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14 changes: 7 additions & 7 deletions
14
...manual/logic_nodes/basic/events/index.rst → .../logic_nodes/nodes/basic/events/index.rst
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++++++ | ||
Events | ||
++++++ | ||
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.. toctree:: | ||
:maxdepth: 2 | ||
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custom/index.rst | ||
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.. toctree:: | ||
:maxdepth: 1 | ||
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on_init.rst | ||
on_next_tick.rst | ||
on_update.rst | ||
on_value_changed.rst | ||
on_next_tick.rst | ||
on_value_changed_to.rst | ||
on_value_changed.rst | ||
once.rst | ||
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.. toctree:: | ||
:maxdepth: 2 | ||
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custom/index.rst |
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6 changes: 3 additions & 3 deletions
6
...ual/logic_nodes/basic/game/start_game.rst → ...gic_nodes/nodes/basic/game/start_game.rst
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22 changes: 22 additions & 0 deletions
22
source/manual/logic_nodes/nodes/basic/input/gamepad/gamepad_active.rst
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+++++++++++++++ | ||
Gamepad Active | ||
+++++++++++++++ | ||
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.. figure:: /images/Logic_Nodes/gamepad_active_node.png | ||
:align: right | ||
:width: 215 | ||
:alt: Gamepad Active. | ||
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The *Gamepad Active* node detects if the controller at given index has any activity. | ||
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Inputs | ||
======= | ||
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Index | ||
The controller index to monitor. | ||
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Outputs | ||
======= | ||
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Active | ||
*True* if the controller has activity, else *False*. |
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source/manual/logic_nodes/nodes/basic/input/gamepad/gamepad_button.rst
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+++++++++++++++ | ||
Gamepad Button | ||
+++++++++++++++ | ||
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.. figure:: /images/Logic_Nodes/gamepad_button_down_node.png | ||
:align: right | ||
:width: 215 | ||
:alt: Gamepad Button. | ||
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The Gamepad *Button* node detects if a specified button has been pressed on the controller at given index. | ||
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Parameters | ||
========== | ||
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Button | ||
Which button to react to. | ||
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Mode | ||
Input detection mode. | ||
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Inputs | ||
======= | ||
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Index | ||
The controller index to monitor. | ||
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Outputs | ||
======= | ||
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Pressed | ||
*True* if the button is active in the selected mode, else *False*. | ||
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Strength | ||
Value of the trigger from 0 to 1; Only visible if button is `LT / L2` or `RT / R2`. |
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65
source/manual/logic_nodes/nodes/basic/input/gamepad/gamepad_look.rst
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+++++++++++++++ | ||
Gamepad Look | ||
+++++++++++++++ | ||
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.. figure:: /images/Logic_Nodes/gamepad_look_node.png | ||
:align: right | ||
:width: 215 | ||
:alt: Gamepad Look Node. | ||
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The *Gamepad Look* node is a quick way to make objects follow controller stick movement. | ||
It's possible to assign a *Body* and a *Head* object. | ||
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If no *Head* object is assigned, the body will be used for both axis, but | ||
that is generally discouraged as it can lead to unwanted side effects. | ||
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Parameters | ||
========== | ||
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Axis | ||
Which stick of the controller to use for the transformation. | ||
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Inputs | ||
======= | ||
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Condition | ||
Input Condition. | ||
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Main Object | ||
This is the body object | ||
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Head (Optional) | ||
This is the head object. If set, both objects will be rotated along their corresponding local axis. | ||
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Invert XY | ||
Option to invert movement for each axis (Vec2). | ||
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Index | ||
The index of the controller to poll. | ||
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Sensitivity | ||
Multiplier for translating mouse movement to object rotation. | ||
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Exponent | ||
Exponent for fine-tuning the stick behavior. | ||
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Cap Left/Right | ||
Limit the body objects rotation on its local Z axis. | ||
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X Limits | ||
The limits for the body objects local Z rotaion (Vec2). | ||
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Cap Up/Down | ||
Limit the head object's rotation on its local X/Y axis. | ||
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Y Limits | ||
The limits for the head object's local X/Y rotaion (Vec2). | ||
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Threshold | ||
Ignore stick values under this threshold. | ||
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Outputs | ||
======= | ||
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Done | ||
*True* if the node performed successfully, else *False* |
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38
source/manual/logic_nodes/nodes/basic/input/gamepad/gamepad_sticks.rst
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+++++++++++++++ | ||
Gamepad Sticks | ||
+++++++++++++++ | ||
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.. figure:: /images/Logic_Nodes/gamepad_sticks_node.png | ||
:align: right | ||
:width: 215 | ||
:alt: Gamepad Sticks. | ||
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The Gamepad *Sticks* node detects stick values of the controller at given index. | ||
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Parameters | ||
========== | ||
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Axis | ||
Which stick values to read. | ||
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Inputs | ||
======= | ||
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Invert XY | ||
Invert the axis values. | ||
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Index | ||
The controller index to monitor. | ||
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Sensitivity | ||
Multiplier for the axis values. | ||
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Threshold | ||
Dead-zone for the stick. | ||
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Outputs | ||
======= | ||
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Vector | ||
Stick values as vector `(X, Y, 0)` |
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31
source/manual/logic_nodes/nodes/basic/input/gamepad/gamepad_vibration.rst
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+++++++++++++++ | ||
Gamepad Vibration | ||
+++++++++++++++ | ||
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.. figure:: /images/Logic_Nodes/gamepad_vibration_node.png | ||
:align: right | ||
:width: 215 | ||
:alt: Gamepad Vibration. | ||
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The *Gamepad Vibration* node detects if the controller at given index has any activity. | ||
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Inputs | ||
======= | ||
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Index | ||
The controller index to vibrate. | ||
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Left | ||
Force with which to rotate the weight in the left handle. | ||
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Right | ||
Force with which to rotate the weight in the right handle. | ||
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Time | ||
Vibrate for this many seconds. | ||
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Outputs | ||
======= | ||
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Done | ||
*True* if the node performed successfully, else *False*. |
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13
source/manual/logic_nodes/nodes/basic/input/gamepad/index.rst
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+++++ | ||
Gamepad | ||
+++++ | ||
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.. toctree:: | ||
:maxdepth: 1 | ||
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gamepad_button.rst | ||
gamepad_sticks.rst | ||
gamepad_active.rst | ||
gamepad_vibration.rst | ||
gamepad_look.rst |
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Original file line number | Diff line number | Diff line change |
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@@ -6,5 +6,6 @@ Input | |
:maxdepth: 2 | ||
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mouse/index.rst | ||
gamepad/index.rst | ||
keyboard/index.rst | ||
gamepad/index.rst | ||
vr/index.rst |
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@IzaZed Thanks for the great update