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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...
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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 (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 | 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 () |
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T | InputActions |
| a set of input actions to use to read input on More...
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override Vector2 | MousePosition => Mouse.current.position.ReadValue() |
| the position of the mouse More...
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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 | AutoRevertToMobileIfPrimaryAxisInactive |
| if this is true, the system will revert to mobile controls if the primary axis is inactive for more than AutoRevertToMobileIfPrimaryAxisInactiveDuration More...
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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...
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override void | Awake () |
| On Awake we run our pre-initialization 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 | GetInputButtons () |
| If we're not on mobile, watches for input changes, and updates our buttons states accordingly More...
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override void | SetShootAxis () |
| Called every frame, if not on mobile, gets shoot axis values from input More...
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override void | SetCameraRotationAxis () |
| Grabs camera rotation input and stores it More...
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override void | TestPrimaryAxis () |
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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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override void | Update () |
| At update, we check the various commands and update our values and states accordingly. 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 | PreInitialization () |
| Initializes buttons and axis More...
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virtual void | Initialization () |
| On init we auto detect control schemes 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 | GetLastNonNullValues () |
| Gets the last non null values for both primary and secondary axis More...
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void | OnApplicationFocus (bool hasFocus) |
| If we lose focus, we reset the states of all buttons More...
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virtual void | InitializeSingleton () |
| Initializes the singleton. More...
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enum | InputForcedModes { InputForcedModes.None,
InputForcedModes.Mobile,
InputForcedModes.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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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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Camera | _targetCamera |
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bool | _camera3D |
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float | _cameraAngle |
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List< MMInput.IMButton > | ButtonList |
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Vector2 | _primaryMovement = Vector2.zero |
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Vector2 | _secondaryMovement = Vector2.zero |
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float | _cameraRotationInput = 0f |
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string | _axisHorizontal |
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string | _axisVertical |
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string | _axisSecondaryHorizontal |
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string | _axisSecondaryVertical |
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string | _axisShoot |
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string | _axisShootSecondary |
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string | _axisCamera |
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float | _primaryAxisActiveTimestamp |
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static T | _instance |
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virtual bool | IsMobile [get, protected set] |
| if this is true, we're currently in mobile mode More...
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virtual bool | IsPrimaryAxisActive [get, protected set] |
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virtual MMInput.IMButton | JumpButton [get, protected set] |
| the jump button, used for jumps and validation More...
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virtual MMInput.IMButton | RunButton [get, protected set] |
| the run button More...
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virtual MMInput.IMButton | DashButton [get, protected set] |
| the dash button More...
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virtual MMInput.IMButton | CrouchButton [get, protected set] |
| the crouch button More...
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virtual MMInput.IMButton | ShootButton [get, protected set] |
| the shoot button More...
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virtual MMInput.IMButton | InteractButton [get, protected set] |
| the activate button, used for interactions with zones More...
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virtual MMInput.IMButton | SecondaryShootButton [get, protected set] |
| the shoot button More...
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virtual MMInput.IMButton | ReloadButton [get, protected set] |
| the reload button More...
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virtual MMInput.IMButton | PauseButton [get, protected set] |
| the pause button More...
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virtual MMInput.IMButton | TimeControlButton [get, protected set] |
| the time control button More...
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virtual MMInput.IMButton | SwitchCharacterButton [get, protected set] |
| the button used to switch character (either via model or prefab switch) More...
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virtual MMInput.IMButton | SwitchWeaponButton [get, protected set] |
| the switch weapon button More...
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virtual MMInput.ButtonStates | ShootAxis [get, protected set] |
| the shoot axis, used as a button (non analogic) More...
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virtual 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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virtual Vector2 | LastNonNullPrimaryMovement [get, set] |
| the primary movement value (used to move the character around) More...
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virtual Vector2 | LastNonNullSecondaryMovement [get, set] |
| the secondary movement (usually the right stick on a gamepad), used to aim More...
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virtual float | CameraRotationInput [get] |
| the camera rotation axis input value More...
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virtual float | CameraAngle [get] |
| the current camera angle More...
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static T | Instance [get] |
| Singleton design pattern More...
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Agnostic version of the InputSystemManager that lets you define a set of input actions to read from
- Type Constraints
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T | : | IInputActionCollection | |
T | : | new() | |