Add this component to a WeaponAim, and it'll automatically handle switching its weapon aim control mode to mouse if mouse becomes active. If you then touch any of the gamepad axis again, it'll switch back aim control to it. The WeaponAim control mode needs to be initially set to a gamepad control mode.
More...
|
| virtual void | GetInitialAimControl () |
| | Sets the current aim control mode as the initial one, that the component will switch back to when going back from mouse mode.
|
| virtual void | SwitchToMouse () |
| | Changes aim control mode to mouse.
|
| virtual void | SwitchToInitialControlMode () |
| | Changes aim control mouse to the initial mode.
|
|
| bool | CheckMouse = true |
| | if this is true, mouse position will be evaluated, and if it differs from the one last frame, we'll switch to mouse control mode
|
| bool | CheckPrimaryAxis = true |
| | if this is true, the primary axis will be evaluated, and if it differs from the one last frame, we'll switch back to the initial control mode
|
| bool | CheckSecondaryAxis = true |
| | if this is true, the secondary axis will be evaluated, and if it differs from the one last frame, we'll switch back to the initial control mode
|
|
| virtual void | Awake () |
| | On Awake we store our WeaponAim component and grab our initial aim control mode.
|
| virtual void | Update () |
| | On update, checks mouse and axis, and stores last frame's data.
|
| virtual void | StoreLastFrameData () |
| | We store our current input data to be able to compare against it next frame.
|
| virtual void | CheckMouseInput () |
| | Checks if mouse input has changed, switches to mouse control if that's the case.
|
| virtual void | CheckAxisInput () |
| | Checks if axis input has changed, switches back to initial control mode if that's the case.
|
Add this component to a WeaponAim, and it'll automatically handle switching its weapon aim control mode to mouse if mouse becomes active. If you then touch any of the gamepad axis again, it'll switch back aim control to it. The WeaponAim control mode needs to be initially set to a gamepad control mode.
◆ Awake()
| virtual void MoreMountains.TopDownEngine.WeaponAimMouseOverride.Awake |
( |
| ) |
|
|
protectedvirtual |
On Awake we store our WeaponAim component and grab our initial aim control mode.
◆ CheckAxisInput()
| virtual void MoreMountains.TopDownEngine.WeaponAimMouseOverride.CheckAxisInput |
( |
| ) |
|
|
protectedvirtual |
Checks if axis input has changed, switches back to initial control mode if that's the case.
◆ CheckMouseInput()
| virtual void MoreMountains.TopDownEngine.WeaponAimMouseOverride.CheckMouseInput |
( |
| ) |
|
|
protectedvirtual |
Checks if mouse input has changed, switches to mouse control if that's the case.
◆ GetInitialAimControl()
| virtual void MoreMountains.TopDownEngine.WeaponAimMouseOverride.GetInitialAimControl |
( |
| ) |
|
|
virtual |
Sets the current aim control mode as the initial one, that the component will switch back to when going back from mouse mode.
◆ StoreLastFrameData()
| virtual void MoreMountains.TopDownEngine.WeaponAimMouseOverride.StoreLastFrameData |
( |
| ) |
|
|
protectedvirtual |
We store our current input data to be able to compare against it next frame.
◆ SwitchToInitialControlMode()
| virtual void MoreMountains.TopDownEngine.WeaponAimMouseOverride.SwitchToInitialControlMode |
( |
| ) |
|
|
virtual |
Changes aim control mouse to the initial mode.
◆ SwitchToMouse()
| virtual void MoreMountains.TopDownEngine.WeaponAimMouseOverride.SwitchToMouse |
( |
| ) |
|
|
virtual |
Changes aim control mode to mouse.
◆ Update()
| virtual void MoreMountains.TopDownEngine.WeaponAimMouseOverride.Update |
( |
| ) |
|
|
protectedvirtual |
On update, checks mouse and axis, and stores last frame's data.
◆ _initialAimControl
◆ _mouseInput
| Vector2 MoreMountains.TopDownEngine.WeaponAimMouseOverride._mouseInput |
|
protected |
◆ _mouseInputLastFrame
| Vector2 MoreMountains.TopDownEngine.WeaponAimMouseOverride._mouseInputLastFrame |
|
protected |
◆ _primaryAxisInput
| Vector2 MoreMountains.TopDownEngine.WeaponAimMouseOverride._primaryAxisInput |
|
protected |
◆ _primaryAxisInputLastFrame
| Vector2 MoreMountains.TopDownEngine.WeaponAimMouseOverride._primaryAxisInputLastFrame |
|
protected |
◆ _secondaryAxisInput
| Vector2 MoreMountains.TopDownEngine.WeaponAimMouseOverride._secondaryAxisInput |
|
protected |
◆ _secondaryAxisInputLastFrame
| Vector2 MoreMountains.TopDownEngine.WeaponAimMouseOverride._secondaryAxisInputLastFrame |
|
protected |
◆ _weaponAim
| WeaponAim MoreMountains.TopDownEngine.WeaponAimMouseOverride._weaponAim |
|
protected |
◆ CheckMouse
| bool MoreMountains.TopDownEngine.WeaponAimMouseOverride.CheckMouse = true |
if this is true, mouse position will be evaluated, and if it differs from the one last frame, we'll switch to mouse control mode
◆ CheckPrimaryAxis
| bool MoreMountains.TopDownEngine.WeaponAimMouseOverride.CheckPrimaryAxis = true |
if this is true, the primary axis will be evaluated, and if it differs from the one last frame, we'll switch back to the initial control mode
◆ CheckSecondaryAxis
| bool MoreMountains.TopDownEngine.WeaponAimMouseOverride.CheckSecondaryAxis = true |
if this is true, the secondary axis will be evaluated, and if it differs from the one last frame, we'll switch back to the initial control mode
The documentation for this class was generated from the following file: