◆ CalculateVrHandRay()
| virtual ? Ray3 Game.ComponentInput.CalculateVrHandRay |
( |
| ) |
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virtual |
◆ Load()
◆ ProcessInputValue()
| float Game.ComponentInput.ProcessInputValue |
( |
float | value, |
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float | deadZone, |
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float | saturationZone ) |
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static |
◆ SetSplitSourceInventoryAndSlot()
| virtual void Game.ComponentInput.SetSplitSourceInventoryAndSlot |
( |
IInventory | inventory, |
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int | slotIndex ) |
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virtual |
◆ Update()
| virtual void Game.ComponentInput.Update |
( |
float | dt | ) |
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virtual |
◆ UpdateInputFromGamepad()
| virtual void Game.ComponentInput.UpdateInputFromGamepad |
( |
WidgetInput | input | ) |
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virtual |
◆ UpdateInputFromMouseAndKeyboard()
| virtual void Game.ComponentInput.UpdateInputFromMouseAndKeyboard |
( |
WidgetInput | input | ) |
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virtual |
◆ UpdateInputFromVrControllers()
| virtual void Game.ComponentInput.UpdateInputFromVrControllers |
( |
WidgetInput | input | ) |
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virtual |
◆ UpdateInputFromWidgets()
| virtual void Game.ComponentInput.UpdateInputFromWidgets |
( |
WidgetInput | input | ) |
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virtual |
◆ m_componentGui
◆ m_componentPlayer
◆ m_isViewHoldStarted
| bool Game.ComponentInput.m_isViewHoldStarted |
◆ m_lastJumpTime
| double Game.ComponentInput.m_lastJumpTime |
◆ m_playerInput
◆ m_subsystemTime
◆ m_vrSmoothLook
| Vector2 Game.ComponentInput.m_vrSmoothLook |
◆ AllowHandleInput
| bool Game.ComponentInput.AllowHandleInput = true |
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getset |
◆ IsControlledByTouch
◆ IsControlledByVr
| bool Game.ComponentInput.IsControlledByVr |
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get |
◆ PlayerInput
| PlayerInput Game.ComponentInput.PlayerInput |
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get |
◆ SetMousePositionInNextFrame
| Vector2? Game.ComponentInput.SetMousePositionInNextFrame |
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getset |
◆ SplitSourceInventory
| IInventory Game.ComponentInput.SplitSourceInventory |
|
getset |
◆ SplitSourceSlotIndex
| int Game.ComponentInput.SplitSourceSlotIndex |
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getset |
◆ ToggleFlyInDoubleJump
| bool Game.ComponentInput.ToggleFlyInDoubleJump = true |
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getset |
◆ UpdateOrder
该类的文档由以下文件生成:
- E:/sc/doxygen/SurvivalcraftApi 1.8.2.3/Survivalcraft.Windows/Component/ComponentInput.cs