class ActionInput
ActionInput › ActionInput_Basic
Constructors 1
void ActionInput()References m_Active, m_DetectFromItem, m_DetectFromPlayer
Show 7 more
, 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(), ContinuousDefaultActionInput.ContinuousDefaultActionInput()
Show 13 more
, ContinuousInteractActionInput.ContinuousInteractActionInput(), ContinuousWeaponManipulationActionInput.ContinuousWeaponManipulationActionInput(), DefaultActionInput.DefaultActionInput(), DropActionInput.DropActionInput(), ExternalControlledActionInput.ExternalControlledActionInput(), InteractActionInput.InteractActionInput(), InventoryOnlyActionInput.InventoryOnlyActionInput(), ToggleLightsActionInput.ToggleLightsActionInput(), ToggleNVGActionInput.ToggleNVGActionInput(), ToggleVehicleLightsActionInput.ToggleVehicleLightsActionInput(), VehicleHornLongActionInput.VehicleHornLongActionInput(), VehicleHornShortActionInput.VehicleHornShortActionInput(), and WeaponManipulationActionInput.WeaponManipulationActionInput()int m_PriorityReferenced by ActionInput(), GetPriority(), ContinuousDefaultActionInput.ContinuousDefaultActionInput()
Show 8 more
, ContinuousInteractActionInput.ContinuousInteractActionInput(), DefaultActionInput.DefaultActionInput(), InteractActionInput.InteractActionInput(), ToggleLightsActionInput.ToggleLightsActionInput(), ToggleNVGActionInput.ToggleNVGActionInput(), ToggleVehicleLightsActionInput.ToggleVehicleLightsActionInput(), VehicleHornLongActionInput.VehicleHornLongActionInput(), and VehicleHornShortActionInput.VehicleHornShortActionInput()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(), StandardActionInput.SortActions()
Show 1 more
, StandardActionInput.UpdatePossibleActions()PlayerBase m_Playerref ActionTarget m_ForcedTargetref ForcedActionData m_ForcedActionDataReferenced by ActionInput(), ClearForcedAction(), ForceAction()
Show 7 more
, ForceActionCheck(), NoIndicationActionInputBase.GetAction(), StandardActionInput.UpdatePossibleActions(), ToggleLightsActionInput.UpdatePossibleActions(), ToggleNVGActionInput.UpdatePossibleActions(), ToggleVehicleLightsActionInput.UpdatePossibleActions(), and VehicleHornShortActionInput.UpdatePossibleActions()ref ActionTarget m_TargetReferenced by ForceActionCheck(), GetUsedActionTarget(), NoIndicationActionInputBase.GetAction()
Show 7 more
, NoIndicationActionInputBase.UpdatePossibleActions(), StandardActionInput._GetSelectedActions(), StandardActionInput.UpdatePossibleActions(), ToggleLightsActionInput.UpdatePossibleActions(), ToggleNVGActionInput.UpdatePossibleActions(), ToggleVehicleLightsActionInput.UpdatePossibleActions(), and VehicleHornShortActionInput.UpdatePossibleActions()ItemBase m_MainItemReferenced by ForceActionCheck(), GetUsedMainItem(), NoIndicationActionInputBase.GetAction()
Show 7 more
, NoIndicationActionInputBase.UpdatePossibleActions(), StandardActionInput._GetSelectedActions(), StandardActionInput.UpdatePossibleActions(), ToggleLightsActionInput.UpdatePossibleActions(), ToggleNVGActionInput.UpdatePossibleActions(), ToggleVehicleLightsActionInput.UpdatePossibleActions(), and VehicleHornShortActionInput.UpdatePossibleActions()int m_ConditionMaskbool m_ActiveReferenced by ActionInput(), IsActive(), Reset()
Show 4 more
, Update(), WasEnded(), DefaultActionInput.OnActionStart(), and InteractActionInput.OnActionStart()Methods 31
void Init(PlayerBase player, ActionManagerClient am)References Debug.ActionLog(), LogManager.IsActionLogEnable(), Class.ToString()
Show 2 more
, Class.ToString(), and m_Playerprotected void SetInput(string input_name)References Debug.ActionLog(), UAInputAPI.GetInputByName(), UAInput.GetPersistentWrapper()
Show 5 more
, GetUApi(), UAIDWrapper.InputP(), LogManager.IsActionLogEnable(), Class.ToString(), and m_inputReferenced by ContinuousDefaultActionInput.ContinuousDefaultActionInput(), ContinuousInteractActionInput.ContinuousInteractActionInput(), ContinuousWeaponManipulationActionInput.ContinuousWeaponManipulationActionInput()
Show 7 more
, DropActionInput.DropActionInput(), ToggleLightsActionInput.ToggleLightsActionInput(), ToggleNVGActionInput.ToggleNVGActionInput(), ToggleVehicleLightsActionInput.ToggleVehicleLightsActionInput(), VehicleHornLongActionInput.VehicleHornLongActionInput(), VehicleHornShortActionInput.VehicleHornShortActionInput(), and WeaponManipulationActionInput.WeaponManipulationActionInput()int GetInputType()References m_InputType
UAInput GetUAInput()void Update()References UAIDWrapper.InputP(), UAInput.LocalClick(), UAInput.LocalDoubleClick()
Show 7 more
, 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
Show 1 more
, 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
Show 4 more
, ForcedActionData.m_Item, m_MainItem, m_Target, and ForcedActionData.m_Targetvoid SelectNextAction()Referenced by ActionManagerClient.SelectNextAction()
void SelectPrevAction()Referenced by ActionManagerClient.SelectPrevAction()
int GetPossibleActionsCount()