API
Main :
Sequence - A module inside the Input module controlling the sequences.
Hold - A module insdie the Hold module controlling the holding inputs.
- Sequence.new(Delay,keys) :
- Arguments :
- Delay is the maximum delay between each keybind triggering,if the delta time exceeds delay the sequence will reset.
- Keys are the list of all the keys in order involved in the sequence.
- Delay is the maximum delay between each keybind triggering,if the delta time exceeds delay the sequence will reset.
- Returns a dictionary with:
- Start - BindableEvent indicating the starting of sequence
- End - BindableEvent indicating the ending of sequence
- Pressed - BindableEvent indicating the pressing of keybinds in the sequence, passes arguments : (Input,gameProcessedEvent,Index) :
- Input : The current key pressed
- gameProcessedEvent : The curret state of gameProcessedEvent
- Index : The current Index the sequence is at, could use for combos to indicate the combo index.
- Destroy - Function : To destroy the sequence and cleaning everything related to it
- Cancel - Function : To cancel the current input pressed check examples for more details on use case.
- Reset - Function : To reset the entire sequence
- Start - BindableEvent indicating the starting of sequence
- Arguments :
- Hold.new(Keys) :
- Arguments :
- Keys are the list of all the keys involved in the sequence.
- Keys are the list of all the keys involved in the sequence.
- Returns a dictionary with:
- Start - BindableEvent indicating the starting of holding
- End - BindableEvent indicating the ending of holding (Note : this event passes gameProcessedEvent if there is only one key to prevent)
- Hold - BindableEvent indicating the current key held, passes arguments : (Input,gameProcessedEvent) :
- Input : The current key pressed
- gameProcessedEvent : The curret state of gameProcessedEvent
- Start - BindableEvent indicating the starting of holding
- Arguments :