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    Class MyPlayerControls

    Example generated wrapper class for an .inputactions asset, as produced by Unity's Input Action Code Generator when "Generate C# Class" is enabled.

    Inheritance
    object
    MyPlayerControls
    Implements
    IInputActionCollection2
    IInputActionCollection
    IEnumerable<InputAction>
    IEnumerable
    IDisposable
    Namespace: DocCodeSamples.Tests
    Assembly: Unity.InputSystem.DocCodeSamples.dll
    Syntax
    public class MyPlayerControls : IInputActionCollection2, IInputActionCollection, IEnumerable<InputAction>, IEnumerable, IDisposable

    Constructors

    MyPlayerControls()

    Constructs the action asset and looks up its maps and actions.

    Declaration
    public MyPlayerControls()

    Properties

    asset

    The underlying InputActionAsset wrapped by this class.

    Declaration
    public InputActionAsset asset { get; }
    Property Value
    Type Description
    InputActionAsset

    bindingMask

    The binding mask applied to the underlying action asset.

    Declaration
    public InputBinding? bindingMask { get; set; }
    Property Value
    Type Description
    InputBinding?

    bindings

    All bindings in the asset.

    Declaration
    public IEnumerable<InputBinding> bindings { get; }
    Property Value
    Type Description
    IEnumerable<InputBinding>

    controlSchemes

    The control schemes defined on the underlying action asset.

    Declaration
    public ReadOnlyArray<InputControlScheme> controlSchemes { get; }
    Property Value
    Type Description
    ReadOnlyArray<InputControlScheme>

    devices

    The devices the underlying action asset is restricted to, if any.

    Declaration
    public ReadOnlyArray<InputDevice>? devices { get; set; }
    Property Value
    Type Description
    ReadOnlyArray<InputDevice>?

    gameplay

    Accessor for the actions in the "gameplay" action map.

    Declaration
    public MyPlayerControls.GameplayActions gameplay { get; }
    Property Value
    Type Description
    MyPlayerControls.GameplayActions

    Methods

    Contains(InputAction)

    Checks whether action belongs to this asset.

    Declaration
    public bool Contains(InputAction action)
    Parameters
    Type Name Description
    InputAction action

    Action to check.

    Returns
    Type Description
    bool

    True if the action belongs to this asset.

    Disable()

    Disables all action maps in the asset.

    Declaration
    public void Disable()

    Dispose()

    Destroys the underlying action asset.

    Declaration
    public void Dispose()

    Enable()

    Enables all action maps in the asset.

    Declaration
    public void Enable()

    FindAction(string, bool)

    Finds an action by name or ID.

    Declaration
    public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
    Parameters
    Type Name Description
    string actionNameOrId

    Name or ID of the action to find.

    bool throwIfNotFound

    If true, throws instead of returning null when not found.

    Returns
    Type Description
    InputAction

    The found action, or null if not found and throwIfNotFound is false.

    FindBinding(InputBinding, out InputAction)

    Finds a binding that matches bindingMask.

    Declaration
    public int FindBinding(InputBinding bindingMask, out InputAction action)
    Parameters
    Type Name Description
    InputBinding bindingMask

    Mask to match bindings against.

    InputAction action

    The action the found binding belongs to.

    Returns
    Type Description
    int

    The index of the found binding, or -1 if not found.

    GetEnumerator()

    Returns an enumerator over all actions in the asset.

    Declaration
    public IEnumerator<InputAction> GetEnumerator()
    Returns
    Type Description
    IEnumerator<InputAction>

    An enumerator over all actions in the asset.

    Implements

    IInputActionCollection2
    IInputActionCollection
    IEnumerable<T>
    IEnumerable
    IDisposable
    In This Article
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