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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

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: 2024-04-19
Build: ()