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