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Adventure Creator 1.84.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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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] |
A data container for active inputs, which map ActionListAssets to input buttons.
| AC.ActiveInput.ActiveInput | ( | int[] | idArray | ) |
The default Constructor.
| AC.ActiveInput.ActiveInput | ( | int | _ID | ) |
A Constructor in which the unique identifier is explicitly set.
| _ID | The unique identifier |
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static |
Creates a save string containing the enabled state of a list of active inputs.
| activeInputs | The active inputs to save |
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static |
Restores the enabled states of the game's active inputs from a saved data string.
| dataString | The data string to load |
| void AC.ActiveInput.SetDefaultState | ( | ) |
Sets the enabled state to the default value.
| 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
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static |
Upgrades all active inputs from previous releases
| ActionListAsset AC.ActiveInput.actionListAsset |
The ActionListAsset to run when the input button is pressed
| float AC.ActiveInput.axisThreshold = 0.2f |
If inputType = SimulateInputType.Axis, the threshold value for the axis to trigger the ActionListAsset
| bool AC.ActiveInput.enabledOnStart = true |
If True, the active input is enabled when the game begins
| FlagsGameState AC.ActiveInput.gameStateFlags = FlagsGameState.Normal |
What GameStates this active input will be available for
| int AC.ActiveInput.ID |
A unique identifier
| string AC.ActiveInput.inputName |
The name of the Input button, as defined in the Input Manager
| SimulateInputType AC.ActiveInput.inputType = SimulateInputType.Button |
What type of input is expected (Button, Axis)
| string AC.ActiveInput.label |
An Editor-friendly name
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getset |
The runtime enabled state of the active input