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Game.Input.UIInputCombinedAction+State

Assembly: Game
Namespace: Game.Input

Type: class public

Base: System.Object
Implements: Game.Input.IProxyAction, Game.Input.UIBaseInputAction+IState

Code

public class State : Game.Input.IProxyAction, Game.Input.UIBaseInputAction+IState
{
    private readonly Game.Input.UIInputAction+State[] m_States;

    public System.Collections.Generic.IReadOnlyList<Game.Input.ProxyAction> actions { get; }
    public System.Boolean enabled { get; set; }
    private System.Boolean Game.Input.IProxyAction.enabled { private get; private set; }

    public State(Game.Input.UIInputAction+State[] states);

    public System.Void Dispose();
    public System.Single GetMagnitude();
    public System.Boolean IsInProgress();
    public System.Boolean IsPressed();
    public T ReadValue<T>();
    public System.Boolean WasPressedThisFrame();
    public System.Boolean WasReleasedThisFrame();
}

Fields

  • private readonly Game.Input.UIInputAction+State[] m_States
private readonly Game.Input.UIInputAction+State[] m_States;

Properties

  • public System.Collections.Generic.IReadOnlyList<Game.Input.ProxyAction> actions { get }
public System.Collections.Generic.IReadOnlyList<Game.Input.ProxyAction> actions { get; }
  • public System.Boolean enabled { get; set }
public System.Boolean enabled { get; set; }
  • private System.Boolean Game.Input.IProxyAction.enabled { private get; private set }
private System.Boolean Game.Input.IProxyAction.enabled { private get; private set; }

Constructors

  • public State(Game.Input.UIInputAction+State[] states)
public State(Game.Input.UIInputAction+State[] states);

Methods

  • public Dispose() : System.Void
public System.Void Dispose();
  • public GetMagnitude() : System.Single
public System.Single GetMagnitude();
  • public IsInProgress() : System.Boolean
public System.Boolean IsInProgress();
  • public IsPressed() : System.Boolean
public System.Boolean IsPressed();
  • public ReadValue<T>() : T
public T ReadValue<T>();
  • public WasPressedThisFrame() : System.Boolean
public System.Boolean WasPressedThisFrame();
  • public WasReleasedThisFrame() : System.Boolean
public System.Boolean WasReleasedThisFrame();

Events

  • onInteraction : System.Action<Game.Input.ProxyAction, UnityEngine.InputSystem.InputActionPhase>
public event System.Action<Game.Input.ProxyAction, UnityEngine.InputSystem.InputActionPhase> onInteraction;

Nested types

  • Game.Input.UIInputCombinedAction+State+<>c