(Created page with "The SInput class returns the current state of input devices connected to the players device. ==Keys== To ensure a cross-platform experience that works with Game Pads, Keyboar...") |
(Added and defined .Vibrate Clicktowalk AltFire Fire isVRActive isVRAvailable MouseLook TurnAxis VRLeftControllerPosition VRLeftControllerRotation VRRightControllerPosition VRRightControllerRotation) |
||
Line 15: | Line 15: | ||
==Members== | ==Members== | ||
{{ScriptFunction|bool|GetKeyDown|(string key);|Returns true if 'key' was pressed during this frame. }} | {{ScriptFunction|bool|GetKeyDown|(string key);|Returns true if 'key' was pressed during this frame. }} | ||
+ | |||
{{ScriptFunction|bool|GetKey|(string key);|Returns true if 'key' is being held pressed. }} | {{ScriptFunction|bool|GetKey|(string key);|Returns true if 'key' is being held pressed. }} | ||
+ | |||
{{ScriptFunction|bool|GetKeyUp|(string key);|Returns true if 'key' is no longer pressed during this frame (but was in the last). }} | {{ScriptFunction|bool|GetKeyUp|(string key);|Returns true if 'key' is no longer pressed during this frame (but was in the last). }} | ||
− | + | ||
− | + | ||
{{ScriptFunction|bool|GetMouseDown|(int button);|Returns true if mouse 'button' was pressed during this frame. }} | {{ScriptFunction|bool|GetMouseDown|(int button);|Returns true if mouse 'button' was pressed during this frame. }} | ||
+ | |||
{{ScriptFunction|bool|GetMouseHold|(int button);|Returns true if mouse 'button' is being held pressed. }} | {{ScriptFunction|bool|GetMouseHold|(int button);|Returns true if mouse 'button' is being held pressed. }} | ||
+ | |||
{{ScriptFunction|bool|GetMouseUp|(int button);|Returns true if mouse 'button' is no longer pressed during this frame (but was in the last). }} | {{ScriptFunction|bool|GetMouseUp|(int button);|Returns true if mouse 'button' is no longer pressed during this frame (but was in the last). }} | ||
+ | |||
+ | {{ScriptFunction|void|Vibrate|()|Vibrates the controller (or phone, or gamepad) if a rumble device is present.|5=<pre></pre>}} | ||
+ | |||
+ | |||
+ | ==Properties== | ||
+ | |||
+ | {{ScriptFunction|float|ScrollWheel|{ get; }|Returns a non-0 value if the mouse wheel is being scrolled, value usually ranges from -1 to 1}} | ||
+ | |||
{{ScriptFunction|SVector|MousePosition|{ get; }|Returns the current position of the mouse in screen pixels. If on a touch screen device, this will also return the location of the first finger being pressed. }} | {{ScriptFunction|SVector|MousePosition|{ get; }|Returns the current position of the mouse in screen pixels. If on a touch screen device, this will also return the location of the first finger being pressed. }} | ||
+ | |||
{{ScriptFunction|SVector|MovementAxis|{ get; }|Returns left/right (A/D) movement on X, forward/back (W/S) on Y, and up/down (E/C) on Z}} | {{ScriptFunction|SVector|MovementAxis|{ get; }|Returns left/right (A/D) movement on X, forward/back (W/S) on Y, and up/down (E/C) on Z}} | ||
+ | |||
+ | {{ScriptFunction|bool|ClickToWalk|{ get; set; }|Enable or disable Click To Walk feature which allows movement of avatar by clicking the ground.|5= <pre></pre>}} | ||
+ | |||
+ | {{ScriptFunction|bool|AltFire|{ get; }|Return true if alternative fire is pressed|5= <pre></pre>}} | ||
+ | |||
+ | {{ScriptFunction|bool|Fire|{ get; }|Return true if primary fire is pressed|5= <pre></pre>}} | ||
+ | |||
+ | {{ScriptFunction|bool|IsVRActive|{ get; }|Returns true if VR is active|5= <pre></pre>}} | ||
+ | |||
+ | {{ScriptFunction|bool|IsVRAvailable|{ get; }|Returns true if VR is available|5= <pre></pre>}} | ||
+ | |||
+ | {{ScriptFunction|bool|MouseLook|{ get;set; }|Enable or disable Mouse Look feature|5= <pre></pre>}} | ||
+ | |||
+ | {{ScriptFunction|SVector|TurnAxis|{ get; }|Returns the position of the axis of turning|5= <pre></pre>}} | ||
+ | |||
+ | {{ScriptFunction|SVector|VRLeftControllerPosition|{ get; }|Returns position of Left VR Controller|5= <pre></pre>}} | ||
+ | |||
+ | {{ScriptFunction|SQuaternion|VRLeftControllerRotation|{ get; }|Return rotation of Left VR Controller|5= <pre></pre>}} | ||
+ | |||
+ | {{ScriptFunction|SVector|VRRightControllerPosition|{ get; }|Returns position of Right VR Controller|5= <pre></pre>}} | ||
+ | |||
+ | {{ScriptFunction|SQuaternion|VRRightControllerRotation|{ get; }|Return rotation of Right VR Controller|5= <pre></pre>}} | ||
+ | |||
{{Scripting Navbox}} | {{Scripting Navbox}} |
The SInput class returns the current state of input devices connected to the players device.
To ensure a cross-platform experience that works with Game Pads, Keyboards, Mouse and Mobile devices - as well as foreign language keyboards, we do not allow you to listen for specific keyboard keys, instead you may listen to predefined key groups which are consistent across devices. These can be used where ever a function argument is named 'key'.
Keys
Returns true if 'key' was pressed during this frame.
Returns true if 'key' is being held pressed.
Returns true if 'key' is no longer pressed during this frame (but was in the last).
Returns true if mouse 'button' was pressed during this frame.
Returns true if mouse 'button' is being held pressed.
Returns true if mouse 'button' is no longer pressed during this frame (but was in the last).
Vibrates the controller (or phone, or gamepad) if a rumble device is present.
Returns a non-0 value if the mouse wheel is being scrolled, value usually ranges from -1 to 1
Returns the current position of the mouse in screen pixels. If on a touch screen device, this will also return the location of the first finger being pressed.
Returns left/right (A/D) movement on X, forward/back (W/S) on Y, and up/down (E/C) on Z
Enable or disable Click To Walk feature which allows movement of avatar by clicking the ground.
Return true if alternative fire is pressed
Return true if primary fire is pressed
Returns true if VR is active
Returns true if VR is available
Enable or disable Mouse Look feature
Returns the position of the axis of turning
Returns position of Left VR Controller
Return rotation of Left VR Controller
Returns position of Right VR Controller
Return rotation of Right VR Controller
|