Animal Controller
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  • QuickStart
    • ๐Ÿ“–Guide to use All Malbers Assets with (AC)
    • ๐Ÿ”ผUpgrade to URP
    • ๐Ÿ”ผUpgrade to HDRP
    • ๐Ÿ’”Common Issues
    • ๐Ÿ””Tips and Tricks
  • Guides and Tutorials
  • ๐Ÿ“บYouTube Tutorials
    • ๐Ÿ“บVideo Tutorials (On Queue)
  • ๐Ÿ“ฑMobile Setup Guide
    • Mobile Joystick
  • ๐ŸงHow to: Animal Controller
    • ๐Ÿ”นPlay a Mode while Moving
    • ๐Ÿ”นCreate and configure a new mode
    • ๐Ÿ”ŠAdding Sound Effects
    • ๐Ÿ”นRebone Mesh Tutorial (Skin Mesh is Missing)
    • ๐Ÿ”นAdd Movement with Non RootMotion Animations
    • ๐Ÿ”นFetch a ball
    • ๐Ÿ”นSet up Timeline
    • ๐Ÿ”นMake Animal flee when see the animal Player
    • ๐Ÿ”นAnimal Controller for Humanoids
    • Create a Shootable Weapon From Scratch
    • โš”๏ธHow to Fix weapons offset and values (Bow, Pistol)
    • โœจAdd a Effect to the Effect Manager
    • ๐Ÿ•น๏ธConnect Inputs to the Controller
    • Modify the controller with a Stat
    • Use the Modify Stat Component
    • ๐Ÿ“กUse a MEvent and MEvent Listeners
    • ๐Ÿ’ŽChange from Faceted to Smooth poly art Animals
    • โ‰๏ธListen when an Mode starts or ends
  • ๐ŸŽHow to: Horse Animset Pro
    • ๐ŸดCall the Mount
    • ๐Ÿค Change Meshes for the Rider
    • ๐Ÿ‡Make any animal mountable
  • ๐Ÿ•บStrafing
  • Main Components
    • ๐ŸบMAnimal Controller
      • General
        • Pivots
      • Speeds
      • ๐Ÿ”ทStates
        • ๐Ÿ•ด๏ธIdle
        • ๐Ÿƒโ€โ™‚๏ธLocomotion
        • ๐ŸŒ Fall
        • ๐Ÿคพโ€โ™€๏ธBasic Jump
        • ๐Ÿคพโ€โ™‚๏ธRoot Motion Jump
        • ๐ŸŸSwim
        • ๐ŸŠUnderWater
        • ๐Ÿง—โ€โ™‚๏ธClimb
        • ๐Ÿง—โ€โ™‚๏ธLedge Grab
        • ๐Ÿฆ…Fly
        • ๐Ÿช‚Glide
        • ๐Ÿง—Wall Run
        • ๐Ÿง—Wall Run Vertical
        • โ›ท๏ธSlide
        • โ˜ ๏ธDeath
        • โ˜ ๏ธDeath Ragdoll
        • ๐Ÿ†•Creating a new State
      • ๐ŸŸฉModes
        • ๐ŸŸฉMode Behavior
        • ๐ŸŸฉMode Sequence
      • ๐Ÿ…พ๏ธStances
      • Advanced
      • Animal Modifiers
      • Events
      • Debug
      • Animal Animator Behaviors
      • Methods and Properties
    • ๐ŸŽฎMalbers Input & MInput
      • Methods and Properties
    • ๐Ÿค–AI
      • AI Animal Control
      • MWayPoint
      • Wander Area
      • AI Target
      • Animal Brain
        • AI States
        • Tasks
          • General - Chance
          • General - Empty
          • General - Invoke Event
          • General - Send Message
          • General - Play Audio
          • General - Quick Align
          • General - Reaction
          • General - Set Look At Aim
          • General - Set Stat
          • General - Wait
          • Animal - Set Speed
          • Animal - Play Mode
          • Animal - Set/Play State
          • Animal - Set Stance
          • Animal - Set Strafe
          • Movement - Move Stop
          • Movement - Patrol
          • Movement - Set Destination
          • Movement - Set Target
          • Variables - Set Var Listener
          • Weapons - Weapon Tasks
        • Decisions
          • General - AND
          • General - Check Stat
          • General - Compare Stats
          • General - Look
          • General - OR
