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Platformer Pro
2.3.2
A platform game kit for Unity.
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A simple but effective touch input. More...
Public Member Functions | |
override ButtonState | GetActionButtonState (int buttonIndex) |
GetActionButtonState More... | |
override void | ForceButtonState (int index, ButtonState state) |
Allow some external component to set button state (for current frame only). More... | |
override bool | SetKey (KeyType type, KeyCode keyCode) |
Sets the keyboayrd key that corresponds to a Platform PRO input key. More... | |
override bool | SetKey (KeyType type, KeyCode keyCode, int keyNumber) |
Sets the keyboayrd key that corresponds to a Platform PRO input key. More... | |
override KeyCode | GetKeyForType (KeyType type, int keyNumber) |
Gets the key code for the given type. More... | |
override string | GetAxisForType (KeyType type) |
Gets the name of the axis for the given key type. More... | |
override bool | SetAxis (KeyType type, string axis, bool reverseAxis) |
Sets the joystick axis that corresponds to a Platform PRO input axis. More... | |
override bool | SaveInputData () |
Saves the input data. More... | |
override bool | LoadInputData (string dataName) |
Loads the input data. More... | |
override void | LoadInputData (StandardInputData data) |
Loads the provided input data. More... | |
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virtual void | ConsumeJumpButton () |
Consumes a jump button down event converting it in to a button held event. Does nothing if the button is in another state. More... | |
virtual void | ConsumeRunButton () |
Consumes a run button down event converting it in to a button held event. Does nothing if the button is in another state. More... | |
virtual void | ConsumeActionButton (int index) |
Consumes an action button down event converting it in to a button held event. Does nothing if the button is in another state. More... | |
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virtual void | Validate (PlatformerProMonoBehaviour myTarget) |
Override this method if you want to provide custom validation. The actual code should be surrounded by the if UNITY_EDITOR / endif directive. More... | |
Public Attributes | |
GameObject | horizontalAxisGo |
GameObject that holds an ITouchAxis to be used as the horizontal axis. More... | |
GameObject | verticalAxisGo |
GameObject that holds an ITouchAxis to be used as the vertical axis. More... | |
GameObject | jumpButtonGo |
GameObject that holds an ITouchButton to be used as the jump button. More... | |
GameObject | runButtonGo |
GameObject that holds an ITouchButton to be used as the run button. More... | |
GameObject[] | actionButtonGos |
GameObjects that hold ITouchButtons to be used as the actions buttons. More... | |
GameObject | pauseButtonGo |
GameObject that holds an ITouchButton to be used as the pause button. More... | |
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int | playerId |
The player who is assigned to this input. More... | |
Protected Member Functions | |
virtual void | Init () |
Init this instance. More... | |
Protected Attributes | |
ITouchAxis | actualHorizontalAxis |
Actual IAxis to use for horizontal axis. More... | |
ITouchAxis | actualVerticalAxis |
Actual IAxis to use for vertical axis. More... | |
ITouchButton | actualJumpButton |
Actual ITouchButton to use for jump. More... | |
ITouchButton | actualRunButton |
Actual ITouchButton to use for run. More... | |
ITouchButton | actualPauseButton |
Actual ITouchButton to use for pause. More... | |
ITouchButton[] | actualActionButtons |
Array of the actual ITouchButtons to use for actions. More... | |
int | lastDigitalVerticalAxisState |
Stores the last state of the vertical axis (digital). More... | |
int | lastDigitalHorizontalAxisState |
Stores the last state of the horizontal axis (digital). More... | |
int | cachedVerticalAxisDigital = UNSET |
Cached state of the vertical axis (digital). More... | |
int | cachedHorizontalAxisDigital = UNSET |
Cached state of the horizontal axis (digital). More... | |
Properties | |
override float | HorizontalAxis [get] |
HorizontalAxis More... | |
override int | HorizontalAxisDigital [get] |
HorizontalAxisDigital More... | |
override ButtonState | HorizontalAxisState [get] |
Return ButtonState.DOWN if the axis state went from <= 0 to 1 or >= 0 to -1. Return ButtonState.HELD if the axis stayed at the same value and wasn't 0; Return ButtonState.UP if the axis state went from != 0 to 0. More... | |
override float | VerticalAxis [get] |
VerticalAxis More... | |
override int | VerticalAxisDigital [get] |
VerticalAxisDigital More... | |
override ButtonState | VerticalAxisState [get] |
Return ButtonState.DOWN if the axis state went from <= 0 to 1 or >= 0 to -1. Return ButtonState.HELD if the axis stayed at the same value and wasn't 0; Return ButtonState.UP if the axis state went from != 0 to 0. More... | |
override ButtonState | JumpButton [get] |
JumpButton More... | |
override ButtonState? | RunButton [get] |
RunButton More... | |
override ButtonState? | PauseButton [get] |
PauseButton More... | |
override ButtonState | ActionButton [get] |
ActionButton More... | |
override bool | AnyKey [get] |
