๐ฎInput System
In this section you will learn about the property system.
Last updated
In this section you will learn about the property system.
Last updated
The FPS Animation Framework introduces a standalone input property system. The idea is that you can define custom properties in the Input Config asset and then use them in runtime:
Once the game starts, the User Input Controller will register all the properties from the Input Config, so they can be modified in runtime. So far only 4 types are supported:
Int
Float
Bool
Vector4
Tip: floats have an interpolation feature. Set the interpolation speed to something higher than 0, and the system will automatically interpolate the value in realtime. This is a useful function for weights, when you want to smoothly disable/enable some animation features.
The framework provides a default Input Config, which you can use as a starting point:
To get or set values in runtime, you can use these methods:
While it is possible to get/set a property by name, it is recommended to use the property index instead. You can get the property index in the Start() event like this:
Now let's learn what parameters control what in the default Input Config.
PlayablesWeight - controls the weight of the custom animations.
StabilizationWeight - controls the stability of the upper body. If set to 1 - fully stabilized, if 0 - overidden locally, stability is not guaranteed.
LookLayerWeight - controls the weight of the Look Layer.
LeanInput - defines the lean angle. Used in the Look Layer.
Aiming Weight - an internal parameter, that defines the weight of the ADS. It is modified in the Ads Layer, and used in the View Layer.
IsAiming - defines the current state of aiming.
UseFreeAim - whether we use the deadzone mechanic or not. Only used in by the Sway Layer.-
MouseInput - defines accumulative mouse look input. X is the yaw rotation, while Y is the pitch rotation. Z and W components are not used. Primarily used by the Look Layer.
MouseDeltaInput - defines the delta mouse look input. X is the yaw delta rotation, while Y is the pitch delta rotation. Only used by the Sway Layer.
MoveInput - defines the current movement input. X represents the horizontal movement, and Y - horizontal. Used by the Sway Layer.