DIFF

class UAInterfaceSource

Constructors 2

private void UAInterface()
private void ~UAInterface()

Methods 12

proto native float SyncedValue_ID(int action, bool check_focus = true)

Get action state

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
check_focus
if true and game is unfocused, returns 0; otherwise returns actual value

Returns: actual action state as float, for regular two state buttons returns 0 or 1, for analog buttons/axes returns value in interval <0, 1> with consideration of defined deadzones

See also: SyncedValue()

proto native float SyncedValue(string action, bool check_focus = true)
proto native bool SyncedPress_ID(int action, bool check_focus = true)

Returns true just in frame, when action was invoked (button was pressed)

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
check_focus
if true and game is unfocused, returns 0; otherwise returns actual value

Returns: true if action was invoked in that frame, false otherwise

See also: SyncedPress()

proto native bool SyncedRelease_ID(int action, bool check_focus = true)

Returns true just in frame, when release action happened (button was released)

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
check_focus
if true and game is unfocused, returns 0; otherwise returns actual value

Returns: true if action was released in that frame, false otherwise

See also: SyncedRelease()

proto native bool SyncedRelease(string action, bool check_focus = true)
proto native bool SyncedHold_ID(int action, bool check_focus = true)

Returns true just in frame, when hold action invoked (button is hold)

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
check_focus
if true and game is unfocused, returns 0; otherwise returns actual value

Returns: true if action was released in that frame, false otherwise

See also: SyncedHold()

proto native bool SyncedHold(string action, bool check_focus = true)
proto native bool SyncedDbl_ID(int action, bool check_focus = true)

Returns true just in frame, when double click action invoked (button double clicked)

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
check_focus
if true and game is unfocused, returns 0; otherwise returns actual value

Returns: true if action was released in that frame, false otherwise

See also: SyncedDbl()

proto native bool SyncedDbl(string action, bool check_focus = true)
proto native bool SyncedClick_ID(int action, bool check_focus = true)

Returns true just in frame, when single click action invoked (button pressed and released before hold timer)

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
check_focus
if true and game is unfocused, returns 0; otherwise returns actual value

Returns: true if action was released in that frame, false otherwise

See also: SyncedClick()

proto native bool SyncedClick(string action, bool check_focus = true)