Input
Table to work with input system.
GetWorldCursorPos(): Vector
Vector
Returns world cursor position.
GetCursorPos(): number
, number
number
, number
Returns screen cursor position (x, y). See example.
Example
IsCursorInRect(x: number
, y: number
, w: number
, h: number
): boolean
number
, y: number
, w: number
, h: number
): boolean
x
number
x position
y
number
w
number
width
h
number
height
Returns true
if cursor is in rect.
IsCursorInBounds(x0: number
, y0: number
, x1: number
, y1: number
): boolean
number
, y0: number
, x1: number
, y1: number
): boolean
x0
number
y0
number
x1
number
y1
number
Returns true
if cursor is in bounds.
Excludes not visible, illusions and dead units.
teamNum
team number. Could be get from Entity.GetTeamNum
teamType
team type to search relative to teamNum param
Returns nearest unit to cursor.
Excludes not visible, illusions and dead heroes.
teamNum
team number. Could be get from Entity.GetTeamNum
teamType
team type to search relative to teamNum param
Returns nearest hero to cursor.
IsInputCaptured(): boolean
boolean
Returns true
if input is captured. e.g. opened console, chat, shop.
IsKeyDown(KeyCode: Enum.ButtonCode
): boolean
Enum.ButtonCode
): boolean
KeyCode
Returns true
if key is down.
IsKeyDownOnce(KeyCode: Enum.ButtonCode
): boolean
Enum.ButtonCode
): boolean
This function will return `true` only once per key press.
KeyCode
Return true
if key is down once.
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