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.Object ModContent ModCustomInput
The currently active Modded Custom Input, null if none are active
public static BTD_Mod_Helper.Api.Towers.ModCustomInput ActiveInput { get; set; }
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);
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
Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput
CustomInput object
Deactivates the specified CustomInput
public static void Deactivate(CustomInput customInput);
customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput
CustomInput
public virtual void EnterInputMode(CustomInput customInput);
customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput
public virtual void ExitInputMode(CustomInput customInput);
customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput
public virtual string GetCantActivateMessage(CustomInput customInput);
customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput
public virtual string GetHelperMessage(CustomInput customInput);
customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput
public virtual bool IsPositionValid(CustomInput customInput, Vector2 cursorPosWorld, bool isCursorInWorld);
customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput
cursorPosWorld UnityEngine.Vector2
isCursorInWorld System.Boolean
public virtual void OnInvalidPositionCursorUp(CustomInput customInput, Vector2 cursorPosWorld, bool isCursorInWorld);
customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput
cursorPosWorld UnityEngine.Vector2
isCursorInWorld System.Boolean
public virtual void OnValidPositionCursorUp(CustomInput customInput, Vector2 cursorPosWorld, bool isCursorInWorld);
customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput
cursorPosWorld UnityEngine.Vector2
isCursorInWorld System.Boolean
public virtual void Update(CustomInput customInput, Vector3 cursorPosUnityWorld, Vector2 cursorPosWorld, bool isCursorActive);
customInput Il2CppAssets.Scripts.Unity.UI_New.InGame.CustomInput
cursorPosUnityWorld UnityEngine.Vector3
cursorPosWorld UnityEngine.Vector2
isCursorActive System.Boolean