Private actionMapping of action name to down signal listeners.
Private actionAll actions that are currently down.
Private actionPrivate actionMapping of action names to associated mobile buttons.
Private actionMapping of action name to up signal listeners.
Private controlPrivate gameSensitivty multiplier maintained by game.
Private mobileThe default mobile button prefab.
Private mobileContainer that holds mobile control buttons.
This signal fires when an action is bound, either through code or through the keybind menu.
This signal fires when an action is unbound, either through code or through the keybind menu.
Whether or not creating a duplicate keybind should immediately unbind matching keybinds.
Private AddPrivate ClearClears all signals that have been destroyed.
An action name.
The input direction of signals being cleared.
The indices of signals that are ready to be cleared.
The signal set that is being modified.
Creates an action with respect to the provided name and binding. After this action is created, it will immediately start firing up and down events. This action's binding can be updated through Airship's keybind menu.
The name of this action.
The Binding associated with this action. Use Binding.Key to bind this action to
a keyboard key, use Binding.MouseButton to bind this action to a mouse button.
Optional config: InputActionConfigPrivate CreatePrivate CreateCreates a dynamic joystick.
Alternatively, you can place a DynamicJoystick.prefab in your scene and reference that directly.
This should be a parent transform that you have positioned in your canvas. The joystick will be instiated as a child at (0,0,0).
The created DynamicJoystick. DynamicJoystick contains input and dragging properties you can read every frame. DynamicJoystick is an AirshipBehaviour.
Creates a mobile button that triggers the provided action.
The name of the action this button is associated with.
The anchored position of this button.
Optional config: MobileButtonConfigA MobileButtonConfig that describes the look and feel of this button.
Private CreateCreates a ProximityPrompt that fires action events when interacted with. Pressing the prompt's
activation key while in range will fire the InputActionDirection.Up event, and releasing it will
fire the InputActionDirection.Down event.
The action name associated with this prompt.
The title above the keybind. This is usually the name of the object.
Empty string can be used to now show the object text.
The action below the keybind. This is usually something like "Pick up".
Optional parent: TransformAn optional parent Transform that this prompt will live underneath.
Optional config: { A ProximityPrompt configuration. Describes prompt text and distance required to activate.
Optional maxThe created ProximityPrompt.
Creates a touch joystick.
Alternatively, you can place a TouchJoystick.prefab in your scene and reference that directly.
Note: touch joysticks will not work when the mouse is locked.
This should be a parent transform that you have positioned in your canvas. The joystick will be instiated as a child at (0,0,0).
The created TouchJoystick. TouchJoystick contains input and dragging properties you can read every frame. TouchJoystick is an AirshipBehaviour.
Private DeserializeDeserializes and binds core keybind overrides. These overrides are set when a keybind is updated through the keybind menu.
Keybinds parsed from ClientSettings.json.
Returns the InputAction that matches the provided name and type. This function is useful
when an action has multiple bindings of different types associated with it.
An action name.
An ActionInputType.
The InputAction that matches the provided name and type, if it exists, otherwise undefined.
Observes keybind updates associated with the provided action name. Use the returned function to disconnect from this event.
The name of the action to observe.
The callback to invoke with the updated InputAction.
A disconnect function.
Creates and returns a new Signal that is fired when the provided action enters the
up state. If an action is in the down state and it is unset or rebound, the up event
will fire.
An action name.
A Signal that can be connected to, to listen for action down events.
Private RegisterPrivate RegisterPrivate UnregisterPrivate Unset
Access using Airship.Input. Input singleton contains functions to work with player input (including mouse, keyboard, and touch screen).
Ex: