Class AxisControl | Package Manager UI website
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    Class AxisControl

    A floating-point axis control.

    Inheritance
    System.Object
    InputControl
    InputControl<System.Single>
    AxisControl
    ButtonControl
    Inherited Members
    InputControl<Single>.valueType
    InputControl<Single>.valueSizeInBytes
    InputControl<Single>.ReadValue()
    InputControl<Single>.ReadValueFromPreviousFrame()
    InputControl<Single>.ReadDefaultValue()
    InputControl<Single>.ReadValueFromState(Void*)
    InputControl<Single>.ReadUnprocessedValue()
    InputControl<Single>.ReadValueFromStateAsObject(Void*)
    InputControl<Single>.ReadValueFromStateIntoBuffer(Void*, Void*, Int32)
    InputControl<Single>.WriteValueFromBufferIntoState(Void*, Int32, Void*)
    InputControl<Single>.WriteValueFromObjectIntoState(Object, Void*)
    InputControl<Single>.ReadValueFromBufferAsObject(Void*, Int32)
    InputControl<Single>.ProcessValue(Single)
    InputControl.name
    InputControl.displayName
    InputControl.shortDisplayName
    InputControl.path
    InputControl.layout
    InputControl.variants
    InputControl.device
    InputControl.parent
    InputControl.children
    InputControl.usages
    InputControl.aliases
    InputControl.stateBlock
    InputControl.noisy
    InputControl.synthetic
    InputControl.Item[String]
    InputControl.ToString()
    InputControl.EvaluateMagnitude()
    InputControl.TryGetChildControl(String)
    InputControl.TryGetChildControl<TControl>(String)
    InputControl.GetChildControl(String)
    InputControl.GetChildControl<TControl>(String)
    InputControl.FinishSetup()
    InputControl.RefreshConfigurationIfNeeded()
    InputControl.RefreshConfiguration()
    InputControl.m_StateBlock
    InputControl.currentStatePtr
    InputControl.previousFrameStatePtr
    InputControl.defaultStatePtr
    InputControl.noiseMaskPtr
    InputControl.stateOffsetRelativeToDeviceRoot
    Namespace: UnityEngine.InputSystem.Controls
    Syntax
    public class AxisControl : InputControl<float>
    Remarks

    Can optionally be configured to perform normalization. Stored as either a float, a short, a byte, or a single bit.

    Constructors

    AxisControl()

    Declaration
    public AxisControl()

    Fields

    clamp

    Declaration
    public AxisControl.Clamp clamp
    Field Value
    Type Description
    AxisControl.Clamp

    clampConstant

    Declaration
    public float clampConstant
    Field Value
    Type Description
    System.Single

    clampMax

    Declaration
    public float clampMax
    Field Value
    Type Description
    System.Single

    clampMin

    Declaration
    public float clampMin
    Field Value
    Type Description
    System.Single

    invert

    Declaration
    public bool invert
    Field Value
    Type Description
    System.Boolean

    normalize

    Declaration
    public bool normalize
    Field Value
    Type Description
    System.Boolean

    normalizeMax

    Declaration
    public float normalizeMax
    Field Value
    Type Description
    System.Single

    normalizeMin

    Declaration
    public float normalizeMin
    Field Value
    Type Description
    System.Single

    normalizeZero

    Declaration
    public float normalizeZero
    Field Value
    Type Description
    System.Single

    scale

    Declaration
    public bool scale
    Field Value
    Type Description
    System.Boolean

    scaleFactor

    Declaration
    public float scaleFactor
    Field Value
    Type Description
    System.Single

    Methods

    CompareValue(Void*, Void*)

    Declaration
    public override bool CompareValue(void *firstStatePtr, void *secondStatePtr)
    Parameters
    Type Name Description
    System.Void* firstStatePtr
    System.Void* secondStatePtr
    Returns
    Type Description
    System.Boolean
    Overrides
    UnityEngine.InputSystem.InputControl<System.Single>.CompareValue(System.Void*, System.Void*)

    EvaluateMagnitude(Void*)

    Declaration
    public override float EvaluateMagnitude(void *statePtr)
    Parameters
    Type Name Description
    System.Void* statePtr
    Returns
    Type Description
    System.Single
    Overrides
    InputControl.EvaluateMagnitude(Void*)

    Preprocess(Single)

    Declaration
    protected float Preprocess(float value)
    Parameters
    Type Name Description
    System.Single value
    Returns
    Type Description
    System.Single

    ReadUnprocessedValueFromState(Void*)

    Declaration
    public override float ReadUnprocessedValueFromState(void *statePtr)
    Parameters
    Type Name Description
    System.Void* statePtr
    Returns
    Type Description
    System.Single
    Overrides
    UnityEngine.InputSystem.InputControl<System.Single>.ReadUnprocessedValueFromState(System.Void*)

    WriteValueIntoState(Single, Void*)

    Declaration
    public override void WriteValueIntoState(float value, void *statePtr)
    Parameters
    Type Name Description
    System.Single value
    System.Void* statePtr
    Overrides
    UnityEngine.InputSystem.InputControl<System.Single>.WriteValueIntoState(System.Single, System.Void*)

    Extension Methods

    InputControlExtensions.IsActuated(InputControl, Single)
    InputControlExtensions.ReadValueAsObject(InputControl)
    InputControlExtensions.ReadValueIntoBuffer(InputControl, Void*, Int32)
    InputControlExtensions.ReadDefaultValueAsObject(InputControl)
    InputControlExtensions.ReadValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr, out TValue)
    InputControlExtensions.ReadUnprocessedValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr)
    InputControlExtensions.ReadUnprocessedValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr, out TValue)
    InputControlExtensions.WriteValueFromObjectIntoEvent(InputControl, InputEventPtr, Object)
    InputControlExtensions.WriteValueIntoState(InputControl, Void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl, TValue, Void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl<TValue>, TValue, Void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl<TValue>, Void*)
    InputControlExtensions.WriteValueIntoState<TValue, TState>(InputControl<TValue>, TValue, ref TState)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl, TValue, InputEventPtr)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl<TValue>, TValue, InputEventPtr)
    InputControlExtensions.CheckStateIsAtDefault(InputControl)
    InputControlExtensions.CheckStateIsAtDefault(InputControl, Void*, Void*)
    InputControlExtensions.CheckStateIsAtDefaultIgnoringNoise(InputControl)
    InputControlExtensions.CheckStateIsAtDefaultIgnoringNoise(InputControl, Void*)
    InputControlExtensions.CompareStateIgnoringNoise(InputControl, Void*)
    InputControlExtensions.CompareState(InputControl, Void*, Void*, Void*)
    InputControlExtensions.CompareState(InputControl, Void*, Void*)
    InputControlExtensions.HasValueChangeInState(InputControl, Void*)
    InputControlExtensions.HasValueChangeInEvent(InputControl, InputEventPtr)
    InputControlExtensions.GetStatePtrFromStateEvent(InputControl, InputEventPtr)
    InputControlExtensions.QueueValueChange<TValue>(InputControl<TValue>, TValue, Double)
    InputControlExtensions.FindControlsRecursive<TControl>(InputControl, IList<TControl>, Func<TControl, Boolean>)
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