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
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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...
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virtual void | ProcessButtonStates () |
| Called at LateUpdate(), this method processes the button states of all registered buttons More...
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virtual void | SetMovement () |
| Called every frame, if not on mobile, gets primary movement values from input More...
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virtual void | SetSecondaryMovement () |
| Called every frame, if not on mobile, gets secondary movement values from input More...
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virtual void | SetMovement (Vector2 movement) |
| If you're using a touch joystick, bind your main joystick to this method More...
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virtual void | SetSecondaryMovement (Vector2 movement) |
| If you're using a touch joystick, bind your secondary joystick to this method More...
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virtual void | SetHorizontalMovement (float horizontalInput) |
| If you're using touch arrows, bind your left/right arrows to this method More...
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virtual void | SetVerticalMovement (float verticalInput) |
| If you're using touch arrows, bind your secondary down/up arrows to this method More...
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virtual void | SetSecondaryHorizontalMovement (float horizontalInput) |
| If you're using touch arrows, bind your secondary left/right arrows to this method More...
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virtual void | SetSecondaryVerticalMovement (float verticalInput) |
| If you're using touch arrows, bind your down/up arrows to this method More...
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virtual void | ForceAllButtonStatesTo (MMInput.ButtonStates newState) |
| Lets you force the state of all buttons in the InputManager to the one specified in parameters More...
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virtual void | JumpButtonDown () |
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virtual void | JumpButtonPressed () |
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virtual void | JumpButtonUp () |
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virtual void | SwimButtonDown () |
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virtual void | SwimButtonPressed () |
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virtual void | SwimButtonUp () |
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virtual void | GlideButtonDown () |
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virtual void | GlideButtonPressed () |
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virtual void | GlideButtonUp () |
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virtual void | InteractButtonDown () |
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virtual void | InteractButtonPressed () |
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virtual void | InteractButtonUp () |
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virtual void | DashButtonDown () |
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virtual void | DashButtonPressed () |
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virtual void | DashButtonUp () |
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virtual void | RollButtonDown () |
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virtual void | RollButtonPressed () |
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virtual void | RollButtonUp () |
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virtual void | FlyButtonDown () |
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virtual void | FlyButtonPressed () |
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virtual void | FlyButtonUp () |
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virtual void | RunButtonDown () |
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virtual void | RunButtonPressed () |
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virtual void | RunButtonUp () |
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virtual void | JetpackButtonDown () |
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virtual void | JetpackButtonPressed () |
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virtual void | JetpackButtonUp () |
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virtual void | ReloadButtonDown () |
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virtual void | ReloadButtonPressed () |
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virtual void | ReloadButtonUp () |
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virtual void | PushButtonDown () |
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virtual void | PushButtonPressed () |
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virtual void | PushButtonUp () |
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virtual void | ShootButtonDown () |
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virtual void | ShootButtonPressed () |
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virtual void | ShootButtonUp () |
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virtual void | GripButtonDown () |
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virtual void | GripButtonPressed () |
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virtual void | GripButtonUp () |
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virtual void | SecondaryShootButtonDown () |
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virtual void | SecondaryShootButtonPressed () |
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virtual void | SecondaryShootButtonUp () |
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virtual void | PauseButtonDown () |
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virtual void | PauseButtonPressed () |
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virtual void | PauseButtonUp () |
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virtual void | RestartButtonDown () |
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virtual void | RestartButtonPressed () |
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virtual void | RestartButtonUp () |
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virtual void | SwitchWeaponButtonDown () |
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virtual void | SwitchWeaponButtonPressed () |
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virtual void | SwitchWeaponButtonUp () |
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virtual void | SwitchCharacterButtonDown () |
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virtual void | SwitchCharacterButtonPressed () |
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virtual void | SwitchCharacterButtonUp () |
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virtual void | TimeControlButtonDown () |
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virtual void | TimeControlButtonPressed () |
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virtual void | TimeControlButtonUp () |
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virtual void | GrabButtonDown () |
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virtual void | GrabButtonPressed () |
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virtual void | GrabButtonUp () |
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virtual void | ThrowButtonDown () |
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virtual void | ThrowButtonPressed () |
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virtual void | ThrowButtonUp () |
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bool | InputDetectionActive = true |
| set this to false to prevent input to be detected More...
