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asset⌬ inputmapinputMapprimary: init.luau·originates fromworld 0fc7535e-6…

weapon.inputMap

The `weapon` control scheme: an input map named `weapon` that holds the controls for firing a weapon. It declares one control, `fire`, defined in its `fire.inputBinding` child: a button labelled "Fire" bound to the left mouse button, the gamepad's right trigger, and a touch butto…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 11d ago
What it does

weapon

The weapon control scheme: an input map named weapon that holds the controls for firing a weapon. It declares one control, fire, defined in its fire.inputBinding child: a button labelled "Fire" bound to the left mouse button, the gamepad's right trigger, and a touch button in the right-lower touch zone.

FlashFire activates it. The main scene's body entity carries a FlashFire whose inputMap field references this map as weapon.weapon, which is also the field's default. On the peer that owns the body, FlashFire calls activate() on the map, listens to the claimed fire control's onPressed and onReleased, and calls deactivate with the claim when it gives the controls up.

Controls

ControlKindKeyboard and mouseGamepadTouch
firebuttonleft mouse buttonright_triggertouch button, zone right-lower, priority 5

Interface

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This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionThe weapon control scheme: one fire button bound to the left mouse button, the gamepad right trigger and a right-lower touch button.

Sub-parts

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7items
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inputbinding · born here
❒asset
# fire The `Fire` control of the `weapon` input map: a button control bound on every device class (keyboard and mouse, gamepad and touch), which activation requires of every control. It builds its bindings with `@builtin::modules.zinput.bindings`. `FlashFire` reads it through the map: once the map is active, pressing `fire` fires one shot and starts held fire at the component's `rate`, and releasing it ends the held fire. ## Bindings | Field | Value | |-------|-------| | `label` | `"Fire"` | | `kind` | `"button"` | | `kbm` | `B.mouse("left")`: the left mouse button | | `gamepad` | `B.padButton("right_trigger")`: the right trigger | | `touch` | `B.touchButton({ zone = "right-lower", priority = 5 })`: a touch button in the `right-lower` zone, priority 5 | `B` is `require("@builtin::modules.zinput.bindings")`.
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backing path · weapon/weapon.inputMap

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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