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| override void | SetMovement () |
| | Called every frame, if not on mobile, gets primary movement values from input More...
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| override void | SetSecondaryMovement () |
| | Called every frame, if not on mobile, gets secondary movement values from input 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...
|
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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 (Vector2 movement) |
| | If you're using a touch joystick, bind your main joystick to this method More...
|
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| virtual void | SetCameraRotation (Vector2 movement) |
| | This method lets you bind a mobile joystick to camera rotation 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 | SetCamera (Camera targetCamera, bool camera3D) |
| | Sets an associated camera, used to rotate input based on camera position More...
|
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| virtual void | SetCameraRotationInput (float newValue) |
| | Sets the current camera rotation input, which you'll want to keep between -1 (left) and 1 (right), 0 being no rotation More...
|
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| virtual Vector2 | ApplyCameraRotation (Vector2 input) |
| | Rotates input based on camera orientation 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 | DashButtonDown () |
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| virtual void | DashButtonPressed () |
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| virtual void | DashButtonUp () |
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| virtual void | CrouchButtonDown () |
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| virtual void | CrouchButtonPressed () |
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| virtual void | CrouchButtonUp () |
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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 | ReloadButtonDown () |
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| virtual void | ReloadButtonPressed () |
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| virtual void | ReloadButtonUp () |
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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 | ShootButtonDown () |
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| virtual void | ShootButtonPressed () |
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| virtual void | ShootButtonUp () |
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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 | TimeControlButtonDown () |
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| virtual void | TimeControlButtonPressed () |
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| virtual void | TimeControlButtonUp () |
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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 () |
| |
|
| T | InputActions |
| | a set of input actions to use to read input on More...
|
| |
| override Vector2 | MousePosition => Mouse.current.position.ReadValue() |
| | the position of the mouse More...
|
| |
| bool | InputDetectionActive = true |
| | set this to false to prevent the InputManager from reading input 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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| InputForcedModes | InputForcedMode |
| | use this to force desktop (keyboard, pad) or mobile (touch) mode More...
|
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| bool | ForceWeaponMode = false |
| | if this is true, the weapon mode will be forced to the selected WeaponForcedMode More...
|
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| WeaponAim.AimControls | WeaponForcedMode |
| | use this to force a control mode for weapons 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 | ForceDesktopIfPrimaryAxisActive = false |
| | if this is true, the mobile controls will be hidden when the primary desktop axis is active, and the input manager will switch to desktop inputs 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 | AutoRevertToMobileIfPrimaryAxisInactive |
| | if this is true, the system will revert to mobile controls if the primary axis is inactive for more than AutoRevertToMobileIfPrimaryAxisInactiveDuration More...
|
| |
| float | AutoRevertToMobileIfPrimaryAxisInactiveDuration = 10f |
| | the duration, in seconds, after which the system will revert to mobile controls if the primary axis is inactive 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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| bool | RotateInputBasedOnCameraDirection = false |
| | if this is true, any directional input coming into this input manager will be rotated to align with the current camera orientation More...
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| virtual Vector2 | MousePosition => Input.mousePosition |
| | the position of the mouse More...
|
| |
|
| override void | Awake () |
| | On Awake we run our pre-initialization More...
|
| |
| 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 | GetInputButtons () |
| | If we're not on mobile, watches for input changes, and updates our buttons states accordingly More...
|
| |
| override void | SetShootAxis () |
| | Called every frame, if not on mobile, gets shoot axis values from input More...
|
| |
| override void | SetCameraRotationAxis () |
| | Grabs camera rotation input and stores it More...
|
| |
| override void | TestPrimaryAxis () |
| |
| 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...
|
| |
| override void | Update () |
| | At update, we check the various commands and update our values and states accordingly. More...
|
| |
| virtual void | Start () |
| | On Start we look for what mode to use, and initialize our axis and buttons More...
|
| |
| virtual void | PreInitialization () |
| | Initializes buttons and axis More...
|
| |
| virtual void | Initialization () |
| | On init we auto detect control schemes More...
|
| |
| 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 | GetLastNonNullValues () |
| | Gets the last non null values for both primary and secondary axis More...
|
| |
| IEnumerator | DelayButtonPress (MMInput.IMButton button) |
| | A coroutine that changes the pressed state one frame later More...
|
| |
| IEnumerator | DelayButtonRelease (MMInput.IMButton button) |
| | A coroutine that changes the pressed state one frame later More...
|
| |
| void | OnApplicationFocus (bool hasFocus) |
| | If we lose focus, we reset the states of all buttons More...
|
| |
| virtual void | InitializeSingleton () |
| | Initializes the singleton. More...
|
| |
|
| enum | InputForcedModes { InputForcedModes.None,
InputForcedModes.Mobile,
InputForcedModes.Desktop
} |
| | the possible modes for this input manager More...
|
| |
| enum | MovementControls { MovementControls.Joystick,
MovementControls.Arrows
} |
| | the possible kinds of control used for movement More...
|
| |
| static T | TryGetInstance () |
| |
| static bool | HasInstance |
| |
| static T | Current |
| |
| static void | InitializeStatics () |
| | Statics initialization to support enter play modes More...
|
| |
| Camera | _targetCamera |
| |
| bool | _camera3D |
| |
| float | _cameraAngle |
| |
| List< MMInput.IMButton > | ButtonList |
| |
| Vector2 | _primaryMovement = Vector2.zero |
| |
| Vector2 | _secondaryMovement = Vector2.zero |
| |
| float | _cameraRotationInput = 0f |
| |
| string | _axisHorizontal |
| |
| string | _axisVertical |
| |
| string | _axisSecondaryHorizontal |
| |
| string | _axisSecondaryVertical |
| |
| string | _axisShoot |
| |
| string | _axisShootSecondary |
| |
| string | _axisCamera |
| |
| float | _primaryAxisActiveTimestamp |
| |
| static T | _instance |
| |
| virtual bool | IsMobile [get, protected set] |
| | if this is true, we're currently in mobile mode More...
|
| |
| virtual bool | IsPrimaryAxisActive [get, protected set] |
| |
| virtual MMInput.IMButton | JumpButton [get, protected set] |
| | the jump button, used for jumps and validation More...
|
| |
| virtual MMInput.IMButton | RunButton [get, protected set] |
| | the run button More...
|
| |
| virtual MMInput.IMButton | DashButton [get, protected set] |
| | the dash button More...
|
| |
| virtual MMInput.IMButton | CrouchButton [get, protected set] |
| | the crouch button More...
|
| |
| virtual MMInput.IMButton | ShootButton [get, protected set] |
| | the shoot button More...
|
| |
| virtual MMInput.IMButton | InteractButton [get, protected set] |
| | the activate button, used for interactions with zones More...
|
| |
| virtual MMInput.IMButton | SecondaryShootButton [get, protected set] |
| | the shoot button More...
|
| |
| virtual MMInput.IMButton | ReloadButton [get, protected set] |
| | the reload button More...
|
| |
| virtual MMInput.IMButton | PauseButton [get, protected set] |
| | the pause button More...
|
| |
| virtual MMInput.IMButton | TimeControlButton [get, protected set] |
| | the time control button More...
|
| |
| virtual MMInput.IMButton | SwitchCharacterButton [get, protected set] |
| | the button used to switch character (either via model or prefab switch) More...
|
| |
| virtual MMInput.IMButton | SwitchWeaponButton [get, protected set] |
| | the switch weapon button More...
|
| |
| virtual MMInput.ButtonStates | ShootAxis [get, protected set] |
| | the shoot axis, used as a button (non analogic) More...
|
| |
| virtual MMInput.ButtonStates | SecondaryShootAxis [get, protected set] |
| | the shoot axis, used as a button (non analogic) More...
|
| |
| virtual Vector2 | PrimaryMovement [get] |
| | the primary movement value (used to move the character around) More...
|
| |
| virtual Vector2 | SecondaryMovement [get] |
| | the secondary movement (usually the right stick on a gamepad), used to aim More...
|
| |
| virtual Vector2 | LastNonNullPrimaryMovement [get, set] |
| | the primary movement value (used to move the character around) More...
|
| |
| virtual Vector2 | LastNonNullSecondaryMovement [get, set] |
| | the secondary movement (usually the right stick on a gamepad), used to aim More...
|
| |
| virtual float | CameraRotationInput [get] |
| | the camera rotation axis input value More...
|
| |
| virtual float | CameraAngle [get] |
| | the current camera angle More...
|
| |
| static T | Instance [get] |
| | Singleton design pattern More...
|
| |
Agnostic version of the InputSystemManager that lets you define a set of input actions to read from
- Type Constraints
-
| T | : | IInputActionCollection | |
| T | : | new() | |