Makinom  2.21.0
API Documentation
GamingIsLove.Makinom.ControlHandler Class Reference

Public Member Functions

virtual void FirePlayerControlBlocked (bool oldState)
 
virtual void FireCameraControlBlocked (bool oldState)
 
virtual void FireStartSceneChange ()
 
virtual void FireEndSceneChange ()
 
virtual void FireSceneChangeInfo (bool inOldScene, bool beforeFade, GlobalMachineSceneChangeType loadType, string customType)
 
virtual void FireHoldAcceptTimeChanged ()
 
virtual void Clear ()
 
virtual void SetChangingScene (int add)
 
virtual void AddPlayerControl (Behaviour b)
 
virtual void RemovePlayerControl (Behaviour b)
 
virtual void EnablePlayerControls (bool enable)
 
virtual void AddCameraControl (Behaviour b)
 
virtual void RemoveCameraControl (Behaviour b)
 
virtual void EnableCameraControls (bool enable)
 
virtual void AddCameraEvent (CameraEvent cameraEvent)
 
virtual void RemoveCameraEvent (CameraEvent cameraEvent)
 
virtual void ClearCameraEvents (bool endEvents)
 
virtual void RestoreControl ()
 
virtual void SetBlockControl (int add, bool notify)
 
virtual void SetBlockPlayer (int add, bool notify)
 
virtual void SetBlockCamera (int add, bool notify)
 
virtual void SetSaveBlock (int add)
 
virtual void ResetMachineBlock ()
 
virtual void SetMachineBlock (int add)
 
virtual bool CheckAcceptAllowed ()
 Checks if accept is allowed due to the accept timeout (optional). If the timeout is used and accept is allowed, will also set the next accept timeout. More...
 
virtual bool HoldAccept (float maxTime, float delta, bool isClick)
 
virtual void ResetHoldAccept (bool isClick)
 
virtual void UpdateMousePosition ()
 
virtual bool IsMouseTouchAllowed (MouseTouchControl control)
 
virtual void Tick ()
 

Protected Attributes

int inputID = 0
 
bool pausedByKey = false
 
List< Behaviour > playerControls = new List<Behaviour>()
 
List< Behaviour > cameraControls = new List<Behaviour>()
 
List< CameraEventcameraEvents = new List<CameraEvent>()
 
int blockPlayer = 0
 
int blockCamera = 0
 
int blockingMachines = 0
 
int saveBlock = 0
 
int changingScene = 0
 
float acceptTimestamp = Mathf.NegativeInfinity
 
float holdAcceptTime = -1
 
float holdAcceptTimeMax = -1
 
bool isClickHoldAccept = false
 
TouchControl touchControl = new TouchControl()
 
Vector2 mousePosition = Vector2.zero
 
Vector2 mouseDelta = Vector2.zero
 
bool mouseMoved = false
 
MouseTouchControl blockingMouseTouch
 
ControlBlockChanged blockPlayerChangedHandler
 
ControlBlockChanged blockCameraChangedHandler
 
SceneChangeInfoNotify sceneChangeInfoHandler
 

Properties

virtual ControlBlockChanged BlockPlayerChanged
 
Notify BlockPlayerControlCalled
 
Notify UnblockPlayerControlCalled
 
virtual ControlBlockChanged BlockCameraChanged
 
Notify BlockCameraControlCalled
 
Notify UnblockCameraControlCalled
 
virtual SceneChangeInfoNotify SceneChangeInfo
 
Notify StartSceneChangeCalled
 
Notify EndSceneChangeCalled
 
Notify StartBlockingMachineCalled
 
Notify EndBlockingMachineCalled
 
Notify HoldAcceptTimeChanged
 
virtual int InputID [get, set]
 
virtual bool PausedByKey [get, set]
 
virtual bool ChangingScene [get]
 
virtual List< Behaviour > PlayerControls [get]
 
virtual List< Behaviour > CameraControls [get]
 
virtual bool CanInteract [get]
 
virtual bool Blocked [get]
 
virtual bool CameraBlocked [get]
 
virtual bool InSave [get]
 
virtual bool IsMachineBlocked [get]
 
virtual float HoldAcceptTime [get]
 
virtual float HoldAcceptTimeMax [get]
 
virtual TouchControl Touch [get]
 
virtual Vector2 MousePosition [get]
 
virtual Vector2 MouseDelta [get]
 
virtual bool MouseMoved [get]
 
virtual MouseTouchControl BlockingMouseTouch [get, set]
 

Member Function Documentation

◆ CheckAcceptAllowed()

virtual bool GamingIsLove.Makinom.ControlHandler.CheckAcceptAllowed ( )
virtual

Checks if accept is allowed due to the accept timeout (optional). If the timeout is used and accept is allowed, will also set the next accept timeout.

Returns
true if accepting is allowed