick, bind your secondary joystick to this method
- Parameters
-
◆ SetSecondaryVerticalMovement()
| virtual void MoreMountains.CorgiEngine.InputManager.SetSecondaryVerticalMovement |
( |
float |
verticalInput | ) |
|
|
virtual |
If you're using touch arrows, bind your down/up arrows to this method
.
◆ SetShootAxis()
| virtual void MoreMountains.CorgiEngine.InputManager.SetShootAxis |
( |
| ) |
|
|
protectedvirtual |
Called every frame, if not on mobile, gets shoot axis values from input
◆ SetVerticalMovement()
| virtual void MoreMountains.CorgiEngine.InputManager.SetVerticalMovement |
( |
float |
verticalInput | ) |
|
|
virtual |
If you're using touch arrows, bind your secondary down/up arrows to this method
.
◆ ShootButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.ShootButtonDown |
( |
| ) |
|
|
virtual |
◆ ShootButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.ShootButtonPressed |
( |
| ) |
|
|
virtual |
◆ ShootButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.ShootButtonUp |
( |
| ) |
|
|
virtual |
◆ Start()
| virtual void MoreMountains.CorgiEngine.InputManager.Start |
( |
| ) |
|
|
protectedvirtual |
◆ SwimButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.SwimButtonDown |
( |
| ) |
|
|
virtual |
◆ SwimButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.SwimButtonPressed |
( |
| ) |
|
|
virtual |
◆ SwimButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.SwimButtonUp |
( |
| ) |
|
|
virtual |
◆ SwitchCharacterButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.SwitchCharacterButtonDown |
( |
| ) |
|
|
virtual |
◆ SwitchCharacterButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.SwitchCharacterButtonPressed |
( |
| ) |
|
|
virtual |
◆ SwitchCharacterButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.SwitchCharacterButtonUp |
( |
| ) |
|
|
virtual |
◆ SwitchWeaponButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.SwitchWeaponButtonDown |
( |
| ) |
|
|
virtual |
◆ SwitchWeaponButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.SwitchWeaponButtonPressed |
( |
| ) |
|
|
virtual |
◆ SwitchWeaponButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.SwitchWeaponButtonUp |
( |
| ) |
|
|
virtual |
◆ ThrowButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.ThrowButtonDown |
( |
| ) |
|
|
virtual |
◆ ThrowButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.ThrowButtonPressed |
( |
| ) |
|
|
virtual |
◆ ThrowButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.ThrowButtonUp |
( |
| ) |
|
|
virtual |
◆ TimeControlButtonDown()
| virtual void MoreMountains.CorgiEngine.InputManager.TimeControlButtonDown |
( |
| ) |
|
|
virtual |
◆ TimeControlButtonPressed()
| virtual void MoreMountains.CorgiEngine.InputManager.TimeControlButtonPressed |
( |
| ) |
|
|
virtual |
◆ TimeControlButtonUp()
| virtual void MoreMountains.CorgiEngine.InputManager.TimeControlButtonUp |
( |
| ) |
|
|
virtual |
◆ Update()
| virtual void MoreMountains.CorgiEngine.InputManager.Update |
( |
| ) |
|
|
protectedvirtual |
◆ _axisHorizontal
| string MoreMountains.CorgiEngine.InputManager._axisHorizontal |
|
protected |
◆ _axisSecondaryHorizontal
| string MoreMountains.CorgiEngine.InputManager._axisSecondaryHorizontal |
|
protected |
◆ _axisSecondaryVertical
| string MoreMountains.CorgiEngine.InputManager._axisSecondaryVertical |
|
protected |
◆ _axisShoot
| string MoreMountains.CorgiEngine.InputManager._axisShoot |
|
protected |
◆ _axisShootSecondary
| string MoreMountains.CorgiEngine.InputManager._axisShootSecondary |
|
protected |
◆ _axisVertical
| string MoreMountains.CorgiEngine.InputManager._axisVertical |
|
protected |
◆ _primaryMovement
| Vector2 MoreMountains.CorgiEngine.InputManager._primaryMovement = Vector2.zero |
|
protected |
◆ _secondaryMovement
| Vector2 MoreMountains.CorgiEngine.InputManager._secondaryMovement = Vector2.zero |
|
protected |
◆ AutoMobileDetection
| bool MoreMountains.CorgiEngine.InputManager.AutoMobileDetection = true |
if this is set to true, the InputManager will try to detect what mode it should be in, based on the current target device
◆ ButtonList
◆ DelayedButtonPresses
| bool MoreMountains.CorgiEngine.InputManager.DelayedButtonPresses = false |
if this is true, button state changes are offset by one frame (usually useful on Android)
◆ ForcedMode
use this to force desktop (keyboard, pad) or mobile (touch) mode
◆ HideMobileControlsInEditor
| bool MoreMountains.CorgiEngine.InputManager.HideMobileControlsInEditor = false |
if this is true, mobile controls will be hidden in editor mode, regardless of the current build target or the forced mode
◆ InputDetectionActive
| bool MoreMountains.CorgiEngine.InputManager.InputDetectionActive = true |
set this to false to prevent input to be detected
◆ MovementControl
use this to specify whether you want to use the default joystick or arrows to move your character
◆ PlayerID
| string MoreMountains.CorgiEngine.InputManager.PlayerID = "Player1" |
a string identifying the target player(s). You'll need to set this exact same string on your Character, and set its type to Player
◆ ResetButtonStatesOnFocusLoss
| bool MoreMountains.CorgiEngine.InputManager.ResetButtonStatesOnFocusLoss = true |
if this is true, button states will be reset on focus loss - when clicking outside the player window on PC, for example
◆ SmoothMovement
| bool MoreMountains.CorgiEngine.InputManager.SmoothMovement =true |
If set to true, acceleration / deceleration will take place when moving / stopping.
◆ Threshold
| Vector2 MoreMountains.CorgiEngine.InputManager.Threshold = new Vector2(0.1f, 0.4f) |
the minimum horizontal and vertical value you need to reach to trigger movement on an analog controller (joystick for example)
◆ DashButton
◆ FlyButton
◆ GlideButton
the glide button, used to glide in the air
◆ GrabButton
◆ GripButton
◆ InteractButton
the activate button, used for interactions with zones
◆ IsMobile
| bool MoreMountains.CorgiEngine.InputManager.IsMobile |
|
getprotected set |
if this is true, we're currently in mobile mode
◆ JetpackButton
◆ JumpButton
the jump button, used for jumps
◆ PauseButton
◆ PrimaryMovement
| virtual Vector2 MoreMountains.CorgiEngine.InputManager.PrimaryMovement |
|
get |
the primary movement value (used to move the character around)
◆ PushButton
◆ ReloadButton
◆ RestartButton
◆ RollButton
◆ RunButton
◆ SecondaryMovement
| virtual Vector2 MoreMountains.CorgiEngine.InputManager.SecondaryMovement |
|
get |
the secondary movement (usually the right stick on a gamepad), used to aim
◆ SecondaryShootAxis
the shoot axis, used as a button (non analogic)
◆ SecondaryShootButton
◆ ShootAxis
the shoot axis, used as a button (non analogic)
◆ ShootButton
◆ SwimButton
the swim button, used to swim
◆ SwitchCharacterButton
the button used to switch character (either via model or prefab switch)
◆ SwitchWeaponButton
◆ ThrowButton
◆ TimeControlButton
The documentation for this class was generated from the following file: