Class ActionMapInput
Inherited Members
Namespace: UnityEngine.InputNew
Assembly: solution.dll
Syntax
public class ActionMapInput : InputControlProvider
Constructors
Name | Description |
---|---|
ActionMapInput(ActionMap) |
Fields
Name | Description |
---|---|
onStatusChange |
Properties
Name | Description |
---|---|
actionMap | |
active | |
autoReinitialize | Control whether this ActionMapInput will attempt to reinitialize with applicable devices in order to process events |
blockSubsequent | |
controlScheme | |
resetOnActiveChanged |
Methods
Name | Description |
---|---|
BeginFrame() | |
BindControl(InputControlDescriptor, InputControl, bool) | |
Create(ActionMap) | |
CurrentlyUsesDevice(InputDevice) | |
EndFrame() | |
GetCurrentlyUsedDevices() | |
GetPrimarySourceName(int, string) | |
ProcessEvent(InputEvent) | |
Reset(bool) | |
ResetControl(InputControl) | Reset controls that share the same source (potentially from another AMI) |
RevertCustomizations() | |
TryInitializeWithDevices(IEnumerable<InputDevice>, IEnumerable<InputDevice>) | Find the best control scheme for the available devices and initialize the action map input. It's important to note that an action map that can use either of two devices should have two of the same device listed in the control scheme. Otherwise, if the ActionMapInput is initialized with those two devices, the first device state found will override the other's device state. This becomes apparent when GetDeviceStateForDeviceSlot is called. Ex. Having a left and right VR controller where the action map can accept either controller's trigger button would cause issues if only one device was listed in the action map. Usually, this shows up as a ping-ponging issue where the ActionMapInput keeps getting re-initialized and binds different devices. |