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: