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Provides static methods to bind to, and query data about custom player input bindings.

export declare class PlayerControls 

This event broadcasts on the last frame of input when the player ends a touch gesture or mouse click while in Focused Interaction mode.

Signature

static readonly onFocusedInteractionInputEnded: LocalEvent<{
        interactionInfo: InteractionInfo[];
    }>;

Remarks

For more information, see the Focused Interaction guide.

This event broadcasts while the player is in Focused Interaction mode while using touch gestures or mouse clicks. The event fires on all frames of the input except for the first and last frames which instead fire the PlayerControls.onFocusedInteractionInputStarted and PlayerControls.onFocusedInteractionInputEnded events respectively.

Signature

static readonly onFocusedInteractionInputMoved: LocalEvent<{
        interactionInfo: InteractionInfo[];
    }>;

Remarks

For more information, see the Focused Interaction guide.

This event fires on the first frame of input when the player starts a touch gesture or mouse click while in Focused Interaction mode.

Signature

static readonly onFocusedInteractionInputStarted: LocalEvent<{
        interactionInfo: InteractionInfo[];
    }>;

Remarks

You can also receive input data from the PlayerControls.onFocusedInteractionInputMoved and PlayerControls.onFocusedInteractionInputEnded events during Focused Interaction mode.For more information, see the Focused Interaction guide.

This event fires when an item is holstered or unholstered. The purpose of this event is to populate a list of holstered items in a UI panel in order to allow the player to switch between them.

Signature

static readonly onHolsteredItemsUpdated: LocalEvent<{
        player: Player;
        items: Entity[];
        grabbedItem: Entity;
    }>;

Remarks

The grabbedItem also appears in the items list so this will need to be filtered out when iterating the list of items to display in the UI.

Connects to input events for the local player.

Signature

static connectLocalInput(input: PlayerInputAction, icon: ButtonIcon, disposableObject: DisposableObject, options?: PlayerControlsConnectOptions): PlayerInput;

Parameters

input: PlayerInputAction

The action to respond to.

icon: ButtonIcon

The icon to use for the button, on platforms that display on-screen buttons for actions.

disposableObject: DisposableObject

The DisposableObject that controls the lifetime of the connection

options: PlayerControlsConnectOptions

(Optional) Connection options, see PlayerControlsConnectOptions for defaults.

Returns

PlayerInput

A PlayerInput instance that can be used to poll the status of the input, or register a state change callback.

Remarks

This function fails if called on the server. On platforms that display on-screen buttons for actions (such as mobile), displays a button with the specified icon.

Disables the on-screen system controls for the local player.

Signature

static disableSystemControls(tapAnywhereDisabled?: boolean): void;

Parameters

tapAnywhereDisabled: boolean

(Optional) True to disable on-screen system controls; false to enable them. The default value is false.

Returns

void

Remarks

This function fails if called on the server.

Enables the on-screen system controls for the local player.

Signature

static enableSystemControls(): void;

Returns

void

Remarks

This function fails if called on the server.

Equips the item at the selected holster index if there is one

Signature

static equipHolsteredItem(index: number): void;

Parameters

index: number

Returns

void

Equips the next holstered item if there is one

Signature

static equipNextHolsteredItem(): void;

Returns

void

Equips the previous holstered item if there is one

Signature

static equipPreviousHolsteredItem(): void;

Returns

void

Returns a list of names that represent the physical buttons or keys bound to the specified action.

Signature

static getPlatformKeyNames(action: PlayerInputAction): Array<string>;

Parameters

action: PlayerInputAction

The action to get the key names for.

Returns

Array<string>

An array of key names.

Remarks

This function fails if called on the server.

Indicates whether the action is supported on the current platform.

Signature

static isInputActionSupported(action: PlayerInputAction): boolean;

Parameters

action: PlayerInputAction

The action to query.

Returns

boolean

true if the action is supported on the current platform; otherwise, false.

Remarks

This function fails if called on the server. Connecting to an unsupported input is allowed, but the input won't activate and its axis value will remain at 0.

Triggers a contextual based multi-holstering action if one is available. This function is designed to mirror the behaviour of the system holstering button, and will open the system holstering UI if there is more than one item holstered.

Signature

static triggerContextualMultiHolsterAction(): void;

Returns

void

Triggers the player action to drop the currently held item

Signature

static triggerDropAction(): void;

Returns

void

Triggers the down event for an input action for the local player.

Signature

static triggerInputActionDown(inputAction: PlayerInputAction): void;

Parameters

inputAction: PlayerInputAction

The action to trigger / activate.

Returns

void

Remarks

This function fails if called on the server. On platforms that display on-screen buttons for actions (such as mobile), triggers the specified action.

Triggers the up event for an input action for the local player.

Signature

static triggerInputActionUp(inputAction: PlayerInputAction): void;

Parameters

inputAction: PlayerInputAction

The action to trigger / activate.

Returns

void

Remarks

This function fails if called on the server. On platforms that display on-screen buttons for actions (such as mobile), triggers the specified action.