More.Ĭonfigures how in an action in this set listens for new bindings when the action does not explicitly define its own listen options. Query whether any action in this set is currently listening for a new binding. If the action does not exist, KeyNotFoundException is thrown. Gets the action with the specified action name. This property can be used to store whatever arbitrary game data you want on this action set. The prevent input to all actions while any action in the set is listening for a binding. Whether this action set should produce input. The last update tick on which any action in this set changed value. Gets the actions in this action set as a readonly collection. More.Ī list of devices which this action set should exclude when searching for an active device. When empty, all attached devices will be considered. More.Ī list of devices which this action set should include when searching for an active device. When set to null (default) this action set will try to find an active device when required. Optionally specifies a device which this action set should query from, if applicable. This should be performed in the constructor of your PlayerActionSet subclass. More.ĬreateTwoAxisPlayerAction ( PlayerAction negativeXAction, PlayerAction positiveXAction, PlayerAction negativeYAction, PlayerAction positiveYAction)Ĭreate an aggregate, double-axis action on this set. More.ĬreateOneAxisPlayerAction ( PlayerAction negativeAction, PlayerAction positiveAction)Ĭreate an aggregate, single-axis action on this set. The InputDeviceStyle of the binding source that last provided input to this action set. LastDeviceStyle = InputDeviceStyle.Unknown The InputDeviceClass of the binding source that last provided input to this action set. LastDeviceClass = InputDeviceClass.Unknown The binding source type that last provided input to this action set. Load a state returned by calling Save() at a prior time. Pass this string to Load() to restore the state of this action set. Returns the state of this action set and all bindings encoded into a string that you can save somewhere. Load a state returned by calling SaveBytes() at a prior time. Pass this string to LoadData() to restore the state of this action set. Returns the state of this action set and all bindings encoded into a byte array that you can save somewhere. Searches all the bindings on all the actions on this set to see if any match the provided binding object and, if found, removes it. Searches all the bindings on all the actions on this set to see if any match the provided binding object. Reset the bindings on all actions in this set. If the action does not exist, it returns null. GetPlayerActionByName (string actionName) You should make sure to call this when the action set will no longer be used or it will result in unnecessary internal processing every frame. An action set can contain both explicit, bindable single value actions (for example, "Jump", "Left" and "Right") and implicit, aggregate actions which combine together other actions into one or two axes, for example "Move", which might consist of "Left", "Right", "Up" and "Down" filtered into a single two-axis control with its own applied circular deadzone, queryable vector value, etc. This class must be subclassed to be used. An action set represents a set of actions, usually for a single player.
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