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50 lines
2.9 KiB
Markdown
50 lines
2.9 KiB
Markdown
1 year ago
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# Standalone Input Module
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The module is designed to work as you would expect a controller / mouse input to work. Events for button presses, dragging, and similar are sent in response to input.
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The module sends pointer events to components as a mouse / input device is moved around, and uses the [Graphics Raycaster](script-GraphicRaycaster.md) and [Physics Raycaster](script-PhysicsRaycaster.md) to calculate which element is currently pointed at by a given pointer device. You can configure these raycasters to detect or ignore parts of your Scene, to suit your requirements.
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The module sends move events and submit / cancel events in response to Input tracked via the [Input](https://docs.unity3d.com/Manual/class-InputManager.html) window. This works for both keyboard and controller input. The tracked axis and keys can be configured in the module's inspector.
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## Properties
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|**_Property:_** |**_Function:_** |
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|:---|:---|
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|__Horizontal Axis__ | Type the desired manager name for the horizontal axis button. |
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|__Vertical Axis__ | Type the desired manager name for the vertical axis. |
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|__Submit Button__ | Type the desired manager name for the Submit button. |
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|__Cancel Button__ | Type the desired manager name for the Cancel button. |
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|__Input Actions Per Second__ | Number of keyboard/controller inputs allowed per second. |
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|__Repeat Delay__ | Delay in seconds before the input actions per second repeat rate takes effect. |
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|__Force Module Active__ | Enable this property to force this __Standalone Input Module__ to be active. |
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## Details
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The module uses:
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- Vertical / Horizontal axis for keyboard and controller navigation
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- Submit / Cancel button for sending submit and cancel events
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- Has a timeout between events to only allow a maximum number of events a second.
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The flow for the module is as follows
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- Send a Move event to the selected object if a valid axis from the Input window is entered
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- Send a submit or cancel event to the selected object if a submit or cancel button is pressed
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- Process Mouse input
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- If it is a new press
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- Send PointerEnter event (sent to every object up the hierarchy that can handle it)
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- Send PointerPress event
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- Cache the drag handler (first element in the hierarchy that can handle it)
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- Send BeginDrag event to the drag handler
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- Set the 'Pressed' object as Selected in the event system
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- If this is a continuing press
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- Process movment
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- Send DragEvent to the cached drag handler
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- Handle PointerEnter and PointerExit events if touch moves between objects
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- If this is a release
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- Send PointerUp event to the object that received the PointerPress
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- If the current hover object is the same as the PointerPress object send a PointerClick event
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- Send a Drop event if there was a drag handler cached
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- Send a EndDrag event to the cached drag handler
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- Process scroll wheel events
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