Returns true if any button or action key is being pressed. More... | |
override float | AltHorizontalAxis [get] |
A float value clamped between -1 for completely left and 1 for compeletely right. 0.5f would mean "half right". The exact interpretation of the values is up to the movement behaviours. More... | |
override int | AltHorizontalAxisDigital [get] |
A "digital" version of the alternate horizontal axis in which the only valid values are -1 for LEFT, 0 for NONE, and 1 for RIGHT. More... | |
override ButtonState | AltHorizontalAxisState [get] |
Return ButtonState.DOWN if the axis state went from <= 0 to 1 or >= 0 to -1. Return ButtonState.HELD if the axis stayed at the same value. Return ButtonState.UP if the axis state went from != 0 to 0. More... | |
override float | AltVerticalAxis [get] |
A float value clamped between -1 for completely DOWN and 1 for completely UP. 0.5f would mean "half up". The exact interpretation of the values is up to the movement behaviours. More... | |
override int | AltVerticalAxisDigital [get] |
A "digital" version of the vertical axis in which the only valid values are -1 for DOWN, 0 for NONE, and 1 for UP. More... | |
override ButtonState | AltVerticalAxisState [get] |
Return ButtonState.DOWN if the axis state went from <= 0 to 1 or >= 0 to -1. Return ButtonState.HELD if the axis stayed at the same value. Return ButtonState.UP if the axis state went from != 0 to 0. More... | |
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abstract float | HorizontalAxis [get] |
A float value clamped between -1 for completely left and 1 for compeletely right. 0.5f would mean "half right". The exact interpretation of the values is up to the movement behaviours. More... | |
abstract int | HorizontalAxisDigital [get] |
A "digital" version of the horizontal axis in which the only valid values are -1 for LEFT, 0 for NONE, and 1 for RIGHT. More... | |
abstract ButtonState | HorizontalAxisState [get] |
Return ButtonState.DOWN if the axis state went from <= 0 to 1 or >= 0 to -1. Return ButtonState.HELD if the axis stayed at the same value. Return ButtonState.UP if the axis state went from != 0 to 0. More... | |
abstract float | VerticalAxis [get] |
A float value clamped between -1 for completely DOWN and 1 for completely UP. 0.5f would mean "half up". The exact interpretation of the values is up to the movement behaviours. More... | |
abstract int | VerticalAxisDigital [get] |
A "digital" version of the alternate vertical axis in which the only valid values are -1 for DOWN, 0 for NONE, and 1 for UP. More... | |
abstract ButtonState | VerticalAxisState [get] |
Return ButtonState.DOWN if the axis state went from <= 0 to 1 or >= 0 to -1. Return ButtonState.HELD if the axis stayed at the same value. Return ButtonState.UP if the axis state went from != 0 to 0. More... | |
abstract float | AltHorizontalAxis [get] |
A float value clamped between -1 for completely left and 1 for compeletely right. 0.5f would mean "half right". The exact interpretation of the values is up to the movement behaviours. More... | |
abstract int | AltHorizontalAxisDigital [get] |
A "digital" version of the alternate horizontal axis in which the only valid values are -1 for LEFT, 0 for NONE, and 1 for RIGHT. More... | |
abstract ButtonState | AltHorizontalAxisState [get] |
Return ButtonState.DOWN if the axis state went from <= 0 to 1 or >= 0 to -1. Return ButtonState.HELD if the axis stayed at the same value. Return ButtonState.UP if the axis state went from != 0 to 0. More... | |
abstract float | AltVerticalAxis [get] |
A float value clamped between -1 for completely DOWN and 1 for completely UP. 0.5f would mean "half up". The exact interpretation of the values is up to the movement behaviours. More... | |
abstract int | AltVerticalAxisDigital [get] |
A "digital" version of the vertical axis in which the only valid values are -1 for DOWN, 0 for NONE, and 1 for UP. More... | |
abstract ButtonState | AltVerticalAxisState [get] |
Return ButtonState.DOWN if the axis state went from <= 0 to 1 or >= 0 to -1. Return ButtonState.HELD if the axis stayed at the same value. Return ButtonState.UP if the axis state went from != 0 to 0. More... | |
abstract ButtonState | JumpButton [get] |
State of the jump button. More... | |
abstract ButtonState | RunButton [get] |
State of the run button. More... | |
abstract ButtonState | PauseButton [get] |
State of the pause button. More... | |
abstract ButtonState | ActionButton [get] |
State of the default action button. This could be pickup, attack, etc. If you need more buttons use the additional action use Input.GetActionButtonState() More... | |
abstract bool | AnyKey [get] |
Returns true if any button or action key is being pressed. More... | |
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virtual string | Header [get] |
Gets the header string used to describe the component. More... | |
virtual string | DocLink [get] |
Gets a link to documentation site. More... | |
virtual string | VideoLink [get] |
Gets a link to a youtube video. More... | |
virtual string | Deprecated [get] |
If non-null this component is deprecated. The string shows a message indicating how it should be replaced. More... | |
A simple but effective touch input.
