Provides programmatic access to InputActionAsset, InputActionMap, InputAction and InputControlScheme instances defined in asset "Assets/DeulPie/ExtraInk/Input/InputActions.inputactions".
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| InputActionAsset | asset [get] |
| | Provides access to the underlying asset instance.
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| InputBinding? | bindingMask [get, set] |
| ReadOnlyArray< InputDevice >? | devices [get, set] |
| ReadOnlyArray< InputControlScheme > | controlSchemes [get] |
| IEnumerable< InputBinding > | bindings [get] |
| PlayerActions | Player [get] |
| | Provides a new PlayerActions instance referencing this action map.
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| UIActions | UI [get] |
| | Provides a new UIActions instance referencing this action map.
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| InputControlScheme | KeyboardMouseScheme [get] |
| | Provides access to the input control scheme.
|
| InputControlScheme | GamepadScheme [get] |
| | Provides access to the input control scheme.
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| InputControlScheme | TouchScheme [get] |
| | Provides access to the input control scheme.
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| InputControlScheme | JoystickScheme [get] |
| | Provides access to the input control scheme.
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| InputControlScheme | XRScheme [get] |
| | Provides access to the input control scheme.
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Provides programmatic access to InputActionAsset, InputActionMap, InputAction and InputControlScheme instances defined in asset "Assets/DeulPie/ExtraInk/Input/InputActions.inputactions".
This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
using namespace UnityEngine;
using UnityEngine.InputSystem;
{
private MyActions_Actions m_Actions;
private MyActions_Actions.PlayerActions m_Player;
void Awake()
{
m_Actions = new MyActions_Actions();
m_Player = m_Actions.Player;
m_Player.AddCallbacks(this);
}
void OnDestroy()
{
m_Actions.Dispose();
}
void OnEnable()
{
m_Player.Enable();
}
void OnDisable()
{
m_Player.Disable();
}
#region Interface implementation of MyActions.IPlayerActions
public void OnMove(InputAction.CallbackContext context)
{
Debug.Log($"OnMove: {context.ReadValue<Vector2>()}");
}
public void OnAttack(InputAction.CallbackContext context)
{
Debug.Log($"OnAttack: {context.ReadValue<float>()}");
}
#endregion
}