          • General - Is Task Done?
          • General - Wait
          • Movement - Has Arrived
          • Movement - Check Target
          • Animal - Check Mode
          • Animal - Check Stance
          • Animal - Check State
          • Variables - Check Scriptable Variable
          • Variables - Check Transform Var
          • Variables - Check Var Listener
          • Runtime Set - Is Target in Runtime Set
      • ๐Ÿ“ŒPoint Click
    • ๐ŸงจReactions
    • ๐Ÿ“ถCombo Manager
    • โš”๏ธWeapon Manager
      • ๐Ÿ›ก๏ธMWeapon [General] Properties
      • ๐Ÿ›ก๏ธMWeapon [Damage] Properties
      • ๐Ÿ›ก๏ธMWeapon [IK] Properties
      • โš”๏ธMMelee
      • ๐Ÿ”ซMShooteable
      • ๐ŸนBow
    • ใ€ฐ๏ธPath Constraint
      • ใ€ฐ๏ธMPath
      • ใ€ฐ๏ธPath Link (Straight)
      • ใ€ฐ๏ธPath Link (Cinemachine Path)
      • ใ€ฐ๏ธPath Creator(Sebastian Lague)
    • Speed Ground Changer
  • Scriptable Architecture
    • ๐Ÿ’ Scriptables
      • ๐Ÿ”นBool Var
      • ๐Ÿ”นInt Var
      • ๐Ÿ”นFloat Var
      • ๐Ÿ”นString Var
      • ๐Ÿ”นValueToString
      • ๐Ÿ”ขVariable Listeners & Comparers
      • ๐Ÿ”ฐIDs
      • ๐ŸŽซTags
      • ๐ŸชTransform Hook
      • ๐Ÿ“ฃMEvents
      • ๐Ÿ“ฃMEvent Listener
      • ๐Ÿ“ฆRuntime gameobjects
    • ๐Ÿ”คMLocal Variables
  • Secondary Components
    • โš”๏ธMDamager
      • ๐ŸพMAttack Trigger
      • ๐ŸพAttack Trigger Behavior
      • ๐Ÿ‰MProjectile
      • ๐ŸนProjectile Thrower
      • ๐ŸคฏMExplosion
    • ๐Ÿค•MDamageable
    • ๐ŸงŠZones
      • Public Methods
    • โœŠPick Up - Drop
    • โœŠPickable
    • ๐ŸšฉRespawner
    • ๐ŸšฉRespawner NPC
    • ๐ŸšฉSimple Respawner
    • ๐ŸCheckPoint
    • IK Manager
      • IK Processors
      • Weight Processors
  • Global Components
    • ๐ŸงกStats
      • ๐Ÿ”ธStat Modifier
      • ๐Ÿ”ธModify Stat <Component>
      • ๐Ÿ”ธModify Stat <Asset>
      • ๐Ÿ‘จโ€๐Ÿ’ปPublic Methods
    • Animator Behaviours
      • Message Behaviour
      • Random Behaviour
      • Is Kinematic Behaviour
      • Sound Behaviour
      • Rigid Constraint Behaviour
    • ๐ŸŸฉTrigger Proxy
    • ๐Ÿ”ŒInteractable
    • โšกInteractor
    • โ‰๏ธConditions
    • ๐ŸŽฅFree Look Camera
    • ๐ŸŽฅCinemachine
    • UI
      • Unity Utils
  • Riding System (HAP)
    • Horse Animset Pro (HAP) Riding System
    • The Art of (HAP)
    • Mount
      • Methods and Properties
    • MRider
      • Methods and Properties
    • Mount Triggers
    • Mount Points
  • Utilities
    • Material Changer
    • Active Meshes
    • Effect Manager
    • Effect Behavior
    • Animator Event Sounds
    • Blend Shapes
      • Blend Shape Preset
    • Look At
    • ๐ŸนAim
    • ๐ŸŽฏAim Target
    • ๐ŸŽฏLock On Target
    • ๐ŸพSteps Manager
    • ๐ŸพStep Trigger
    • ๐Ÿ”—Mode Align
    • ๐Ÿ”—Aligner
    • Component Selector
    • MAnimalAnimatorSync
    • Multiple Time Checker
    • MAnimalAnimatorSync
  • Annex
    • ๐Ÿ—ƒ๏ธIntegrations
      • General HAP Integration
      • Rewired
      • Invector Templates
        • Invector Weapon Settings
      • Animals Controller + Invector
      • Ootii's Motion Controller
      • Opsive Ultimate Character Controller (UCC 3.03)
      • Opsive Ultimate Character Controller (UCC 3.08) Generic
