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Scripting/SInput

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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, 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

  • Jump (usually spacebar)
  • Fly (usually f)
  • Run (usually left shift)
  • Submit (usually return key)
  • Cancel (usually escape)
  • Tab Horiz (usually tab key)
  • Tab Vert (gamepad only)

Members

GetKeyDown

bool GetKeyDown (string key);

Returns true if 'key' was pressed during this frame.


GetKey

bool GetKey (string key);

Returns true if 'key' is being held pressed.


GetKeyUp

bool GetKeyUp (string key);

Returns true if 'key' is no longer pressed during this frame (but was in the last).


GetMouseDown

bool GetMouseDown (int button);

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


GetMouseHold

bool GetMouseHold (int button);

Returns true if mouse 'button' is being held pressed.

if Space.Input.GetMouseHold(1) then
  Space.Log("Right Mouse button being held")
end


GetMouseUp

bool GetMouseUp (int button);

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


Vibrate

void Vibrate (float intensity, float duration, bool leftHand)

No documentation

Space.Input.Vibrate(1,1,false)



Properties

ScrollWheel

float ScrollWheel { get; }

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


MousePosition

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.

currentMousePos = Space.Input.MousePosition


MouseX

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.

MouseX = Space.Input.MouseX

Template:Break

--this 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.SubscribeToEvents()
thisGameObject.OnUpdate(OnUpdate) 


MouseY

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.

MouseX = Space.Input.MouseX
---------------------------------
--this 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.SubscribeToEvents()
thisGameObject.OnUpdate(OnUpdate) 



MovementAxis

SVector MovementAxis { get; }

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


ClickToWalk

bool ClickToWalk { get; set; }

Enable or disable Click To Walk feature which allows movement of avatar by clicking the ground.

Space.Input.ClickToWalk = true


AltFire

bool AltFire { get; }

Return true if alternative fire is pressed

if Space.Input.AltFire == true then
  Space.Log("AltFire pressed")
end


Fire

bool Fire { get; }

Return true if primary fire is pressed

if Space.Input.Fire == true then
  Space.Log("Fire pressed")
end


IsVRActive

bool IsVRActive { get; }

Returns true if VR is active

if Space.Input.IsVRActive == true then
  Space.Log("VR is active")
end


IsVRAvailable

bool IsVRAvailable { get; }

Returns true if VR is available

if Space.Input.IsVRAvailable == true then
  Space.Log("VR is available")
end


MouseLook

bool MouseLook { get;set; }

Enable or disable Mouse Look feature

Space.Input.MouseLook = true


TurnAxis

SVector TurnAxis { get; }

Returns the position of the axis of turning

turnAxis = Space.Input.TurnAxis


VRLeftControllerPosition

SVector VRLeftControllerPosition { get; }

Returns position of Left VR Controller

posVRleft = Space.Input.VRLeftControllerPosition


VRLeftControllerRotation

SQuaternion VRLeftControllerRotation { get; }

Return rotation of Left VR Controller

rotVRleft = Space.Input.VRLeftControllerRotation


VRRightControllerPosition

SVector VRRightControllerPosition { get; }

Returns position of Right VR Controller

posVRright = Space.Input.VRRightControllerPosition


VRRightControllerRotation

SQuaternion VRRightControllerRotation { get; }

Return rotation of Right VR Controller

rotVRright = Space.Input.VRRightControllerRotation