class UAInterfaceSource
Constructors 2
private void UAInterface()private void ~UAInterface()Methods 12
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()
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()
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()
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()
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()
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()