Game.Input.SmoothProcessor`1
Assembly: Game
Namespace: Game.Input
Type: class abstract public
Base: UnityEngine.InputSystem.InputProcessor<TValue>
Implements: Game.Input.IDisableableProcessor
Code
public abstract class SmoothProcessor<TValue> : UnityEngine.InputSystem.InputProcessor<TValue>, Game.Input.IDisableableProcessor
{
public System.Single m_Smoothing;
public System.Boolean m_CanBeDisabled;
public System.Boolean m_Time;
private TValue m_LastValue;
private System.Int32 m_LastFrame;
private System.Single m_LastTime;
private System.Single m_LastDelta;
private System.Boolean <disabled>k__BackingField;
public System.Boolean canBeDisabled { get; }
public System.Boolean disabled { get; set; }
protected SmoothProcessor`1();
public virtual TValue Process(TValue value, UnityEngine.InputSystem.InputControl control);
protected abstract TValue Smooth(TValue value, TValue& lastValue, System.Single delta);
}
Fields
public System.Single m_Smoothing
public System.Single m_Smoothing;
public System.Boolean m_CanBeDisabled
public System.Boolean m_CanBeDisabled;
public System.Boolean m_Time
public System.Boolean m_Time;
private TValue m_LastValue
private TValue m_LastValue;
private System.Int32 m_LastFrame
private System.Int32 m_LastFrame;
private System.Single m_LastTime
private System.Single m_LastTime;
private System.Single m_LastDelta
private System.Single m_LastDelta;
private System.Boolean <disabled>k__BackingField
private System.Boolean <disabled>k__BackingField;
Properties
public System.Boolean canBeDisabled { get }
public System.Boolean canBeDisabled { get; }
public System.Boolean disabled { get; set }
public System.Boolean disabled { get; set; }
Constructors
protected SmoothProcessor
1()`
protected SmoothProcessor`1();
Methods
public virtual Process(TValue value, UnityEngine.InputSystem.InputControl control) : TValue
public virtual TValue Process(TValue value, UnityEngine.InputSystem.InputControl control);
protected abstract Smooth(TValue value, TValue& lastValue, System.Single delta) : TValue
protected abstract TValue Smooth(TValue value, TValue& lastValue, System.Single delta);