Keyboard, Touch and Wii
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override void | Start () |
| Init actions Dictionary More...
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override bool | IsActionHeld (string action) |
| Returns true while the Action(~Button) is held down. More...
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override bool | IsActionDown (string action) |
| Returns true this frame the Action(~Button) is down. NOTE you could miss down event, use Held instead More...
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override bool | IsActionUp (string action) |
| Returns true this frame the Action(~Button) is up. NOTE you could miss up event, use Held instead More...
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override bool | IsLeftDown () |
| Returns true while Left is down. More...
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override bool | IsRightDown () |
| Returns true while Right is down. More...
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override bool | IsUpDown () |
| Returns true while Up is down. More...
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override bool | IsDownDown () |
| Returns true while Down is down. More...
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override float | GetAxisRawX () |
| Returns Input.GetAxisRaw ("Horizontal") or equivalent More...
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override float | GetAxisRawY () |
| Returns Input.GetAxisRaw ("Vertical") or equivalent More...
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override Vector2 | GetAxisRaw () |
| Returns a Vector2 with GetAxisRawX and GetAxisRawY More...
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override void | Update () |
| Listen to changs in Unity Input More...
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delegate void | InputActionDelegate (string button) |
| callback type for keyup/keydown More...
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Keyboard, Touch and Wii
Touch use CnControls [https://www.assetstore.unity3d.com/en/#!/content/15233] to enable touch you need to uncomment '#define UP_USE_CN_INPUT_MANAGER' at the top of this file
Wii controls use WiimoteApi [https://github.com/Flafla2/Unity-Wiimote] to enable wiimote support you need to uncomment '#define UP_USE_WII_INPUT_MANAGER' at the top of this file
◆ GetAxisRaw()
override Vector2 UnityPlatformer.DefaultInput.GetAxisRaw |
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inlinevirtual |
◆ GetAxisRawX()
override float UnityPlatformer.DefaultInput.GetAxisRawX |
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inlinevirtual |
◆ GetAxisRawY()
override float UnityPlatformer.DefaultInput.GetAxisRawY |
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inlinevirtual |
◆ IsActionDown()
override bool UnityPlatformer.DefaultInput.IsActionDown |
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string |
action | ) |
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inlinevirtual |
◆ IsActionHeld()
override bool UnityPlatformer.DefaultInput.IsActionHeld |
( |
string |
action | ) |
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inlinevirtual |
◆ IsActionUp()
override bool UnityPlatformer.DefaultInput.IsActionUp |
( |
string |
action | ) |
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inlinevirtual |
◆ IsDownDown()
override bool UnityPlatformer.DefaultInput.IsDownDown |
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inlinevirtual |
◆ IsLeftDown()
override bool UnityPlatformer.DefaultInput.IsLeftDown |
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inlinevirtual |
◆ IsRightDown()
override bool UnityPlatformer.DefaultInput.IsRightDown |
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inlinevirtual |
◆ IsUpDown()
override bool UnityPlatformer.DefaultInput.IsUpDown |
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inlinevirtual |
◆ Start()
override void UnityPlatformer.DefaultInput.Start |
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inlinevirtual |
◆ Update()
override void UnityPlatformer.DefaultInput.Update |
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inlinevirtual |
◆ inputsMap
Initial value:= new List<InputMapping> {
new InputMapping (
"Jump",
"Jump",
"Jump",
), new InputMapping (
"Attack",
"Attack",
"Fire2",
), new InputMapping (
"Use",
"Use",
"Fire1",
), new InputMapping (
"Run",
"Use",
"Run",
), new InputMapping (
"Pull",
"Pull",
"Pull",
)
}
List of action - button/key mapping
The documentation for this class was generated from the following file:
- Assets/UnityPlatformer/Scripts/Input/DefaultInput.cs