InputAction
class in UnityEngine.InputSystem · Unity.InputSystem
35 of 42 of Unity's members
In Tassix
An action: bindings to controls, a value, and callbacks as it changes. As in Unity: a Button starts and performs when pressed past its press point and stays Performed until released (canceled); a Value starts and performs when actuated, performs again on every change (its phase in between is Started), and cancels at rest; a PassThrough performs on every change. A Value action looks at its controls' state when enabled.
Constructors 1
InputAction(string? name = null, InputActionType type = default, string? binding = null, string? interactions = null, string? processors = null, string? expectedControlType = null)InputAction()Properties 16
InputActionMap? actionMap { get; }InputControl? activeControl { get; }Type? activeValueType { get; }ReadOnlyArray<InputBinding> bindings { get; }ReadOnlyArray<InputControl> controls { get; }bool enabled { get; }string? expectedControlType { get; set; }Guid id { get; }bool inProgress { get; }string? interactions { get; }string name { get; }InputActionPhase phase { get; }string? processors { get; }bool triggered { get; }InputActionType type { get; }bool wantsInitialStateCheck { get; set; }Methods 15
void Disable()void Dispose()void Enable()float GetControlMagnitude()float GetTimeoutCompletionPercentage()bool IsInProgress()bool IsPressed()TValue ReadValue<TValue>()object? ReadValueAsObject()void Reset()string ToString()bool WasCompletedThisFrame()bool WasPerformedThisFrame()bool WasPressedThisFrame()bool WasReleasedThisFrame()Events 3
event Action<CallbackContext>? canceledevent Action<CallbackContext>? performedevent Action<CallbackContext>? startedNot in Tassix yet 7
Clone Priority WasCompletedThisDynamicUpdate WasPerformedThisDynamicUpdate WasPressedThisDynamicUpdate WasReleasedThisDynamicUpdate bindingMask