NWH Vehicle Physics 2
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    Class InputManagerVehicleInputProvider

    Vehicle input provider implementation for Unity's legacy Input Manager system, supporting keyboard, mouse, and gamepad inputs through traditional input axes and buttons.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    InputProvider
    VehicleInputProviderBase
    InputManagerVehicleInputProvider
    Inherited Members
    InputProvider.Instances
    InputProvider.Awake()
    InputProvider.OnDestroy()
    InputProvider.CombinedInput<T>(Func<T, int>)
    InputProvider.CombinedInput<T>(Func<T, float>)
    InputProvider.CombinedInput<T>(Func<T, bool>)
    InputProvider.CombinedInput<T>(Func<T, Vector2>)
    Namespace: NWH.VehiclePhysics2.Input
    Assembly: NWH.VehiclePhysics2.dll
    Syntax
    public class InputManagerVehicleInputProvider : VehicleInputProviderBase
    Remarks

    InputManagerVehicleInputProvider integrates with Unity's Input Manager (Edit > Project Settings > Input Manager) to provide vehicle control through keyboard keys, mouse input, and gamepad axes. This is the traditional Unity input system that uses string-based input names and axis configurations.

    Supported input methods include: - Keyboard controls for all vehicle functions (WASD, arrow keys, number keys for gears) - Mouse steering option for enhanced precision control - Gamepad support through configured axes and buttons - Direct gear selection through numbered keys (1-8 for gears, R for reverse) - Function keys for lights, horn, and other auxiliary controls

    This provider is ideal for PC/desktop games and provides backward compatibility with existing Unity projects that use the Input Manager. Configure input axes in the Input Manager to customize key bindings and sensitivity settings for different control schemes.

    Fields

    mouseInput

    Should mouse be used for input?

    Declaration
    [Tooltip("Should mouse be used for input?")]
    public bool mouseInput
    Field Value
    Type Description
    bool

    shiftInputNames

    Input Manager binding names for direct gear selection in H-pattern shifters. Array indices map to gear numbers: index 0 = reverse (-1), index 1 = neutral (0), index 2 = 1st gear, etc. To add more gears, extend this array and update the ShiftInto() method accordingly.

    Declaration
    [NonSerialized]
    [Tooltip("Names of input bindings for each individual gears. If you need to add more gears modify this and the corresponding\r\niterator in the\r\nShiftInto() function.")]
    public string[] shiftInputNames
    Field Value
    Type Description
    string[]

    Methods

    Boost()

    Returns true while the boost button is held down. Only functional when NOSModule or similar boost module is present and enabled. Provides temporary power increase when active.

    Declaration
    public override bool Boost()
    Returns
    Type Description
    bool

    True while button is pressed.

    Overrides
    VehicleInputProviderBase.Boost()

    Brakes()

    Returns the current brake input value normalized to [0, 1] range. 0 means no braking, 1 means full braking force.

    Declaration
    public override float Brakes()
    Returns
    Type Description
    float

    Brake input value between 0 and 1.

    Overrides
    VehicleInputProviderBase.Brakes()

    Clutch()

    Returns the current clutch input value normalized to [0, 1] range. 0 means clutch fully engaged (pedal released), 1 means clutch fully disengaged (pedal pressed). Used with manual transmissions for gear changes and preventing engine stalls.

    Declaration
    public override float Clutch()
    Returns
    Type Description
    float

    Clutch input value between 0 and 1.

    Overrides
    VehicleInputProviderBase.Clutch()

    CruiseControl()

    Returns true when the cruise control toggle button is pressed this frame. Only functional when CruiseControlModule is present and enabled. Maintains constant vehicle speed without throttle input.

    Declaration
    public override bool CruiseControl()
    Returns
    Type Description
    bool

    True if button was pressed this frame.

    Overrides
    VehicleInputProviderBase.CruiseControl()

    EngineStartStop()

    Returns true when the engine start/stop button is pressed this frame. Toggles the engine on/off state.

    Declaration
    public override bool EngineStartStop()
    Returns
    Type Description
    bool

    True if button was pressed this frame.

    Overrides
    VehicleInputProviderBase.EngineStartStop()

    ExtraLights()

    Returns true when the extra lights toggle button is pressed this frame. Controls auxiliary lights such as fog lights, work lights, or off-road lights.

    Declaration
    public override bool ExtraLights()
    Returns
    Type Description
    bool

    True if button was pressed this frame.

    Overrides
    VehicleInputProviderBase.ExtraLights()

    FlipOver()

    Returns true when the flip-over button is pressed this frame. Only functional when FlipOverModule is present and enabled, used to right overturned vehicles.

