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CorgiEngineInputActions | InputActions |
| a set of input actions to use to read input on More...
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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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override void | Start () |
| On Start we look for what mode to use, and initialize our axis and buttons More...
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override void | Initialization () |
| On init we register to all our actions More...
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virtual void | BindButton (InputAction.CallbackContext context, MMInput.IMButton imButton) |
| Changes the state of our button based on the input value More...
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override void | Update () |
| At update, we check the various commands and update our values and states accordingly. More...
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virtual void | ForceRefresh () |
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virtual void | OnEnable () |
| On enable we enable our input actions More...
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virtual void | OnDisable () |
| On disable we disable our input actions More...
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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 | 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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enum | InputForcedMode { InputForcedMode.None,
InputForcedMode.Mobile,
InputForcedMode.Desktop
} |
| the possible modes for this input manager More...
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enum | MovementControls { MovementControls.Joystick,
MovementControls.Arrows
} |
| the possible kinds of control used for movement More...
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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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static T | TryGetInstance () |
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static bool | HasInstance |
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static T | Current |
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static void | InitializeStatics () |
| Statics initialization to support enter play modes More...
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static T | _instance |
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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 is a replacement InputManager if you prefer using Unity's InputSystem over the legacy one. Note that it's not the default solution in the engine at the moment, because older versions of Unity don't support it, and most people still prefer not using it You can see an example of how to set it up in the MinimalLevel_InputSystem demo scene