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…
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
| Control | Kind | Keyboard and mouse | Gamepad | Touch |
|---|---|---|---|---|
fire | button | left mouse button | right_trigger | touch button, zone right-lower, priority 5 |
Scoped to this part · feeds back into the world's score.