    Declaration
    public override bool FlipOver()
    Returns
    Type Description
    bool

    True if button was pressed this frame.

    Overrides
    VehicleInputProviderBase.FlipOver()

    Handbrake()

    Returns the current handbrake input value normalized to [0, 1] range. 0 means released, 1 means fully engaged. Typically used for drifting or parking.

    Declaration
    public override float Handbrake()
    Returns
    Type Description
    float

    Handbrake input value between 0 and 1.

    Overrides
    VehicleInputProviderBase.Handbrake()

    HazardLights()

    Returns true when the hazard lights toggle button is pressed this frame. Activates all turn signals simultaneously for emergency warning.

    Declaration
    public override bool HazardLights()
    Returns
    Type Description
    bool

    True if button was pressed this frame.

    Overrides
    VehicleInputProviderBase.HazardLights()

    HighBeamLights()

    Returns true when the high beam headlights toggle button is pressed this frame. Switches headlights between low beam and high beam mode.

    Declaration
    public override bool HighBeamLights()
    Returns
    Type Description
    bool

    True if button was pressed this frame.

    Overrides
    VehicleInputProviderBase.HighBeamLights()

    Horn()

    Returns true while the horn button is held down. Unlike toggle buttons, this is typically held for continuous horn sound.

    Declaration
    public override bool Horn()
    Returns
    Type Description
    bool

    True while button is pressed.

    Overrides
    VehicleInputProviderBase.Horn()

    LeftBlinker()

    Returns true when the left turn signal button is pressed this frame. Toggles the left turn indicator on/off.

    Declaration
    public override bool LeftBlinker()
    Returns
    Type Description
    bool

    True if button was pressed this frame.

    Overrides
    VehicleInputProviderBase.LeftBlinker()

    LowBeamLights()

    Returns true when the low beam headlights toggle button is pressed this frame. Turns the main headlights on or off.

    Declaration
    public override bool LowBeamLights()
    Returns
    Type Description
    bool

    True if button was pressed this frame.

    Overrides
    VehicleInputProviderBase.LowBeamLights()

    RightBlinker()

    Returns true when the right turn signal button is pressed this frame. Toggles the right turn indicator on/off.

    Declaration
    public override bool RightBlinker()
    Returns
    Type Description
    bool

    True if button was pressed this frame.

    Overrides
    VehicleInputProviderBase.RightBlinker()

    ShiftDown()

    Returns true when the sequential shift down button is pressed this frame. Shifts transmission to the next lower gear in sequential mode.

    Declaration
    public override bool ShiftDown()
    Returns
    Type Description
    bool

    True if button was pressed this frame.

    Overrides
    VehicleInputProviderBase.ShiftDown()

    ShiftInto()

    Returns the directly selected gear index for H-pattern shifters. Checks all configured gear input bindings and returns the gear number if any key is pressed. Used for direct gear selection in non-sequential transmissions.

    Declaration
    public override int ShiftInto()
    Returns
    Type Description
    int

    Gear index (-1 for reverse, 0 for neutral, 1-9 for forward gears), or -999 if no gear key is pressed.

    Overrides
    VehicleInputProviderBase.ShiftInto()

    ShiftUp()

    Returns true when the sequential shift up button is pressed this frame. Shifts transmission to the next higher gear in sequential mode.

    Declaration
    public override bool ShiftUp()
    Returns
    Type Description
    bool

    True if button was pressed this frame.

    Overrides
    VehicleInputProviderBase.ShiftUp()

    Steering()

    Returns the current steering input value normalized to [-1, 1] range. -1 means full left, 0 means centered, 1 means full right.

    Declaration
    public override float Steering()
    Returns
    Type Description
    float

    Steering input value between -1 and 1.

    Overrides
    VehicleInputProviderBase.Steering()

    Throttle()

    Returns the current throttle input value normalized to [0, 1] range. 0 means no throttle, 1 means full throttle.

    Declaration
    public override float Throttle()
    Returns
    Type Description
    float

    Throttle input value between 0 and 1.

    Overrides
    VehicleInputProviderBase.Throttle()

    TrailerAttachDetach()

    Returns true when the trailer attach/detach button is pressed this frame. Only functional when TrailerHitchModule is present and enabled on the vehicle.

    Declaration
    public override bool TrailerAttachDetach()
    Returns
    Type Description
    bool

    True if button was pressed this frame.

    Overrides
    VehicleInputProviderBase.TrailerAttachDetach()
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