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Incontrol unity a b x y
Incontrol unity a b x y








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.

incontrol unity a b x y

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.

incontrol unity a b x y

Gets the action with the specified action name. 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.










Incontrol unity a b x y