Corgi Engine v9.4
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MoreMountains.InventoryEngine.DemoCharacterInputManager Class Reference

A very simple input manager to handle the demo character's input and make it move. More...

Inheritance diagram for MoreMountains.InventoryEngine.DemoCharacterInputManager:
MoreMountains.Tools.MMEventListener< T > MoreMountains.Tools.MMEventListenerBase

Public Member Functions

virtual void OnMMEvent (MMInventoryEvent inventoryEvent)
 Catches MMInventoryEvents to detect pauses.
Public Member Functions inherited from MoreMountains.Tools.MMEventListener< T >
void OnMMEvent (T eventType)

Public Attributes

InventoryDemoCharacter DemoCharacter
 The character that'll move through the level.
KeyCode LeftKey = KeyCode.LeftArrow
KeyCode LeftKeyAlt = KeyCode.None
KeyCode RightKey = KeyCode.RightArrow
KeyCode RightKeyAlt = KeyCode.None
KeyCode DownKey = KeyCode.DownArrow
KeyCode DownKeyAlt = KeyCode.None
KeyCode UpKey = KeyCode.UpArrow
KeyCode UpKeyAlt = KeyCode.None
string VerticalAxisName = "Vertical"

Protected Member Functions

virtual void Update ()
 Every frame, we check for input for the inventory, the hotbars and the character.
virtual void HandleDemoCharacterInput ()
 Handles the demo character movement input.
virtual void OnEnable ()
 On Enable, we start listening for MMInventoryEvents.
virtual void OnDisable ()
 On Disable, we stop listening for MMInventoryEvents.

Protected Attributes

bool _pause = false

Detailed Description

A very simple input manager to handle the demo character's input and make it move.

Member Function Documentation

◆ HandleDemoCharacterInput()

virtual void MoreMountains.InventoryEngine.DemoCharacterInputManager.HandleDemoCharacterInput ( )
protectedvirtual

Handles the demo character movement input.

◆ OnDisable()

virtual void MoreMountains.InventoryEngine.DemoCharacterInputManager.OnDisable ( )
protectedvirtual

On Disable, we stop listening for MMInventoryEvents.

◆ OnEnable()

virtual void MoreMountains.InventoryEngine.DemoCharacterInputManager.OnEnable ( )
protectedvirtual

On Enable, we start listening for MMInventoryEvents.

◆ OnMMEvent()

virtual void MoreMountains.InventoryEngine.DemoCharacterInputManager.OnMMEvent ( MMInventoryEvent inventoryEvent)
virtual

Catches MMInventoryEvents to detect pauses.

Parameters
inventoryEventInventory event.

◆ Update()

virtual void MoreMountains.InventoryEngine.DemoCharacterInputManager.Update ( )
protectedvirtual

Every frame, we check for input for the inventory, the hotbars and the character.

Member Data Documentation

◆ _pause

bool MoreMountains.InventoryEngine.DemoCharacterInputManager._pause = false
protected

◆ DemoCharacter

InventoryDemoCharacter MoreMountains.InventoryEngine.DemoCharacterInputManager.DemoCharacter

The character that'll move through the level.

◆ DownKey

KeyCode MoreMountains.InventoryEngine.DemoCharacterInputManager.DownKey = KeyCode.DownArrow

◆ DownKeyAlt

KeyCode MoreMountains.InventoryEngine.DemoCharacterInputManager.DownKeyAlt = KeyCode.None

◆ LeftKey

KeyCode MoreMountains.InventoryEngine.DemoCharacterInputManager.LeftKey = KeyCode.LeftArrow

◆ LeftKeyAlt

KeyCode MoreMountains.InventoryEngine.DemoCharacterInputManager.LeftKeyAlt = KeyCode.None

◆ RightKey

KeyCode MoreMountains.InventoryEngine.DemoCharacterInputManager.RightKey = KeyCode.RightArrow

◆ RightKeyAlt

KeyCode MoreMountains.InventoryEngine.DemoCharacterInputManager.RightKeyAlt = KeyCode.None

◆ UpKey

KeyCode MoreMountains.InventoryEngine.DemoCharacterInputManager.UpKey = KeyCode.UpArrow

◆ UpKeyAlt

KeyCode MoreMountains.InventoryEngine.DemoCharacterInputManager.UpKeyAlt = KeyCode.None

◆ VerticalAxisName

string MoreMountains.InventoryEngine.DemoCharacterInputManager.VerticalAxisName = "Vertical"

The documentation for this class was generated from the following file: