Class ScyllaInputGameProfile
One game profile: a genre, the factory actions asset written for it, and the input settings that suit it.
Inherited Members
Namespace: Scylla.Input.Editor
Assembly: ScyllaInput.Editor.dll
Syntax
public sealed class ScyllaInputGameProfile
Remarks
A profile answers two separate questions with one choice. Which actions does this kind of game have, which is the factory asset, and how should input behave, which is the buffering and dead-zone settings. Both come from the genre, so both come from one card in the wizard.
Constructors
ScyllaInputGameProfile(string, string, string, string, bool, float, int, bool, float, float, float, float)
Initializes a profile.
Declaration
public ScyllaInputGameProfile(string id, string title, string description, string assetName, bool bufferingEnabled, float bufferWindow, int maxBufferedInputs, bool autoDetectionEnabled, float stickThreshold, float triggerThreshold, float mouseDeltaThreshold, float schemeCooldown)
Parameters
| Type | Name | Description |
|---|---|---|
| string | id | Stable identifier stored as the wizard's selection. |
| string | title | Card title shown in the wizard. |
| string | description | Card description shown in the wizard. |
| string | assetName | File name of the factory asset, without extension, or |
| bool | bufferingEnabled | Whether input buffering suits this genre. |
| float | bufferWindow | Buffer window in seconds, used when buffering is enabled. |
| int | maxBufferedInputs | How many inputs the rolling buffer retains. Range 1-20. |
| bool | autoDetectionEnabled | Whether the active scheme follows the last device used. |
| float | stickThreshold | Stick magnitude that counts as gamepad activity. Range 0.05-0.5. |
| float | triggerThreshold | Trigger pull that counts as gamepad activity. Range 0.05-0.5. |
| float | mouseDeltaThreshold | Mouse movement in pixels that counts as mouse activity. Range 1-20. |
| float | schemeCooldown | Seconds to wait before switching the active control scheme. |
Properties
AssetName
Gets the factory asset's file name without extension, or null when the profile
ships none and the wizard must generate or be given an asset instead.
Declaration
public string AssetName { get; }
Property Value
| Type | Description |
|---|---|
| string |
AutoDetectionEnabled
Gets whether the active control scheme follows whichever device the player last used.
Declaration
public bool AutoDetectionEnabled { get; }
Property Value
| Type | Description |
|---|---|
| bool |
Remarks
Off for a genre played by two people on one keyboard, where one player's input would otherwise switch the scheme out from under the other.
BufferWindow
Gets the buffer window in seconds.
Declaration
public float BufferWindow { get; }
Property Value
| Type | Description |
|---|---|
| float |
BufferingEnabled
Gets whether input buffering suits this genre.
Declaration
public bool BufferingEnabled { get; }
Property Value
| Type | Description |
|---|---|
| bool |
Description
Gets the card description shown in the wizard.
Declaration
public string Description { get; }
Property Value
| Type | Description |
|---|---|
| string |
HasAsset
Gets whether this profile has a factory asset the wizard can copy.
Declaration
public bool HasAsset { get; }
Property Value
| Type | Description |
|---|---|
| bool |
ID
Gets the stable identifier stored as the wizard's selection.
Declaration
public string ID { get; }
Property Value
| Type | Description |
|---|---|
| string |
MaxBufferedInputs
Gets how many inputs the rolling buffer retains.
Declaration
public int MaxBufferedInputs { get; }
Property Value
| Type | Description |
|---|---|
| int |
MouseDeltaThreshold
Gets the mouse movement in pixels that counts as mouse activity for scheme detection.
Declaration
public float MouseDeltaThreshold { get; }
Property Value
| Type | Description |
|---|---|
| float |
Remarks
Low for a genre the mouse leads, so the pointer claims the scheme promptly. High for a genre played on a pad, so a knocked mouse does not take the scheme mid-play.
SchemeCooldown
Gets the control-scheme switch cooldown in seconds.
Declaration
public float SchemeCooldown { get; }
Property Value
| Type | Description |
|---|---|
| float |
StickThreshold
Gets the stick magnitude that counts as gamepad activity for scheme detection.
Declaration
public float StickThreshold { get; }
Property Value
| Type | Description |
|---|---|
| float |
Remarks
This is a detection threshold, not a gameplay dead zone. Raising it stops a stick resting off centre from repeatedly claiming the active scheme; it does not affect what a game reads from the stick. Gameplay dead zones belong on the action or binding as a processor.
Title
Gets the card title shown in the wizard.
Declaration
public string Title { get; }
Property Value
| Type | Description |
|---|---|
| string |
TriggerThreshold
Gets the trigger pull that counts as gamepad activity for scheme detection.
Declaration
public float TriggerThreshold { get; }
Property Value
| Type | Description |
|---|---|
| float |
Remarks
A detection threshold, as StickThreshold is. Pedals and throttles that rest part-pressed need a high value here.