void FlightInputHandler.OnDestroy |
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inline |
void FlightInputHandler.ProcessAxis |
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AxisBinding |
axisBinding, |
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KeyBinding |
plusKeyBinding, |
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KeyBinding |
minusKeyBinding, |
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ref float |
axisValue, |
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ref float |
precisionAxis |
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inline |
Check for activity on the specified axis and eky bindings and adjust the axis appropriately
static void FlightInputHandler.ResumeVesselCtrlState |
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Vessel |
v | ) |
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inlinestatic |
static void FlightInputHandler.SetLaunchCtrlState |
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inlinestatic |
static void FlightInputHandler.SetNeutralControls |
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inlinestatic |
int FlightInputHandler.currentTarget = 0 |
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static |
bool FlightInputHandler.hasFocus = true |
Handle input state before trim is added to the axis inputs.
This is called after gathering axis inputs but before applying trim.
bool FlightInputHandler.precisionMode = false |
float FlightInputHandler.rcsDeadZone = 0.001f |
bool FlightInputHandler.rcslock = true |
bool FlightInputHandler.SPACENAV_USE_AS_FLIGHT_CONTROL = false |
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static |
bool FlightInputHandler.stageLock = false |
A handle to the input state. WARNING: Don't use this to read input state for part modules and such. Use vessel.ctrlState instead.
this script handles all keyboard input for the flight mode it dispatches a flight control update message for all parts that can respond this message contains a flightcontrolstate object, that holds the state of the input much like a snapshot of the cockpit controls
float FlightInputHandler.throttleResponsiveness = 2.0f |
bool FlightInputHandler.RCSLock |
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staticget |
The documentation for this class was generated from the following file: