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BTD_Mod_Helper​.Api​.Towers​.ModCustomInput


BloonsTD6 Mod Helper

BTD_Mod_Helper.Api.Towers

ModCustomInput Class

ModContent for defining Custom Input that can be used in Tower Selection Menu Themes or via

inputManager.PrimeCustomInput(ModContent.GetInstance<ModCustomInput>().Activate(inputManager));  
public abstract class ModCustomInput : BTD_Mod_Helper.Api.ModContent

Inheritance System.ObjectModContent  ModCustomInput

Properties

ModCustomInput.ActiveInput Property

The currently active Modded Custom Input, null if none are active

public static BTD_Mod_Helper.Api.Towers.ModCustomInput ActiveInput { get; set; }

Property Value

ModCustomInput

Methods

ModCustomInput.Activate(InputManager, TowerToSimulation, string) Method

Activates this Custom Input and returns the CustomInput that can be passed to Il2CppAssets.Scripts.Unity.UI_New.InGame.InputManager.PrimeCustomInput(Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput) or other places

public CustomInput Activate(InputManager inputManager, TowerToSimulation tower=null, string buttonId=null);

Parameters

inputManager Il2CppAssets.Scripts.Unity.UI_New.InGame.InputManager

InputManager

tower Il2CppAssets.Scripts.Unity.Bridge.TowerToSimulation

tower, if relevant

buttonId System.String

tsm buttonId, if relevant

Returns

Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput
CustomInput object

ModCustomInput.Deactivate(CustomInput) Method

Deactivates the specified CustomInput

public static void Deactivate(CustomInput customInput);

Parameters

customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput

CustomInput

ModCustomInput.EnterInputMode(CustomInput) Method

public virtual void EnterInputMode(CustomInput customInput);

Parameters

customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput

ModCustomInput.ExitInputMode(CustomInput) Method

public virtual void ExitInputMode(CustomInput customInput);

Parameters

customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput

ModCustomInput.GetCantActivateMessage(CustomInput) Method

public virtual string GetCantActivateMessage(CustomInput customInput);

Parameters

customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput

Returns

System.String

ModCustomInput.GetHelperMessage(CustomInput) Method

public virtual string GetHelperMessage(CustomInput customInput);

Parameters

customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput

Returns

System.String

ModCustomInput.IsPositionValid(CustomInput, Vector2, bool) Method

public virtual bool IsPositionValid(CustomInput customInput, Vector2 cursorPosWorld, bool isCursorInWorld);

Parameters

customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput

cursorPosWorld UnityEngine.Vector2

isCursorInWorld System.Boolean

Returns

System.Boolean

ModCustomInput.OnInvalidPositionCursorUp(CustomInput, Vector2, bool) Method

public virtual void OnInvalidPositionCursorUp(CustomInput customInput, Vector2 cursorPosWorld, bool isCursorInWorld);

Parameters

customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput

cursorPosWorld UnityEngine.Vector2

isCursorInWorld System.Boolean

ModCustomInput.OnValidPositionCursorUp(CustomInput, Vector2, bool) Method

public virtual void OnValidPositionCursorUp(CustomInput customInput, Vector2 cursorPosWorld, bool isCursorInWorld);

Parameters

customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput

cursorPosWorld UnityEngine.Vector2

isCursorInWorld System.Boolean

ModCustomInput.Update(CustomInput, Vector3, Vector2, bool) Method

public virtual void Update(CustomInput customInput, Vector3 cursorPosUnityWorld, Vector2 cursorPosWorld, bool isCursorActive);

Parameters

customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput

cursorPosUnityWorld UnityEngine.Vector3

cursorPosWorld UnityEngine.Vector2

isCursorActive System.Boolean