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virtual |
Allow some external component to set button state (for current frame only).
index | Index. |
state | State. |
Implements PlatformerPro.Input.
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virtual |
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virtual |
Gets the name of the axis for the given key type.
type | Type. |
Implements PlatformerPro.Input.
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virtual |
Gets the key code for the given type.
type | Key type. |
keyNumber | Key number if this is an action key (ignored otherwise). |
Implements PlatformerPro.Input.
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protectedvirtual |
Init this instance.
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virtual |
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virtual |
Loads the input data.
true
, if input data was loaded, false
otherwise.dataName | Data name. |
Implements PlatformerPro.Input.
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virtual |
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virtual |
Sets the joystick axis that corresponds to a Platform PRO input axis.
true
, if key was set, false
otherwise.type | Type of key being set. |
axis | Unity axis name. |
Implements PlatformerPro.Input.
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virtual |
Sets the keyboayrd key that corresponds to a Platform PRO input key.
true
, if key was set, false
otherwise.type | Type of key being set. |
keyCode | Unity key code. |
Implements PlatformerPro.Input.
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virtual |
Sets the keyboayrd key that corresponds to a Platform PRO input key.
true
, if key was set, false
otherwise.type | Type of key being set. |
keyNumber | The action key number or ignored if not setting an action key |
Implements PlatformerPro.Input.
GameObject [] PlatformerPro.BasicTouchInput.actionButtonGos |
GameObjects that hold ITouchButtons to be used as the actions buttons.
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protected |
Array of the actual ITouchButtons to use for actions.
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protected |
Actual IAxis to use for horizontal axis.
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protected |
Actual ITouchButton to use for jump.
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protected |
Actual ITouchButton to use for pause.
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protected |
Actual ITouchButton to use for run.
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protected |
Actual IAxis to use for vertical axis.
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protected |
Cached state of the horizontal axis (digital).
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protected |
Cached state of the vertical axis (digital).
GameObject PlatformerPro.BasicTouchInput.horizontalAxisGo |
GameObject that holds an ITouchAxis to be used as the horizontal axis.
GameObject PlatformerPro.BasicTouchInput.jumpButtonGo |
GameObject that holds an ITouchButton to be used as the jump button.
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protected |
Stores the last state of the horizontal axis (digital).
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protected |
Stores the last state of the vertical axis (digital).
GameObject PlatformerPro.BasicTouchInput.pauseButtonGo |
GameObject that holds an ITouchButton to be used as the pause button.
GameObject PlatformerPro.BasicTouchInput.runButtonGo |
GameObject that holds an ITouchButton to be used as the run button.
GameObject PlatformerPro.BasicTouchInput.verticalAxisGo |
GameObject that holds an ITouchAxis to be used as the vertical axis.
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get |
ActionButton
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get |
A float value clamped between -1 for completely left and 1 for compeletely right. 0.5f would mean "half right". The exact interpretation of the values is up to the movement behaviours.
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get |
A "digital" version of the alternate horizontal axis in which the only valid values are -1 for LEFT, 0 for NONE, and 1 for RIGHT.
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get |
Return ButtonState.DOWN if the axis state went from <= 0 to 1 or >= 0 to -1. Return ButtonState.HELD if the axis stayed at the same value. Return ButtonState.UP if the axis state went from != 0 to 0.
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get |
A float value clamped between -1 for completely DOWN and 1 for completely UP. 0.5f would mean "half up". The exact interpretation of the values is up to the movement behaviours.
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get |
A "digital" version of the vertical axis in which the only valid values are -1 for DOWN, 0 for NONE, and 1 for UP.
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get |
Return ButtonState.DOWN if the axis state went from <= 0 to 1 or >= 0 to -1. Return ButtonState.HELD if the axis stayed at the same value. Return ButtonState.UP if the axis state went from != 0 to 0.
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get |
Returns true if any button or action key is being pressed.
true
if any key; otherwise, false
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get |
HorizontalAxis
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get |
HorizontalAxisDigital
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get |
Return ButtonState.DOWN if the axis state went from <= 0 to 1 or >= 0 to -1. Return ButtonState.HELD if the axis stayed at the same value and wasn't 0; Return ButtonState.UP if the axis state went from != 0 to 0.
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get |
JumpButton
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get |
PauseButton
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get |
RunButton
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get |
VerticalAxis
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get |
VerticalAxisDigital
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get |
Return ButtonState.DOWN if the axis state went from <= 0 to 1 or >= 0 to -1. Return ButtonState.HELD if the axis stayed at the same value and wasn't 0; Return ButtonState.UP if the axis state went from != 0 to 0.