|  | Adventure Creator 1.84.3
    An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024 | 
| 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 | 
| 
 | static | 
Creates a save string containing the enabled state of a list of active inputs.
| activeInputs | The active inputs to save | 
| 
 | 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
| 
 | 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
| 
 | getset | 
The runtime enabled state of the active input