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My Project v1
Project
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Public 成员函数 | |
| bool | IsKeyDown (string keyName) |
| bool | IsKeyDownOnce (string keyName) |
| virtual void | SetSplitSourceInventoryAndSlot (IInventory inventory, int slotIndex) |
| virtual ? Ray3 | CalculateVrHandRay () |
| void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| virtual void | UpdateInputFromMouseAndKeyboard (WidgetInput input) |
| virtual void | UpdateInputFromGamepad (WidgetInput input) |
| virtual void | UpdateInputFromVrControllers (WidgetInput input) |
| virtual void | UpdateInputFromWidgets (WidgetInput input) |
Public 成员函数 继承自 Game.IUpdateable | |
静态 Public 成员函数 | |
| static float | ProcessInputValue (float value, float deadZone, float saturationZone) |
Public 属性 | |
| SubsystemTime | m_subsystemTime |
| ComponentGui | m_componentGui |
| ComponentPlayer | m_componentPlayer |
| PlayerInput | m_playerInput |
| bool | m_isViewHoldStarted |
| double | m_lastJumpTime |
| float | m_lastLeftTrigger |
| float | m_lastRightTrigger |
| Vector2 | m_vrSmoothLook |
属性 | |
| bool | ToggleFlyInDoubleJump = true [get, set] |
| PlayerInput | PlayerInput [get] |
| bool | IsControlledByTouch [get, set] |
| bool | IsControlledByVr [get] |
| bool | AllowHandleInput = true [get, set] |
| IInventory | SplitSourceInventory [get, set] |
| int | SplitSourceSlotIndex [get, set] |
| Vector2? | SetMousePositionInNextFrame [get, set] |
| UpdateOrder | UpdateOrder [get] |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
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virtual |

| bool Game.ComponentInput.IsKeyDown | ( | string | keyName | ) |


| bool Game.ComponentInput.IsKeyDownOnce | ( | string | keyName | ) |


| override void Game.ComponentInput.Load | ( | ValuesDictionary | valuesDictionary, |
| IdToEntityMap | idToEntityMap ) |
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| void Game.ComponentInput.Update | ( | float | dt | ) |
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| ComponentGui Game.ComponentInput.m_componentGui |
| ComponentPlayer Game.ComponentInput.m_componentPlayer |
| bool Game.ComponentInput.m_isViewHoldStarted |
| double Game.ComponentInput.m_lastJumpTime |
| float Game.ComponentInput.m_lastLeftTrigger |
| float Game.ComponentInput.m_lastRightTrigger |
| PlayerInput Game.ComponentInput.m_playerInput |
| SubsystemTime Game.ComponentInput.m_subsystemTime |
| Vector2 Game.ComponentInput.m_vrSmoothLook |
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实现了 Game.IUpdateable.