Adventure Creator 1.84.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
Loading...
Searching...
No Matches
AC.ActiveInput Class Reference

Public Member Functions

 ActiveInput (int[] idArray)
 ActiveInput (int _ID)
 A Constructor in which the unique identifier is explicitly set.
void SetDefaultState ()
bool TestForInput ()
void ShowGUI ()

Static Public Member Functions

static void Upgrade ()
static string CreateSaveData (List< ActiveInput > activeInputs)
 Creates a save string containing the enabled state of a list of active inputs.
static void LoadSaveData (string dataString)
 Restores the enabled states of the game's active inputs from a saved data string.

Public Attributes

string label
int ID
string inputName
bool enabledOnStart = true
FlagsGameState gameStateFlags = FlagsGameState.Normal
ActionListAsset actionListAsset
SimulateInputType inputType = SimulateInputType.Button
float axisThreshold = 0.2f

Protected Types

enum  ActiveInputButtonType { OnButtonDown , OnButtonUp }

Protected Member Functions

bool TriggerIfStateMatches ()

Protected Attributes

ActiveInputButtonType buttonType = ActiveInputButtonType.OnButtonDown
bool isEnabled

Properties

bool IsEnabled [get, set]
string Label [get]

Detailed Description

A data container for active inputs, which map ActionListAssets to input buttons.

Constructor & Destructor Documentation

◆ ActiveInput() [1/2]

AC.ActiveInput.ActiveInput ( int[] idArray)

The default Constructor.

◆ ActiveInput() [2/2]

AC.ActiveInput.ActiveInput ( int _ID)

A Constructor in which the unique identifier is explicitly set.

Parameters
_IDThe unique identifier

Member Function Documentation

◆ CreateSaveData()

string AC.ActiveInput.CreateSaveData ( List< ActiveInput > activeInputs)
static

Creates a save string containing the enabled state of a list of active inputs.

Parameters
activeInputsThe active inputs to save
Returns
The save string

◆ LoadSaveData()

void AC.ActiveInput.LoadSaveData ( string dataString)
static

Restores the enabled states of the game's active inputs from a saved data string.

Parameters
dataStringThe data string to load

◆ SetDefaultState()

void AC.ActiveInput.SetDefaultState ( )

Sets the enabled state to the default value.

◆ TestForInput()

bool AC.ActiveInput.TestForInput ( )

Tests if the associated input button is being pressed at the right time, and runs its associated ActionListAsset if it is

◆ Upgrade()

void AC.ActiveInput.Upgrade ( )
static

Upgrades all active inputs from previous releases

Member Data Documentation

◆ actionListAsset

ActionListAsset AC.ActiveInput.actionListAsset

The ActionListAsset to run when the input button is pressed

◆ axisThreshold

float AC.ActiveInput.axisThreshold = 0.2f

If inputType = SimulateInputType.Axis, the threshold value for the axis to trigger the ActionListAsset

◆ enabledOnStart

bool AC.ActiveInput.enabledOnStart = true

If True, the active input is enabled when the game begins

◆ gameStateFlags

FlagsGameState AC.ActiveInput.gameStateFlags = FlagsGameState.Normal

What GameStates this active input will be available for

◆ ID

int AC.ActiveInput.ID

A unique identifier

◆ inputName

string AC.ActiveInput.inputName

The name of the Input button, as defined in the Input Manager

◆ inputType

SimulateInputType AC.ActiveInput.inputType = SimulateInputType.Button

What type of input is expected (Button, Axis)

◆ label

string AC.ActiveInput.label

An Editor-friendly name

Property Documentation

◆ IsEnabled

bool AC.ActiveInput.IsEnabled
getset

The runtime enabled state of the active input