Style Slasher
A dressup combat roguelike created by Scrungle Studios for the 2025 Swinburne Capstone project.
Slasher.Input.GameplayInputsContainer Class Reference
Inheritance diagram for Slasher.Input.GameplayInputsContainer:
Inheritance graph
Collaboration diagram for Slasher.Input.GameplayInputsContainer:
Collaboration graph

Classes

class  DashInputHandler
 
class  InventoryInputHandler
 
class  MeleeInputHandler
 
class  MoveInputHandler
 
class  RangedInputHandler
 

Public Member Functions

 GameplayInputsContainer ()
 

Properties

Vector2 MoveValue [get]
 Value of the 2D axis responsible for moving.
 
override List< BaseInputHandlerhandlers [get]
 
- Properties inherited from Slasher.Input.BaseInputsContainer
List< BaseInputHandlerhandlers [get]
 

Events

Action< bool > OnInputMoveState [add, remove]
 Called true when the Move input is started, and false when the input is cancelled.
 
Action OnInputMelee [add, remove]
 Called when the Melee input is performed.
 
Action< bool > OnInputMeleeState [add, remove]
 Called true when the Melee input is started, and false when the input is cancelled.
 
Action OnInputRanged [add, remove]
 Called when the Ranged input is performed.
 
Action< bool > OnInputRangedState [add, remove]
 Called true when the Ranged input is started, and false when the input is cancelled.
 
Action OnInputDash [add, remove]
 Called when the Dash input is performed.
 
Action< bool > OnInputDashState [add, remove]
 Called true when the Dash input is started, and false when the input is cancelled.
 
Action OnInputInventory [add, remove]
 Called when the Inventory input is performed.
 

Private Attributes

List< BaseInputHandlerhandlersBuffer
 
MoveInputHandler moveInputHandler = new()
 
MeleeInputHandler meleeInputHandler = new()
 
RangedInputHandler rangedInputHandler = new()
 
DashInputHandler dashInputHandler = new()
 
InventoryInputHandler inventoryInputHandler = new()
 

Static Private Attributes

const string ACTION_MAP_PATH = "Player"
 

Constructor & Destructor Documentation

◆ GameplayInputsContainer()

Slasher.Input.GameplayInputsContainer.GameplayInputsContainer ( )

Member Data Documentation

◆ ACTION_MAP_PATH

const string Slasher.Input.GameplayInputsContainer.ACTION_MAP_PATH = "Player"
staticprivate

◆ dashInputHandler

DashInputHandler Slasher.Input.GameplayInputsContainer.dashInputHandler = new()
private

◆ handlersBuffer

List<BaseInputHandler> Slasher.Input.GameplayInputsContainer.handlersBuffer
private

◆ inventoryInputHandler

InventoryInputHandler Slasher.Input.GameplayInputsContainer.inventoryInputHandler = new()
private

◆ meleeInputHandler

MeleeInputHandler Slasher.Input.GameplayInputsContainer.meleeInputHandler = new()
private

◆ moveInputHandler

MoveInputHandler Slasher.Input.GameplayInputsContainer.moveInputHandler = new()
private

◆ rangedInputHandler

RangedInputHandler Slasher.Input.GameplayInputsContainer.rangedInputHandler = new()
private

Property Documentation

◆ handlers

override List<BaseInputHandler> Slasher.Input.GameplayInputsContainer.handlers
getprotected

◆ MoveValue

Vector2 Slasher.Input.GameplayInputsContainer.MoveValue
get

Value of the 2D axis responsible for moving.

Event Documentation

◆ OnInputDash

Action Slasher.Input.GameplayInputsContainer.OnInputDash
addremove

Called when the Dash input is performed.

◆ OnInputDashState

Action<bool> Slasher.Input.GameplayInputsContainer.OnInputDashState
addremove

Called true when the Dash input is started, and false when the input is cancelled.

◆ OnInputInventory

Action Slasher.Input.GameplayInputsContainer.OnInputInventory
addremove

Called when the Inventory input is performed.

◆ OnInputMelee

Action Slasher.Input.GameplayInputsContainer.OnInputMelee
addremove

Called when the Melee input is performed.

◆ OnInputMeleeState

Action<bool> Slasher.Input.GameplayInputsContainer.OnInputMeleeState
addremove

Called true when the Melee input is started, and false when the input is cancelled.

◆ OnInputMoveState

Action<bool> Slasher.Input.GameplayInputsContainer.OnInputMoveState
addremove

Called true when the Move input is started, and false when the input is cancelled.

◆ OnInputRanged

Action Slasher.Input.GameplayInputsContainer.OnInputRanged
addremove

Called when the Ranged input is performed.

◆ OnInputRangedState

Action<bool> Slasher.Input.GameplayInputsContainer.OnInputRangedState
addremove

Called true when the Ranged input is started, and false when the input is cancelled.


The documentation for this class was generated from the following file: