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注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Unigine::ControlsDummy Class

Header: #include <UnigineControls.h>
Inherits from: Controls

This class is used to create controls for players that should not be controlled by the user (for example, when such a player is controlled by an AI). This class allows to create any other completely custom implementation of controls.

The code below shows how to create custom controls and toggle showing the item inventory when 'i' key is pressed on the keyboard. For that, auxiliary state STATE_AUX_0 is used.

Source code (C++)
#include "AppWorldLogic.h"
#include <UnigineControls.h>

using namespace Unigine;
// ...

ControlsDummyPtr my_controls = ControlsDummy::create(); // custom controls
bool inventory_toggled = false; // show item inventory toggle

void update_input(ControlsPtr controls) {
	// Check if the key is pressed and update the state of the specified control.
	controls->setState(Controls::STATE_AUX_0, Input::isKeyPressed(Input::KEY_I));
}

// Implement your game logic for showing or hiding item inventory.
void update_game_logic(ControlsPtr controls) {
	// If the control state is positive (the key has been pressed), toggle item
	// inventory on and off.
	if (controls->getState(Controls::STATE_AUX_0)) {
		inventory_toggled = !inventory_toggled;
	}
}

/*
 */
 // Update controls each frame according to the user input.

int AppWorldLogic::update()
{
	update_input(my_controls);
	update_game_logic(my_controls);

	return 1;
}

ControlsDummy Class

Members


static ControlsDummyPtr create ( ) #

Constructor. Creates a new set of dummy controls.
Last update: 2024-08-16
Build: ()