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Difference between revisions of "Scripting/SInput"

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The SInput class returns the current state of input devices connected to the players device.
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This page has moved to: https://docs.sine.space/v/scripting/client-scripting/viewer/sinput
 
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==Keys==
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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'.
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Keys
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* Jump (usually spacebar)
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* Fly (usually f)
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* Run (usually left shift)
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* Submit (usually return key)
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* Cancel (usually escape)
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* Tab Horiz (usually tab key)
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* Tab Vert (gamepad only)
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==Members==
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{{ScriptFunction|bool|GetKeyDown|(string key);|Returns true if 'key' was pressed during this frame. |5=<pre></pre> }}
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{{ScriptFunction|bool|GetKey|(string key);|Returns true if 'key' is being held pressed. |5=<pre></pre> }}
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{{ScriptFunction|bool|GetKeyUp|(string key);|Returns true if 'key' is no longer pressed during this frame (but was in the last). |5=<pre></pre> }}
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{{ScriptFunction|bool|GetMouseDown|(int button);|Returns true if mouse 'button' was pressed during this frame. |5=<pre>if Space.Input.GetMouseDown(1) then
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  Space.Log("Right Mouse button pressed in this frame")
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end</pre> }}
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{{ScriptFunction|bool|GetMouseHold|(int button);|Returns true if mouse 'button' is being held pressed.|5=<pre>if Space.Input.GetMouseHold(1) then
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  Space.Log("Right Mouse button being held")
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end</pre> }}
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{{ScriptFunction|bool|GetMouseUp|(int button);|Returns true if mouse 'button' is no longer pressed during this frame (but was in the last).|5=<pre>if Space.Input.GetMouseUp(1) then
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  Space.Log("Right Mouse button was just unpressed")
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end</pre>}}
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{{ScriptFunction|void|Vibrate|(float intensity, float duration, bool leftHand)|Vibrates the controller (or phone, or gamepad) if a rumble device is present.
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intensity: intensity from 0 to 1.0
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duration: duration (max 1.0 sec)
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leftHand: Rumble on the left hand (false = right hand), where applicable.|5=<pre>Space.Input.Vibrate(1,1,false)</pre>}}
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==Properties==
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{{ScriptFunction|float|ScrollWheel|{ get; }|Returns a non-0 value if the mouse wheel is being scrolled, value usually ranges from -1 to 1|5=<pre>if Space.Input.ScrollWheel> 0 then
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Space.Log("mouse wheel is being scrolled up")
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end</pre>}}
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{{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.|5=<pre>currentMousePos = Space.Input.MousePosition</pre> }}
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{{ScriptFunction|float|MouseX|{ get; }|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. |5=<pre>MouseX = Space.Input.MouseX</pre>
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---- ----
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<pre>
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--the below script will rotate this object along the Y axis
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--according to your mouse/right joystick horizontal movement
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thisGameObject = Space.Host.ExecutingObject
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function OnUpdate()
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currentY = thisGameObject.WorldRotation.EulerAngles.Y
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newY = currentY + Space.Input.MouseX
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thisGameObject.WorldRotation = Quaternion.Euler(0, newY, 0)
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end
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thisGameObject.SubscribeToEvents()
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thisGameObject.OnUpdate(OnUpdate) </pre> }}
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{{ScriptFunction|float|MouseY|{ get; }|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. |5=<pre>MouseY = Space.Input.MouseY</pre>
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---- ----
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<pre>
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--the below script will rotate this object along the Y axis
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--according to your mouse/right joystick vertical movement
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thisGameObject = Space.Host.ExecutingObject
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function OnUpdate()
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currentX = thisGameObject.WorldRotation.EulerAngles.X
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newX = currentY + Space.Input.MouseY
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thisGameObject.WorldRotation = Quaternion.Euler(newX , 0, 0)
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end
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thisGameObject.SubscribeToEvents()
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thisGameObject.OnUpdate(OnUpdate) </pre> }}
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{{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|5=<pre>moveAxis  = Space.Input.MovementAxis</pre>}}
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{{ScriptFunction|bool|ClickToWalk|{ get; set; }|Enable or disable Click To Walk feature which allows movement of avatar by clicking the ground.|5= <pre>Space.Input.ClickToWalk = true</pre>}}
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{{ScriptFunction|bool|AltFire|{ get; }|Return true if alternative fire is pressed|5= <pre>if Space.Input.AltFire == true then
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  Space.Log("AltFire pressed")
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end</pre>}}
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{{ScriptFunction|bool|Fire|{ get; }|Return true if primary fire is pressed|5= <pre>if Space.Input.Fire == true then
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  Space.Log("Fire pressed")
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end</pre>}}
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{{ScriptFunction|bool|IsVRActive|{ get; }|Returns true if VR is active|5= <pre>if Space.Input.IsVRActive == true then
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  Space.Log("VR is active")
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end</pre>}}
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{{ScriptFunction|bool|IsVRAvailable|{ get; }|Returns true if VR is available|5= <pre>if Space.Input.IsVRAvailable == true then
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  Space.Log("VR is available")
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end</pre>}}
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{{ScriptFunction|bool|MouseLook|{ get;set; }|Enable or disable Mouse Look feature|5= <pre>Space.Input.MouseLook = true</pre>}}
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{{ScriptFunction|SVector|TurnAxis|{ get; }|Returns the position of the axis of turning|5= <pre>turnAxis = Space.Input.TurnAxis</pre>}}
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{{ScriptFunction|SVector|VRLeftControllerPosition|{ get; }|Returns position of Left VR Controller|5= <pre>posVRleft = Space.Input.VRLeftControllerPosition</pre>}}
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{{ScriptFunction|SQuaternion|VRLeftControllerRotation|{ get; }|Return rotation of Left VR Controller|5= <pre>rotVRleft = Space.Input.VRLeftControllerRotation</pre>}}
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{{ScriptFunction|SVector|VRRightControllerPosition|{ get; }|Returns position of Right VR Controller|5= <pre>posVRright = Space.Input.VRRightControllerPosition</pre>}}
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{{ScriptFunction|SQuaternion|VRRightControllerRotation|{ get; }|Return rotation of Right VR Controller|5= <pre>rotVRright = Space.Input.VRRightControllerRotation</pre>}}
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{{Scripting Navbox}}
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Latest revision as of 04:59, 19 September 2022

This page has moved to: https://docs.sine.space/v/scripting/client-scripting/viewer/sinput