Input
Input work basing of universal Fighting Game Terminology
Each input are represented as Id (int)
For example the move input id value are ranged between 1 to 9
And all other numeric values are about punch, kick, special, etc.
Other input numeric value
By default i set other numeric values for :
- LP(10) - MP(11) - HP(12)
- LK(13) - MK(14) - HK(15)
- Enter (20)
Where are stored those data
The numeric value associated to the image are stored to this DataTable DT_AFT_GameInput
As you can see, each Game Input have the numeric value and the icon
It's the game input icon and not the key input
Game input is independent of the key input
Move Key mapping
The movement key are special cause they have Axis value on Gamepad and will not be mapped like other inputs (LP, MP, etc.)
They work with the enhanced input and stored here :
So if you want change default move axis mapping you should edit IMC Assets
- IMC_AFT_Default_Gamepad for the gamepad thumbstick
- IMC_AFT_Default_KBM for keyboard
Other Key input mapping
Key input is the native key should pressed by the player (like gamepad or keyboard)
The plugin has a default mapping stored as Input Actions in the Enhanced Input System
Input Id inside Input Action
The ID input mappings are done inside the Input Action of my custom modifier as Axis1D (float) like here:
This is how it will match with the associated icon and the value for the CommandAction