Table of Contents

Class PlayerInput

Namespace
GrindFest
Assembly
GrindFest.dll

Item comparison dialog — shows when an equipable item is picked up and the corresponding equipment slot is already occupied. Works for both bot auto-loot and manual controller pickup.

[DefaultExecutionOrder(-101)]
public class PlayerInput : Singleton<PlayerInput>
Inheritance
object
PlayerInput
Inherited Members

Fields

AllowUnequip
AtmosfericLight
AttackCursor
BirdController
CarriedItem
CarriedPoint
CursorSpringJoint
DefaultCursor
DefaultCursorHotspot
EquipmentCamera
EventSystem
GraphicRaycasters
HandCursor
InMenu
InventoryCamera
IsPointerOverCustomUI
IsPointerOverUI
IsTargeting
LastMovementInputTime
MoveHandle
MoveHandleRelativePosition
MoveHandleRigidbody
MoveHandleY
MovedContainer
Overworld
PartyCamera
PartyVirtualCamera
ShowAllTooltips
ShowEquippedComparison
SuppressSpeechInput

If true, player speech input is suppressed (e.g., when typing in a chat box).

TargetCursor
TargetPosition
TargetType
UICamera
UniStormSystem
UseCustomMovement
ZoomSpeed
_groundHitInfo
_lastHit
_scroll
_targetFov
atmosfericfogfeature
mapMagic

Properties

CompareItemsKey
CycleHeroesKey
IdleModeKey
InventoryEquipToggleKey
ShowAllTooltipsKey
ShowFullTooltips
Target

Reactive view of _target; raises OnTargetChanged when the value actually changes.

Methods

ClearComparisonStack()

Clear all pending comparisons (e.g. when bot disables auto_comparison).

DecideItemComparison(int)

Called from JavaScript when the player clicks Equip / Keep / Drop.

EnqueueForComparison(ItemBehaviour, CharacterBehaviour)

Enqueue an item for the comparison dialog. Call after the item has been picked up into the hero's inventory. If a dialog is already showing, the item is pushed onto a stack (LIFO) so the most recently picked-up item is shown next.

FinishTargeting(GameObject, Vector3)
HandleInput()
HandleScroll()
ProcessComparisonStack()
ResetComposerDamping()

Temporarily unfreezes the Composer (sets both dampings to 0) so it can re-center after e.g. a camera FOV reset. Re-freezes after 3 seconds. Call from C#: PlayerInput.Instance.ResetComposerDamping();

StartTargeting(TargetType, Action<GameObject, Vector3>)
StopTargeting()
ToggleInventory()
ToggleOverworld(bool, DungeonBehaviour, Vector3?)

Events

OnTargetChanged