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Game.Input.MaskFloatProcessor

Assembly: Assembly-CSharp
Namespace: Game.Input

Type: class

Base: BaseMaskProcessor

Summary:
MaskFloatProcessor is a concrete (empty) specialization of the generic BaseMaskProcessor for float values. The class itself does not add fields or behavior — it simply binds the generic BaseMaskProcessor to the float type so the game's input pipeline (or other systems expecting a float mask processor) can use a type-specific implementation. For implementation details and processing logic, refer to BaseMaskProcessor (the actual masking behavior lives in the base class).


Fields

  • This class declares no fields of its own.
    {{ The runtime state and any internal fields are defined on BaseMaskProcessor (the generic base). If you need to inspect internal state, look at the BaseMaskProcessor implementation in the same assembly. }}

Properties

  • This class declares no properties of its own.
    {{ Any publicly visible properties are inherited from BaseMaskProcessor. Check the base type for available APIs (for example, properties exposing mask configuration or runtime status). }}

Constructors

  • public MaskFloatProcessor()
    {{ No explicit constructor is defined in the source file; the compiler-provided default parameterless constructor is used. If initialization is required, either subclass this type or modify the base class (if available). }}

Methods

  • This class declares no methods.
    {{ All processing methods and lifecycle hooks are provided by BaseMaskProcessor. To change behavior, subclass this class (or the base generic) and override the appropriate virtual/abstract members exposed by the base type. }}

Usage Example

// Simple instantiation (if you need a concrete instance)
var processor = new Game.Input.MaskFloatProcessor();

// To customize behavior, subclass it and override members exposed by the base type:
public class MyFloatMaskProcessor : Game.Input.MaskFloatProcessor
{
    // Override virtual/abstract methods from BaseMaskProcessor<float> here
    // (method names depend on the base class implementation)
}

{{ YOUR_INFO: When modding, prefer subclassing this type when you need specialized masking logic for float inputs. If you need to find or modify mask behavior globally, locate BaseMaskProcessor in Assembly-CSharp (or your decompiled game assemblies) and examine its virtual/abstract members. Be cautious when changing base behavior because other processors and systems may rely on the existing semantics. }}