Mover Context
The central movement hub — transforms raw input into camera-relative and ground-projected vectors, manages mode switching, context states, and movement profiles.
The central movement hub — transforms raw input into camera-relative and ground-projected vectors, manages mode switching, context states, and movement profiles.
Base and concrete reactor components — convert unit input state into pressed/held/released events or axis changes for movement and actions.
The controller-unit possession model — base controller, player controller, and AI controller components for driving unit behavior.
The decoupled input pipeline — reading hardware events on the controller, storing state on the unit, and reacting to state changes through reactor components.
Data assets for input binding configuration — map key bindings to named events, organized into toggleable groups for advanced runtime input control.
Controller-side component that reads hardware input events and routes them to the possessed unit’s input data component.
The input subsystem — Input Profiles for grouped event-to-binding mappings and Input Readers for processing input in gameplay.
Button animations and input interception — motion-driven hover/select states and input channel management for focused UI canvases.
Input interception for UI canvases – captures and redirects input events to prevent gameplay propagation while a UI is focused.
Component that reads input through the active profile and fires named gameplay events, with runtime group toggling and input claiming.
How to work with GS_Play UI interaction — motion-based button animations and input interception for focused canvases.