This page has been translated automatically.
Programming
Fundamentials
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Core Library
Containers
Engine Classes
Node-Related Classes
Rendering-Related Classes
Physics-Related Classes
Bounds-Related Classes
GUI-Related Classes
Pathfinding-Related Classes
Utility Classes
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。

ControlsDummy Class

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 inplementation 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 CONTROLS_STATE_AUX_0 is used.

Source code(UnigineScript)
ControlsDummy my_controls = new ControlsDummy(); // custom controls
int inventory_toggled = false; // show item inventory toggle

void update_input(Controls controls) {
	// Check if the key is pressed and update the state of the specified control.
	// You can use both 'i' or ASCII code (105).
	controls.setState(CONTROLS_STATE_AUX_0,engine.app.getKeyState('i'));
}

// Implement your game logic for showing or hiding item inventory.
void update_game_logic(Controls 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 update() {
	update_input(my_controls);
	update_game_logic(my_controls);
}

ControlsDummy Class

Members


ControlsDummy ()

Constructor. Creates a new set of dummy controls.
Last update: 2017-07-03
Build: ()