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Game.EndFrameBarrier

Assembly: Assembly-CSharp
Namespace: Game.Input

Type: class

Base: BaseMaskProcessor

Summary: MaskVector2Processor is a concrete, empty specialization of BaseMaskProcessor for UnityEngine.Vector2 values. It exists so the input/masking system has a non-generic concrete type to work with for Vector2 inputs. The class itself declares no members and relies entirely on behavior provided by BaseMaskProcessor. This is commonly used as a simple marker/adapter type so other systems can request a processor specifically for Vector2-typed input masks.


Fields

  • private System.Diagnostics.Stopwatch m_Stopwatch This field is not declared on MaskVector2Processor. MaskVector2Processor contains no private fields; it inherits all behavior from BaseMaskProcessor. The listed Stopwatch field is part of the EndFrameBarrier example/template and is not applicable to this class.

  • private Unity.Jobs.JobHandle <producerHandle>k__BackingField Not present on MaskVector2Processor. The processor class does not declare job-handle backing fields; any job-related fields would be defined in other types (for example, an end-frame synchronization barrier), not in this simple mask processor.

Properties

  • public Unity.Jobs.JobHandle producerHandle { get; private set } MaskVector2Processor does not declare this property. The class exposes no additional properties beyond whatever BaseMaskProcessor provides. If you need job-handle semantics, implement them in a separate coordinating type (e.g., an end-frame barrier or a custom processor subclass).

Constructors

  • public EndFrameBarrier() MaskVector2Processor has the default, compiler-generated parameterless constructor and does not define an explicit constructor named EndFrameBarrier. The named constructor here belongs to the EndFrameBarrier type in the template and is not applicable to this processor.

Methods

  • protected virtual OnCreate() : System.Void MaskVector2Processor does not declare OnCreate or other custom methods. Any lifecycle or processing methods are provided by BaseMaskProcessor. To customize behavior, derive from MaskVector2Processor (or better, from BaseMaskProcessor) and override the base class methods exposed by that type.

Usage Example

[Preserve]
    protected override void OnCreate()
    {
        base.OnCreate();
        m_Stopwatch = new Stopwatch();
    }

Additional notes for modders: - Purpose: Use MaskVector2Processor when you need a processor type specifically typed to UnityEngine.Vector2 for masking or filtering Vector2 input channels (e.g., joystick axes, 2D pointer deltas). - Extension: If you need custom processing, create a subclass and override the appropriate BaseMaskProcessor methods. Since MaskVector2Processor is empty, it is safe to replace or extend with your own implementation. - Registration: How this processor gets discovered/used depends on the surrounding input framework in the game. Typically you either register the processor type with the input pipeline or reference it from a mask configuration so that the system can instantiate the concrete type for Vector2 masks.