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end</pre>}} | end</pre>}} | ||
− | {{ScriptFunction|void|Vibrate|(float intensity, float duration, bool leftHand);| | + | {{ScriptFunction|void|Vibrate|(float intensity, float duration, bool leftHand);| Vibrates the controller (or phone, or gamepad) if a rumble device is present. intensity is from 0 to 1.0, duration is max 1.0 sec, leftHand if true will rumble on left, if false will rumble on right, where applicable.|5=<pre>Space.Input.Vibrate(1,1,false)</pre>}} |
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.
thisGameObject = Space.Host.ExecutingObject OnUpdate = function() if Space.Input.GetKeyDown("space") then Space.Log("Jump Key Down") end end thisGameObject.OnUpdate(OnUpdate)
Returns true if 'key' is being held pressed.
thisGameObject = Space.Host.ExecutingObject OnUpdate = function() if Space.Input.GetKey("space") then Space.Log("Jump Key Held") end end thisGameObject.OnUpdate(OnUpdate)
Returns true if 'key' is no longer pressed during this frame (but was in the last).
thisGameObject = Space.Host.ExecutingObject OnUpdate = function() if Space.Input.GetKeyUp("space") then Space.Log("Jump Key Released") end end thisGameObject.OnUpdate(OnUpdate)
Returns true if mouse 'button' was pressed during this frame.
if Space.Input.GetMouseDown(1) then Space.Log("Right Mouse button pressed in this frame") end
--this script will make this object jump to wherever you right click --(Example: moving objects with right click ) thisGameObject = Space.Host.ExecutingObject OnUpdate = function() if Space.Input.GetMouseDown(1) then clickRay = Space.Camera.ScreenCoordinatesToRay(Space.Input.MousePosition) rayCastHit = Space.Physics.RayCastSingle(clickRay.Origin, clickRay.Direction, 50.0) thisGameObject.WorldPosition = rayCastHit.Position end end thisGameObject.OnUpdate(OnUpdate)
Returns true if mouse 'button' is being held pressed.
if Space.Input.GetMouseHold(1) then Space.Log("Right Mouse button being held") end
--this script will make this object will follow your ovement while holding right click --(Example: dragging objects to move ) thisGameObject = Space.Host.ExecutingObject OnUpdate = function() if Space.Input.GetMouseHold(1) then clickRay = Space.Camera.ScreenCoordinatesToRay(Space.Input.MousePosition) rayCastHit = Space.Physics.RayCastSingle(clickRay.Origin, clickRay.Direction, 50.0) thisGameObject.WorldPosition = rayCastHit.Position end end thisGameObject.OnUpdate(OnUpdate)
Returns true if mouse 'button' is no longer pressed during this frame (but was in the last).
if Space.Input.GetMouseUp(1) then Space.Log("Right Mouse button was just unpressed") end
Vibrates the controller (or phone, or gamepad) if a rumble device is present. intensity is from 0 to 1.0, duration is max 1.0 sec, leftHand if true will rumble on left, if false will rumble on right, where applicable.
Space.Input.Vibrate(1,1,false)
Returns a non-0 value if the mouse wheel is being scrolled, value usually ranges from -1 to 1
if Space.Input.ScrollWheel> 0 then Space.Log("mouse wheel is being scrolled up") end
--this object is going to listen to your scroll wheel movement and move accordingly --(Example: Custom controls on a minigame/interactive object) thisGameObject = Space.Host.ExecutingObject OnUpdate = function() thisGameObject.WorldPosition = thisGameObject.WorldPosition + (thisGameObject.Up * Space.Input.ScrollWheel) end thisGameObject.OnUpdate(OnUpdate)
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.
currentMousePos = Space.Input.MousePosition
--this script will make this object will follow your ovement while holding right click --(Example: dragging objects to move ) thisGameObject = Space.Host.ExecutingObject OnUpdate = function() if Space.Input.GetMouseHold(1) then clickRay = Space.Camera.ScreenCoordinatesToRay(Space.Input.MousePosition) rayCastHit = Space.Physics.RayCastSingle(clickRay.Origin, clickRay.Direction, 50.0) thisGameObject.WorldPosition = rayCastHit.Position end end thisGameObject.OnUpdate(OnUpdate)
Returns a float representing the Mouse/Right Joystick horizontal movement. If the value is positive the movement is upwards. If the value is negative the movement is downwards. The value is derived by multiplying mouse delta with axis sensitivity. This is frame-rate independent; you do not need to be concerned about varying frame-rates when using this value.
MouseX = Space.Input.MouseX
--the below script will rotate this object along the Y axis --according to your mouse/right joystick horizontal movement thisGameObject = Space.Host.ExecutingObject function OnUpdate() currentY = thisGameObject.WorldRotation.EulerAngles.Y newY = currentY + Space.Input.MouseX thisGameObject.WorldRotation = Quaternion.Euler(0, newY, 0) end thisGameObject.OnUpdate(OnUpdate)
Returns a float representing the Mouse/Right Joystick vertical movement. If the value is positive the movement is to the right. If the value is negative the movement is to the left. The value is derived by multiplying mouse delta with axis sensitivity. This is frame-rate independent; you do not need to be concerned about varying frame-rates when using this value.
MouseY = Space.Input.MouseY
--the below script will rotate this object along the Y axis --according to your mouse/right joystick vertical movement thisGameObject = Space.Host.ExecutingObject function OnUpdate() currentX = thisGameObject.WorldRotation.EulerAngles.X newX = currentY + Space.Input.MouseY thisGameObject.WorldRotation = Quaternion.Euler(newX , 0, 0) end thisGameObject.OnUpdate(OnUpdate)
Returns left/right (A/D) movement on X, forward/back (W/S) on Y, and up/down (E/C) on Z
moveAxis = Space.Input.MovementAxis
--this object is going to listen to your A/D key presses and move accordingly --(Example: Custom controls on a minigame) thisGameObject = Space.Host.ExecutingObject OnUpdate = function() if Space.Input.MovementAxis.Y > 0 then thisGameObject.WorldPosition = thisGameObject.WorldPosition + thisGameObject.Forward elseif Space.Input.MovementAxis.Y < 0 then thisGameObject.WorldPosition = thisGameObject.WorldPosition - thisGameObject.Forward end if Space.Input.MovementAxis.X > 0 then thisGameObject.WorldPosition = thisGameObject.WorldPosition + thisGameObject.Right elseif Space.Input.MovementAxis.X < 0 then thisGameObject.WorldPosition = thisGameObject.WorldPosition - thisGameObject.Right end end thisGameObject.OnUpdate(OnUpdate)
Enable or disable Click To Walk feature which allows movement of avatar by clicking the ground.
Space.Input.ClickToWalk = true
--Make an object toggle Click To Walk when clicked thisGameObject = Space.Host.ExecutingObject OnClick = function() Space.Input.ClickToWalk = not Space.Input.ClickToWalk end thisGameObject.AddClickable() thisGameObject.Clickable.OnClick(OnClick)
Return true if alternative fire is pressed (Mouselook Mode)
if Space.Input.AltFire == true then Space.Log("AltFire pressed") end
--Create a GameObject from resource when Alternate Fire button is pressed --(Example: spawn a bullet) --[Add resource "bullet" as a resource in scripting runtime component] thisGameObject = Space.Host.ExecutingObject bullet = Space.GetResource("bullet") OnUpdate = function() if Space.Input.AltFire then Space.Scene.CreateGameObject(bullet) end end thisGameObject.OnUpdate(OnUpdate)
Return true if primary fire is pressed (Mouselook Mode)
if Space.Input.Fire == true then Space.Log("Fire pressed") end
--Create a GameObject from resource when Primary Fire button is pressed --(Example: spawn a bullet) --[Add resource "bullet" as a resource in scripting runtime component] thisGameObject = Space.Host.ExecutingObject bullet = Space.GetResource("bullet") OnUpdate = function() if Space.Input.Fire then Space.Scene.CreateGameObject(bullet) end end thisGameObject.OnUpdate(OnUpdate)
Returns true if VR is active
if Space.Input.IsVRActive == true then Space.Log("VR is active") end
Returns true if VR is available
if Space.Input.IsVRAvailable == true then Space.Log("VR is available") end
Enable or disable Mouse Look feature
Space.Input.MouseLook = true
--the below script will put your player into MouseLook mode if you are near the object --and return you to normal mode if you are far from the object --(example: entering an area/experience where MouseLook is required/mandatory) thisGameObject = Space.Host.ExecutingObject function OnUpdate() positionAvatar = Space.Scene.PlayerAvatar.GameObject.WorldPosition positionObject = thisGameObject.WorldPosition if positionAvatar.InRange(positionObject, 5.0) then if Space.Input.MouseLook == false then Space.Input.MouseLook = true end else if Space.Input.MouseLook == true then Space.Input.MouseLook = false end end end thisGameObject.OnUpdate(OnUpdate)
Returns true if the cursor is over the Sinespace UI
turnAxis = Space.Input.CursorInUI
--this object is going to listen to your scroll wheel movement and move accordingly --UNLESS your cursor is on the sinespace UI --(Example: Scrolling chat won't also move the object) thisGameObject = Space.Host.ExecutingObject OnUpdate = function() if Space.Input.CursorInUI == false then thisGameObject.WorldPosition = thisGameObject.WorldPosition + (thisGameObject.Up * Space.Input.ScrollWheel) end end thisGameObject.OnUpdate(OnUpdate)
Returns the Turn Axis (-1 to 1 on Vector's X value)
turnAxis = Space.Input.TurnAxis
--makes this object color red if player is turning left --and color green if player is turning right --and blue if player is not turning thisGameObject = Space.Host.ExecutingObject OnUpdate = function() if Space.Input.TurnAxis.X > 0 then thisGameObject.Renderer.Material.SetColor("_Color",Color.Red) elseif Space.Input.TurnAxis.X < 0 then thisGameObject.Renderer.Material.SetColor("_Color",Color.Green) elseif Space.Input.TurnAxis.X == 0 then thisGameObject.Renderer.Material.SetColor("_Color",Color.Blue) end end thisGameObject.OnUpdate(OnUpdate)
Returns position of Left VR Controller
posVRleft = Space.Input.VRLeftControllerPosition
Return rotation of Left VR Controller
rotVRleft = Space.Input.VRLeftControllerRotation
Returns position of Right VR Controller
posVRright = Space.Input.VRRightControllerPosition
Return rotation of Right VR Controller
rotVRright = Space.Input.VRRightControllerRotation
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