      • AStar Pathfinding
      • Unity Input System (NEW)
        • New Input Link [Old Versions]
      • Game Creator
      • Game Kit Controller
    • Contact
    • ๐Ÿค”FAQ
    • Refund Policy
  • Games using Malbers Animations
  • Interfaces
    • IAITarget
    • IWayPoint
    • IAIControl
    • IAim
    • IAlign
    • IGravity
    • IInteractor
  • ULTIMATE SELECTOR
    • Overview
    • Selector Manager
    • Selector Editor
    • Selector Controller
    • Selector Item
    • Selector UI
    • Selector Data
    • Changelog (Selector)
  • ๐ŸŽ’Malbers Inventory Add-On
    • Overview
      • Compatibility Matrix
      • Roadmap
      • Update Notes
  • Updating from v1.1.1 to v1.2 Instructions
  • Basic Setup Instructions
    • Creating a new Item
      • Adding Buffs/Debuffs to Items
      • Setting up Item Reactions
      • Custom Rarities
    • Setting up Item/Inventory Types
    • Set up the Pick/Drop Component
    • Setting up the Notifications
    • Setting up the Item Info panel
  • Inventory Set
    • Events
  • Inventory Master
  • Notification Manager
    • Notification Child
    • Events
  • Save/Load System
  • Item Spawner
  • Storage Chests
    • Chest Inventory
    • Chest Inventory UI
  • Using Armour
  • Shop System
    • Shop
    • Shop UI Manager
  • Cooking System
    • Create a new Recipe
  • UI Manager
  • Hotbar
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On this page
  • Properties
  • public bool MoveCharacter
  • Methods
  • void Enable(bool val)
  • void EnableInput(string name, bool value)
  • void EnableInput(string name)
  • void DisableInput(string name)
  • bool IsActive(string name)
  • InputRow FindInput(string name)
  • bool GetInputValue(string name)
  • InputRow GetInput(string name)

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  1. Main Components
  2. Malbers Input & MInput

Methods and Properties

Public Methods and properties for the MInput and Malbers Input Scripts

Properties

public bool MoveCharacter

{ set; get; }

Send to the Character to Move using the interface ICharacterMove.

(This Property belongs to Malbers Input only)

To access all the List of Inputs Fields (InputRow). you can use the public List:

public List<InputRow> inputs;

Methods

void Enable(bool val)

Enable Disable the Malbers Input Script.

void EnableInput(string name, bool value)

Enable/Disable an Input Row using its name and set a new Enable value.

void EnableInput(string name)

Enable an Input Row using its name.

void DisableInput(string name)

Disable an Input Row using its name.

bool IsActive(string name)

Returns if an Input Row is enable(true) or disable(false)

InputRow FindInput(string name)

Check if an Input Row exist using its name and returns it. It will return NULL if there's no InputRow with the given name.

bool GetInputValue(string name)

Returns the Input Value of an Input using its name (True if the Input is pressed Down, or false if the Input is released or not pressed at all)

InputRow GetInput(string name)

Returns an Input Row on the Input List by its name.

PreviousMalbers Input & MInputNextAI

Last updated 5 years ago

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