class ActionInputSource
ActionInput › ActionInput_Basic
Derived classes
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All members, including inherited
Constructors 1
void ActionInput()References m_Active, m_DetectFromItem, m_DetectFromPlayer
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, m_DetectFromTarget, m_Enabled, m_ForcedActionData, m_ForcedTarget, m_HasTarget, m_JustActivate, and m_PriorityMembers 16
UAIDWrapper m_inputInput ID automaticly generated from name.
int m_InputTypeUse from action manager for handling input
Referenced by GetInputType(), Update(), CarHornLongActionInput.CarHornLongActionInput()
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, CarHornShortActionInput.CarHornShortActionInput(), ContinuousDefaultActionInput.ContinuousDefaultActionInput(), ContinuousInteractActionInput.ContinuousInteractActionInput(), ContinuousWeaponManipulationActionInput.ContinuousWeaponManipulationActionInput(), DefaultActionInput.DefaultActionInput(), DropActionInput.DropActionInput(), ExternalControlledActionInput.ExternalControlledActionInput(), InteractActionInput.InteractActionInput(), InventoryOnlyActionInput.InventoryOnlyActionInput(), ToggleLightsActionInput.ToggleLightsActionInput(), ToggleNVGActionInput.ToggleNVGActionInput(), and WeaponManipulationActionInput.WeaponManipulationActionInput()int m_PriorityReferenced by ActionInput(), GetPriority(), CarHornLongActionInput.CarHornLongActionInput()
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, CarHornShortActionInput.CarHornShortActionInput(), ContinuousDefaultActionInput.ContinuousDefaultActionInput(), ContinuousInteractActionInput.ContinuousInteractActionInput(), DefaultActionInput.DefaultActionInput(), InteractActionInput.InteractActionInput(), ToggleLightsActionInput.ToggleLightsActionInput(), and ToggleNVGActionInput.ToggleNVGActionInput()bool m_DetectFromItemCan be used action from item in hands?
bool m_DetectFromTargetCan be used action from target in vicinity?
bool m_DetectFromPlayerCan be used action from player?
bool m_Enabledbool m_JustActivatebool m_HasTargetReferenced by ActionInput(), StandardActionInput.HasTarget(), and StandardActionInput.UpdatePossibleActions()
PlayerBase m_Playerref ActionTarget m_ForcedTargetref ForcedActionData m_ForcedActionDataref ActionTarget m_TargetItemBase m_MainItemint m_ConditionMaskbool m_ActiveReferenced by ActionInput(), IsActive(), Reset()
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, Update(), WasEnded(), DefaultActionInput.OnActionStart(), and InteractActionInput.OnActionStart()Methods 31
void Init(PlayerBase player, ActionManagerClient am)References Debug.ActionLog(), LogManager.IsActionLogEnable(), Class.ToString()
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, Class.ToString(), and m_Playerprotected void SetInput(string input_name)References Debug.ActionLog(), UAInputAPI.GetInputByName(), UAInput.GetPersistentWrapper()
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, GetUApi(), UAIDWrapper.InputP(), LogManager.IsActionLogEnable(), Class.ToString(), and m_inputReferenced by CarHornLongActionInput.CarHornLongActionInput(), CarHornShortActionInput.CarHornShortActionInput(), ContinuousDefaultActionInput.ContinuousDefaultActionInput()
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, ContinuousInteractActionInput.ContinuousInteractActionInput(), ContinuousWeaponManipulationActionInput.ContinuousWeaponManipulationActionInput(), DropActionInput.DropActionInput(), ToggleLightsActionInput.ToggleLightsActionInput(), ToggleNVGActionInput.ToggleNVGActionInput(), and WeaponManipulationActionInput.WeaponManipulationActionInput()int GetInputType()References m_InputType
UAInput GetUAInput()void Update()References UAIDWrapper.InputP(), UAInput.LocalClick(), UAInput.LocalDoubleClick()
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, UAInput.LocalHold(), UAInput.LocalHoldBegin(), m_Active, m_Enabled, m_input, m_InputType, and m_JustActivateReferenced by ActionManagerClient.InputsUpdate()
void Reset()void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)Referenced by ActionManagerClient.FindContextualUserActions()
ActionBase GetAction()ActionTarget GetUsedActionTarget()References m_Target
Referenced by ActionManagerClient.InputsUpdate()
array<ActionBase> GetPossibleActions()Referenced by ActionManagerClient.GetPossibleActions()
ActionBase GetPossibleAction()int GetPossibleActionIndex()Referenced by ActionManagerClient.GetPossibleActionIndex()
bool HasTarget()Referenced by ActionManagerClient.UpdateActionCategoryPriority()
void OnActionStart()References ActionsSelectReset()
void OnActionEnd()References Reset()
void ActionsSelectReset()void ForceAction(ActionBase action, ActionTarget target, ItemBase item)References ForcedActionData.m_Action, m_ForcedActionData, ForcedActionData.m_Item
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, ForcedActionData.m_Targetvoid ForceActionTarget(ActionTarget target)References m_ForcedTarget
void ClearForcedAction()References m_ForcedActionData
Referenced by ActionManagerClient.EjectAction()
void ClearForcedTarget()References m_ForcedTarget
bool ForceActionCheck(PlayerBase player)References ActionBase.Can(), ForcedActionData.m_Action, m_ForcedActionData
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, ForcedActionData.m_Item, m_MainItem, m_Target, and ForcedActionData.m_Targetvoid SelectNextAction()Referenced by ActionManagerClient.SelectNextAction()
void SelectPrevAction()Referenced by ActionManagerClient.SelectPrevAction()
int GetPossibleActionsCount()