@tool @icon("res://addons/guide/inputs/guide_input.svg") ## A class representing some actuated input. class_name GUIDEInput extends Resource ## The current valueo f this input. Depending on the input type only parts of the ## returned vector may be relevant. var _value:Vector3 = Vector3.ZERO ## The current input state. This will be set by GUIDE when the input is used. var _state:GUIDEInputState = null ## Whether this input needs a reset per frame. _input is only called when ## there is input happening, but some GUIDE inputs may need to be reset ## in the absence of input. func _needs_reset() -> bool: return false ## Resets the input value to the default value. Is called once per frame if ## _needs_reset returns true. func _reset() -> void: _value = Vector3.ZERO ## Returns whether this input is the same input as the other input. func is_same_as(other:GUIDEInput) -> bool: return false ## Called when the input is started to be used by GUIDE. Can be used to perform ## initializations. The state object can be used to subscribe to input events ## and to get the current input state. func _begin_usage() -> void : pass ## Called, when the input is no longer used by GUIDE. Can be used to perform ## cleanup. func _end_usage() -> void: pass func _editor_name() -> String: return "" func _editor_description() -> String: return "" func _native_value_type() -> GUIDEAction.GUIDEActionValueType: return -1