TopDown Engine  v3.6
MoreMountains.TopDownEngine.InputSystemManagerEventsBased Class Reference

This is a replacement InputManager if you prefer using Unity's InputSystem over the legacy one, in a multiplayer context. 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 MinimalScene3D_InputSystem_Multiplayer demo scene More...

Inheritance diagram for MoreMountains.TopDownEngine.InputSystemManagerEventsBased:
MoreMountains.TopDownEngine.InputManager MoreMountains.Tools.MMSingleton< InputManager >

Public Member Functions

void OnJump (InputAction.CallbackContext context)
 
void OnPrimaryMovement (InputAction.CallbackContext context)
 
void OnSecondaryMovement (InputAction.CallbackContext context)
 
void OnRun (InputAction.CallbackContext context)
 
void OnDash (InputAction.CallbackContext context)
 
void OnCrouch (InputAction.CallbackContext context)
 
void OnShoot (InputAction.CallbackContext context)
 
void OnSecondaryShoot (InputAction.CallbackContext context)
 
void OnInteract (InputAction.CallbackContext context)
 
void OnReload (InputAction.CallbackContext context)
 
void OnPause (InputAction.CallbackContext context)
 
void OnSwitchWeapon (InputAction.CallbackContext context)
 
void OnSwitchCharacter (InputAction.CallbackContext context)
 
void OnTimeControl (InputAction.CallbackContext context)
 
override void SetMovement ()
 Called every frame, if not on mobile, gets primary movement values from input More...
 
override void SetSecondaryMovement ()
 Called every frame, if not on mobile, gets secondary movement values from input More...
 
- Public Member Functions inherited from MoreMountains.TopDownEngine.InputManager
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...
 
virtual void ProcessButtonStates ()
 Called at LateUpdate(), this method processes the button states of all registered buttons More...
 
virtual void SetMovement (Vector2 movement)
 If you're using a touch joystick, bind your main joystick to this method More...
 
virtual void SetSecondaryMovement (Vector2 movement)
 If you're using a touch joystick, bind your secondary joystick to this method More...
 
virtual void SetHorizontalMovement (float horizontalInput)
 If you're using touch arrows, bind your left/right arrows to this method More...
 
virtual void SetVerticalMovement (float verticalInput)
 If you're using touch arrows, bind your secondary down/up arrows to this method More...
 
virtual void SetSecondaryHorizontalMovement (float horizontalInput)
 If you're using touch arrows, bind your secondary left/right arrows to this method More...
 
virtual void SetSecondaryVerticalMovement (float verticalInput)
 If you're using touch arrows, bind your down/up arrows to this method More...
 
virtual void SetCamera (Camera targetCamera, bool camera3D)
 Sets an associated camera, used to rotate input based on camera position More...
 
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...
 
virtual Vector2 ApplyCameraRotation (Vector2 input)
 Rotates input based on camera orientation More...
 
virtual void ForceAllButtonStatesTo (MMInput.ButtonStates newState)
 Lets you force the state of all buttons in the InputManager to the one specified in parameters More...
 
virtual void JumpButtonDown ()
 
virtual void JumpButtonPressed ()
 
virtual void JumpButtonUp ()
 
virtual void DashButtonDown ()
 
virtual void DashButtonPressed ()
 
virtual void DashButtonUp ()
 
virtual void CrouchButtonDown ()
 
virtual void CrouchButtonPressed ()
 
virtual void CrouchButtonUp ()
 
virtual void RunButtonDown ()
 
virtual void RunButtonPressed ()
 
virtual void RunButtonUp ()
 
virtual void ReloadButtonDown ()
 
virtual void ReloadButtonPressed ()
 
virtual void ReloadButtonUp ()
 
virtual void InteractButtonDown ()
 
virtual void InteractButtonPressed ()
 
virtual void InteractButtonUp ()
 
virtual void ShootButtonDown ()
 
virtual void ShootButtonPressed ()
 
virtual void ShootButtonUp ()
 
virtual void SecondaryShootButtonDown ()
 
virtual void SecondaryShootButtonPressed ()
 
virtual void SecondaryShootButtonUp ()
 
virtual void PauseButtonDown ()
 
virtual void PauseButtonPressed ()
 
virtual void PauseButtonUp ()
 
virtual void TimeControlButtonDown ()
 
virtual void TimeControlButtonPressed ()
 
virtual void TimeControlButtonUp ()
 
virtual void SwitchWeaponButtonDown ()
 
virtual void SwitchWeaponButtonPressed ()
 
virtual void SwitchWeaponButtonUp ()
 
virtual void SwitchCharacterButtonDown ()
 
virtual void SwitchCharacterButtonPressed ()
 
virtual void SwitchCharacterButtonUp ()
 

Public Attributes

override Vector2 MousePosition => Mouse.current.position.ReadValue()
 the position of the mouse More...
 
- Public Attributes inherited from MoreMountains.TopDownEngine.InputManager
bool InputDetectionActive = true
 set this to false to prevent the InputManager from reading input More...
 
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...
 
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...
 
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...
 
InputForcedModes InputForcedMode
 use this to force desktop (keyboard, pad) or mobile (touch) mode More...
 
bool ForceWeaponMode = false
 if this is true, the weapon mode will be forced to the selected WeaponForcedMode More...
 
WeaponAim.AimControls WeaponForcedMode
 use this to force a control mode for weapons More...
 
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...
 
MovementControls MovementControl = MovementControls.Joystick
 use this to specify whether you want to use the default joystick or arrows to move your character More...
 
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...
 
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...
 
bool SmoothMovement =true
 If set to true, acceleration / deceleration will take place when moving / stopping. More...
 
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...
 
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...
 
virtual Vector2 MousePosition => Input.mousePosition
 the position of the mouse More...
 

Protected Member Functions

virtual void BindButton (InputAction.CallbackContext context, MMInput.IMButton imButton)
 Changes the state of our button based on the input value More...
 
override void TestPrimaryAxis ()
 
override void GetInputButtons ()
 If we're not on mobile, watches for input changes, and updates our buttons states accordingly More...
 
override void SetCameraRotationAxis ()
 Grabs camera rotation input and stores it More...
 
override void SetShootAxis ()
 Called every frame, if not on mobile, gets shoot axis values from input More...
 
- Protected Member Functions inherited from MoreMountains.TopDownEngine.InputManager
override void Awake ()
 On Awake we run our pre-initialization 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 Update ()
 At update, we check the various commands and update our values and states accordingly. More...
 
virtual void GetLastNonNullValues ()
 Gets the last non null values for both primary and secondary axis More...
 
void OnApplicationFocus (bool hasFocus)
 If we lose focus, we reset the states of all buttons More...
 
- Protected Member Functions inherited from MoreMountains.Tools.MMSingleton< InputManager >
virtual void InitializeSingleton ()
 Initializes the singleton. More...
 

Additional Inherited Members

- Public Types inherited from MoreMountains.TopDownEngine.InputManager
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 Public Member Functions inherited from MoreMountains.Tools.MMSingleton< InputManager >
static T TryGetInstance ()
 
- Static Public Attributes inherited from MoreMountains.Tools.MMSingleton< InputManager >
static bool HasInstance
 
static T Current
 
- Static Protected Member Functions inherited from MoreMountains.TopDownEngine.InputManager
static void InitializeStatics ()
 Statics initialization to support enter play modes More...
 
- Protected Attributes inherited from MoreMountains.TopDownEngine.InputManager
Camera _targetCamera
 
bool _camera3D
 
float _cameraAngle
 
List< MMInput.IMButtonButtonList
 
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 Protected Attributes inherited from MoreMountains.Tools.MMSingleton< InputManager >
static T _instance
 
- Properties inherited from MoreMountains.TopDownEngine.InputManager
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...
 
- Properties inherited from MoreMountains.Tools.MMSingleton< InputManager >
static T Instance [get]
 Singleton design pattern More...
 

Detailed Description

This is a replacement InputManager if you prefer using Unity's InputSystem over the legacy one, in a multiplayer context. 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 MinimalScene3D_InputSystem_Multiplayer demo scene

Member Function Documentation

◆ BindButton()

virtual void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.BindButton ( InputAction.CallbackContext  context,
MMInput.IMButton  imButton 
)
protectedvirtual

Changes the state of our button based on the input value

Parameters
context
imButton

◆ GetInputButtons()

override void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.GetInputButtons ( )
protectedvirtual

If we're not on mobile, watches for input changes, and updates our buttons states accordingly

Reimplemented from MoreMountains.TopDownEngine.InputManager.

◆ OnCrouch()

void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.OnCrouch ( InputAction.CallbackContext  context)

◆ OnDash()

void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.OnDash ( InputAction.CallbackContext  context)

◆ OnInteract()

void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.OnInteract ( InputAction.CallbackContext  context)

◆ OnJump()

void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.OnJump ( InputAction.CallbackContext  context)

◆ OnPause()

void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.OnPause ( InputAction.CallbackContext  context)

◆ OnPrimaryMovement()

void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.OnPrimaryMovement ( InputAction.CallbackContext  context)

◆ OnReload()

void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.OnReload ( InputAction.CallbackContext  context)

◆ OnRun()

void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.OnRun ( InputAction.CallbackContext  context)

◆ OnSecondaryMovement()

void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.OnSecondaryMovement ( InputAction.CallbackContext  context)

◆ OnSecondaryShoot()

void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.OnSecondaryShoot ( InputAction.CallbackContext  context)

◆ OnShoot()

void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.OnShoot ( InputAction.CallbackContext  context)

◆ OnSwitchCharacter()

void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.OnSwitchCharacter ( InputAction.CallbackContext  context)

◆ OnSwitchWeapon()

void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.OnSwitchWeapon ( InputAction.CallbackContext  context)

◆ OnTimeControl()

void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.OnTimeControl ( InputAction.CallbackContext  context)

◆ SetCameraRotationAxis()

override void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.SetCameraRotationAxis ( )
protectedvirtual

Grabs camera rotation input and stores it

Reimplemented from MoreMountains.TopDownEngine.InputManager.

◆ SetMovement()

override void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.SetMovement ( )
virtual

Called every frame, if not on mobile, gets primary movement values from input

Reimplemented from MoreMountains.TopDownEngine.InputManager.

◆ SetSecondaryMovement()

override void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.SetSecondaryMovement ( )
virtual

Called every frame, if not on mobile, gets secondary movement values from input

Reimplemented from MoreMountains.TopDownEngine.InputManager.

◆ SetShootAxis()

override void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.SetShootAxis ( )
protectedvirtual

Called every frame, if not on mobile, gets shoot axis values from input

Reimplemented from MoreMountains.TopDownEngine.InputManager.

◆ TestPrimaryAxis()

override void MoreMountains.TopDownEngine.InputSystemManagerEventsBased.TestPrimaryAxis ( )
protectedvirtual

Member Data Documentation

◆ MousePosition

override Vector2 MoreMountains.TopDownEngine.InputSystemManagerEventsBased.MousePosition => Mouse.current.position.ReadValue()

the position of the mouse


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