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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...
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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...
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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...
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InputForcedMode | ForcedMode |
| use this to force desktop (keyboard, pad) or mobile (touch) mode More...
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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...
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MovementControls | MovementControl = MovementControls.Joystick |
| use this to specify whether you want to use the default joystick or arrows to move your character More...
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bool | DelayedButtonPresses = false |
| if this is true, button state changes are offset by one frame (usually useful on Android) More...
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bool | SmoothMovement =true |
| If set to true, acceleration / deceleration will take place when moving / stopping. More...
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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...
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virtual void | Start () |
| On Start we look for what mode to use, and initialize our axis and buttons More...
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virtual void | Initialization () |
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virtual void | InitializeButtons () |
| Initializes the buttons. If you want to add more buttons, make sure to register them here. More...
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virtual void | InitializeAxis () |
| Initializes the axis strings. More...
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virtual void | LateUpdate () |
| On LateUpdate, we process our button states More...
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virtual void | Update () |
| At update, we check the various commands and update our values and states accordingly. More...
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virtual void | GetInputButtons () |
| If we're not on mobile, watches for input changes, and updates our buttons states accordingly More...
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virtual void | SetShootAxis () |
| Called every frame, if not on mobile, gets shoot axis values from input More...
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virtual void | OnApplicationFocus (bool hasFocus) |
| If we lose focus, we reset the states of all buttons More...
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virtual void | Awake () |
| On awake, we initialize our instance. Make sure to call base.Awake() in override if you need awake. More...
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virtual void | InitializeSingleton () |
| Initializes the singleton. More...
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bool | IsMobile [get, protected set] |
| if this is true, we're currently in mobile mode More...
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MMInput.IMButton | JumpButton [get, protected set] |
| the jump button, used for jumps More...
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MMInput.IMButton | SwimButton [get, protected set] |
| the swim button, used to swim More...
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MMInput.IMButton | GlideButton [get, protected set] |
| the glide button, used to glide in the air More...
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MMInput.IMButton | InteractButton [get, protected set] |
| the activate button, used for interactions with zones More...
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MMInput.IMButton | JetpackButton [get, protected set] |
| the jetpack button More...
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MMInput.IMButton | FlyButton [get, protected set] |
| the fly button More...
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MMInput.IMButton | RunButton [get, protected set] |
| the run button More...
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MMInput.IMButton | DashButton [get, protected set] |
| the dash button More...
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MMInput.IMButton | RollButton [get, protected set] |
| the roll button More...
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MMInput.IMButton | GrabButton [get, protected set] |
| the dash button More...
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MMInput.IMButton | ThrowButton [get, protected set] |
| the dash button More...
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MMInput.IMButton | ShootButton [get, protected set] |
| the shoot button More...
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MMInput.IMButton | SecondaryShootButton [get, protected set] |
| the shoot button More...
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MMInput.IMButton | ReloadButton [get, protected set] |
| the reload button More...
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MMInput.IMButton | PushButton [get, protected set] |
| the push button More...
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MMInput.IMButton | GripButton [get, protected set] |
| the grip button More...
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MMInput.IMButton | PauseButton [get, protected set] |
| the pause button More...
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MMInput.IMButton | RestartButton [get, protected set] |
| the restart button More...
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MMInput.IMButton | SwitchCharacterButton [get, protected set] |
| the button used to switch character (either via model or prefab switch) More...
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MMInput.IMButton | SwitchWeaponButton [get, protected set] |
| the switch weapon button More...
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MMInput.IMButton | TimeControlButton [get, protected set] |
| the time control button More...
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MMInput.ButtonStates | ShootAxis [get, protected set] |
| the shoot axis, used as a button (non analogic) More...
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MMInput.ButtonStates | SecondaryShootAxis [get, protected set] |
| the shoot axis, used as a button (non analogic) More...
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virtual Vector2 | PrimaryMovement [get] |
| the primary movement value (used to move the character around) More...
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virtual Vector2 | SecondaryMovement [get] |
| the secondary movement (usually the right stick on a gamepad), used to aim More...
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static T | Instance [get] |
| Singleton design pattern More...
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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