Class HumanControllerLogic<TInput>
- Namespace
- LiteEntitySystem
- Assembly
- LiteEntitySystem.dll
Base class for human Controller entities
[EntityFlags(EntityFlags.UpdateOnClient)]
public abstract class HumanControllerLogic<TInput> : HumanControllerLogic, IComparable<InternalEntity> where TInput : unmanaged
Type Parameters
TInput
- Inheritance
-
objectHumanControllerLogic<TInput>
- Implements
- Derived
- Inherited Members
Constructors
HumanControllerLogic(EntityParams)
protected HumanControllerLogic(EntityParams entityParams)
Parameters
entityParams
EntityParams
Properties
CurrentInput
Current player input On client created from PendingInput inside logic tick if ModifyInput called On server read from players
public TInput CurrentInput { get; }
Property Value
- TInput
IsBot
Is controller - AI controller
public override bool IsBot { get; }
Property Value
Methods
GetDefaultInput()
Returns default new input for custom cases where not all values should be 0
protected virtual TInput GetDefaultInput()
Returns
- TInput
New clean input
ModifyPendingInput()
Get pending input reference for modifications Pending input resets to default after it was assigned to CurrentInput inside logic tick
protected ref TInput ModifyPendingInput()
Returns
- TInput
Pending input reference