Table of Contents

Class GameControls

Namespace
ProjectL.InputActions
Assembly
Assembly-CSharp.dll

Provides programmatic access to UnityEngine.InputSystem.InputActionAsset, UnityEngine.InputSystem.InputActionMap, UnityEngine.InputSystem.InputAction and UnityEngine.InputSystem.InputControlScheme instances defined in asset "Assets/InputActions/GameControls.inputactions".

public class GameControls : IInputActionCollection2, IInputActionCollection, IEnumerable<InputAction>, IEnumerable, IDisposable
Inheritance
GameControls
Implements
IInputActionCollection2
IInputActionCollection
IEnumerable<InputAction>
Inherited Members

Examples

using namespace UnityEngine;
using UnityEngine.InputSystem;

// Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
public class Example : MonoBehaviour, MyActions.IPlayerActions
{
    private MyActions_Actions m_Actions;                  // Source code representation of asset.
    private MyActions_Actions.PlayerActions m_Player;     // Source code representation of action map.

    void Awake()
    {
        m_Actions = new MyActions_Actions();              // Create asset object.
        m_Player = m_Actions.Player;                      // Extract action map object.
        m_Player.AddCallbacks(this);                      // Register callback interface IPlayerActions.
    }

    void OnDestroy()
    {
        m_Actions.Dispose();                              // Destroy asset object.
    }

    void OnEnable()
    {
        m_Player.Enable();                                // Enable all actions within map.
    }

    void OnDisable()
    {
        m_Player.Disable();                               // Disable all actions within map.
    }

    #region Interface implementation of MyActions.IPlayerActions

    // Invoked when "Move" action is either started, performed or canceled.
    public void OnMove(InputAction.CallbackContext context)
    {
        Debug.Log($"OnMove: {context.ReadValue<Vector2>()}");
    }

    // Invoked when "Attack" action is either started, performed or canceled.
    public void OnAttack(InputAction.CallbackContext context)
    {
        Debug.Log($"OnAttack: {context.ReadValue<float>()}");
    }

    #endregion
}

Remarks

This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.

Constructors

GameControls()

Constructs a new instance.

public GameControls()

Properties

Gameplay

Provides a new GameControls.GameplayActions instance referencing this action map.

public GameControls.GameplayActions Gameplay { get; }

Property Value

GameControls.GameplayActions

UI

Provides a new GameControls.UIActions instance referencing this action map.

public GameControls.UIActions UI { get; }

Property Value

GameControls.UIActions

asset

Provides access to the underlying asset instance.

public InputActionAsset asset { get; }

Property Value

InputActionAsset

bindingMask

public InputBinding? bindingMask { get; set; }

Property Value

InputBinding?

bindings

public IEnumerable<InputBinding> bindings { get; }

Property Value

IEnumerable<InputBinding>

controlSchemes

public ReadOnlyArray<InputControlScheme> controlSchemes { get; }

Property Value

ReadOnlyArray<InputControlScheme>

devices

public ReadOnlyArray<InputDevice>? devices { get; set; }

Property Value

ReadOnlyArray<InputDevice>?

Methods

Contains(InputAction)

public bool Contains(InputAction action)

Parameters

action InputAction

Returns

bool

Disable()

public void Disable()

Dispose()

Destroys this asset and all associated UnityEngine.InputSystem.InputAction instances.

public void Dispose()

Enable()

public void Enable()

~GameControls()

protected ~GameControls()

FindAction(string, bool)

public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)

Parameters

actionNameOrId string
throwIfNotFound bool

Returns

InputAction

FindBinding(InputBinding, out InputAction)

public int FindBinding(InputBinding bindingMask, out InputAction action)

Parameters

bindingMask InputBinding
action InputAction

Returns

int

GetEnumerator()

public IEnumerator<InputAction> GetEnumerator()

Returns

IEnumerator<InputAction>