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    Class AnyKeyControl

    A control that simply checks the entire state it's been assigned for whether there's any non-zero bytes. If there are, the control returns 1.0; otherwise it returns 0.0.

    Inheritance
    Object
    InputControl
    InputControl<Single>
    AxisControl
    ButtonControl
    AnyKeyControl
    Inherited Members
    ButtonControl.pressPoint
    ButtonControl.pressPointOrDefault
    ButtonControl.IsValueConsideredPressed(Single)
    ButtonControl.isPressed
    ButtonControl.wasPressedThisFrame
    ButtonControl.wasReleasedThisFrame
    AxisControl.clamp
    AxisControl.clampMin
    AxisControl.clampMax
    AxisControl.clampConstant
    AxisControl.invert
    AxisControl.normalize
    AxisControl.normalizeMin
    AxisControl.normalizeMax
    AxisControl.normalizeZero
    AxisControl.scale
    AxisControl.scaleFactor
    AxisControl.Preprocess(Single)
    AxisControl.FinishSetup()
    AxisControl.WriteValueIntoState(Single, Void*)
    AxisControl.CompareValue(Void*, Void*)
    AxisControl.EvaluateMagnitude(Void*)
    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.RefreshConfigurationIfNeeded()
    InputControl.RefreshConfiguration()
    InputControl.m_StateBlock
    InputControl.currentStatePtr
    InputControl.previousFrameStatePtr
    InputControl.defaultStatePtr
    InputControl.noiseMaskPtr
    InputControl.stateOffsetRelativeToDeviceRoot
    Namespace: UnityEngine.InputSystem.Controls
    Syntax
    public class AnyKeyControl : ButtonControl
    Remarks

    This control is used by anyKey to create a button that is toggled on as long as any of the keys on the keyboard is pressed.

    Constructors

    AnyKeyControl()

    Default initialization. Sets state size to 1 bit and format to FormatBit.

    Declaration
    public AnyKeyControl()

    Methods

    ReadUnprocessedValueFromState(Void*)

    Declaration
    public override float ReadUnprocessedValueFromState(void *statePtr)
    Parameters
    Type Name Description
    Void* statePtr
    Returns
    Type Description
    Single
    Overrides
    AxisControl.ReadUnprocessedValueFromState(Void*)

    Extension Methods

    InputControlExtensions.FindInParentChain<TControl>(InputControl)
    InputControlExtensions.IsPressed(InputControl, Single)
    InputControlExtensions.IsActuated(InputControl, Single)
    InputControlExtensions.ReadValueAsObject(InputControl)
    InputControlExtensions.ReadValueIntoBuffer(InputControl, Void*, Int32)
    InputControlExtensions.ReadDefaultValueAsObject(InputControl)
    InputControlExtensions.ReadValueFromEventAsObject(InputControl, InputEventPtr)
    InputControlExtensions.WriteValueFromObjectIntoEvent(InputControl, InputEventPtr, Object)
    InputControlExtensions.WriteValueIntoState(InputControl, Void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl, TValue, Void*)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl, 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.ResetToDefaultStateInEvent(InputControl, InputEventPtr)
    InputControlExtensions.AccumulateValueInEvent(InputControl<Single>, Void*, InputEventPtr)
    InputControlExtensions.FindControlsRecursive<TControl>(InputControl, IList<TControl>, Func<TControl, Boolean>)

    See Also

    anyKey
    In This Article
    • Constructors
      • AnyKeyControl()
    • Methods
      • ReadUnprocessedValueFromState(Void*)
    • Extension Methods
    • See Also
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