plyGame Input manager
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Inherits MonoBehaviour.
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static void | Init (GameObject parentObject, InputDefAsset asset) |
| Initialise plyInput. The parentObject you specify should be a global that will not be destroyed during the life of the game running, else simply pass null and plyInput will create its own object. More...
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static void | Save () |
| Call to save the changes made to the buttons to PlayerPrefs or via SaveLoad provider. More...
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static void | Restore () |
| Call this only after having defined all buttons to read the changes that where saved to PlayerPrefs (or via SaveLoad provider) and overwrite any defaults assigned while defining the buttons. More...
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static int | DefineButton (InputDefinition def) |
| Define a button from an input definition. Return index (idx) of new input or -1 on error. More...
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static int | GetInputIdx (string ident) |
| Return the index (idx) of the defined button, -1 if not found. An def.ident is the combination of category and name for example: "Player/SelectNextTarget" More...
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static bool | IsActive (int idx) |
| Return true if the input definition is active More...
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static bool | SimilarBinds (int idx1, int idx2) |
| Return true if the inputs, identified by idx1 and idx2, use similar buttons or axis. More...
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static bool | GetButton (int idx) |
| Returns true while the virtual button is held down. More...
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static bool | GetButtonDown (int idx) |
| Returns true during the frame the user pressed down the virtual button identified by 'name'. More...
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static bool | GetButtonUp (int idx) |
| Returns true the first frame the user releases the virtual button. More...
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static float | GetAxis (int idx) |
| Returns the value of the virtual axis. More...
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static float | GetAxis (int idx1, int idx2) |
| Returns the axis for input idx1. If it is 0 then the axis for input idx2 will be returned. More...
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void | Awake () |
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void | LateUpdate () |
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static bool | MouseInputHandled [get, set] |
| Set this to True in each frame that input from mouse was handled. Will be reset to False in LateUpdate() More...
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Define a button from an input definition. Return index (idx) of new input or -1 on error.
static float plyGame.plyInput.GetAxis |
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int |
idx | ) |
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Returns the value of the virtual axis.
static float plyGame.plyInput.GetAxis |
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int |
idx1, |
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int |
idx2 |
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Returns the axis for input idx1. If it is 0 then the axis for input idx2 will be returned.
static bool plyGame.plyInput.GetButton |
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int |
idx | ) |
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Returns true while the virtual button is held down.
static bool plyGame.plyInput.GetButtonDown |
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int |
idx | ) |
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Returns true during the frame the user pressed down the virtual button identified by 'name'.
static bool plyGame.plyInput.GetButtonUp |
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int |
idx | ) |
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Returns true the first frame the user releases the virtual button.
static int plyGame.plyInput.GetInputIdx |
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string |
ident | ) |
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Return the index (idx) of the defined button, -1 if not found. An def.ident is the combination of category and name for example: "Player/SelectNextTarget"
static void plyGame.plyInput.Init |
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GameObject |
parentObject, |
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InputDefAsset |
asset |
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) |
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Initialise plyInput. The parentObject you specify should be a global that will not be destroyed during the life of the game running, else simply pass null and plyInput will create its own object.
static bool plyGame.plyInput.IsActive |
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int |
idx | ) |
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Return true if the input definition is active
static void plyGame.plyInput.Restore |
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Call this only after having defined all buttons to read the changes that where saved to PlayerPrefs (or via SaveLoad provider) and overwrite any defaults assigned while defining the buttons.
static void plyGame.plyInput.Save |
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Call to save the changes made to the buttons to PlayerPrefs or via SaveLoad provider.
static bool plyGame.plyInput.SimilarBinds |
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int |
idx1, |
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int |
idx2 |
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) |
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Return true if the inputs, identified by idx1 and idx2, use similar buttons or axis.
bool plyGame.plyInput.MouseInputHandled |
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staticgetset |
Set this to True in each frame that input from mouse was handled. Will be reset to False in LateUpdate()