public sealed class InputActionsA .vxinput asset, loaded and ready to read.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
One instance is one player. Two players sharing a couch load the same asset twice and set a different GamepadSlot on each, which is the whole of local multiplayer: the bindings are identical, the device they read is not, and nothing about the asset has to know how many players there are.
Nothing here polls a device. Update is called once a frame by whatever owns the loop — the ECS InputUpdateSystem in a game, a test directly — after the frame's events have been submitted to the InputDeviceSet. Every action then holds a value that does not change until the next update, which is what makes reading input from a fixed-step simulation meaningful.
Fields and properties (8)
public InputActionAssetData DataWhat the asset said.
public string NameIts name, which is what the generated accessor class is called.
public IReadOnlyList<InputActionMap> MapsIts action maps.
public IReadOnlyList<InputControlScheme> ControlSchemesIts control schemes.
public int GamepadSlotWhich entry of Gamepads this instance's gamepad bindings read.
public InputControlScheme? ActiveControlSchemeThe scheme in force, or for "every binding".
public bool AutoSwitchControlSchemesWhether to follow the player onto whichever device they pick up.
public InputActionMap this[string name]Finds a map by name, case-insensitively.
Events (1)
public Action<InputControlScheme?>? ControlSchemeChangedRaised when ActiveControlScheme changes.
Methods (16)
public static InputActions Load(string text, string name = "InputActions")Loads an asset from .vxinput text.
public static bool TryLoad(string text, out InputActions? actions, out IReadOnlyList<InputAssetDiagnostic> diagnostics, string name = "InputActions")Loads an asset, reporting what was wrong with it rather than throwing.
public static InputActions From(InputActionAssetData data)Builds an asset from a model that is already in memory.
public bool TryFindMap(string? name, out InputActionMap? map)Finds a map by name, case-insensitively.
public bool TryFindAction(string? path, out InputAction? action)Finds an action by its full name, Player/Move.
public InputAction FindAction(string path)Finds an action by its full name.
public void Enable()Enables every map.
public void Disable()Disables every map.
public bool SetControlScheme(string? name)Chooses the control scheme by name.
public void Update(InputDeviceSet devices, GameTime time)Reads every enabled action.
public void Update(InputDeviceSet devices, double time)Reads every enabled action.
public void FindConflicts(InputControl control, List<InputBindingConflict> into, InputAction? except = null, string? scheme = null)Every action already bound to a control.
public string SaveBindingOverrides()Writes every binding the player has changed.
public int LoadBindingOverrides(string? text)Applies a document written by SaveBindingOverrides.
public void RemoveAllBindingOverrides()Puts every binding back to what the asset says.
public override string ToString()Returns a string that represents the current object.
Used by (10)
- PlayerRigThirdPersonShooter
- GeneratedAccessorTestsVixen.Input.Tests
- InputActionMapVixen.Input
- InputActionTestsVixen.Input.Tests
- InputRebindingOperationVixen.Input
- InputRebindingTestsVixen.Input.Tests
- InputServiceVixen.Input
- PlayerInputTestsVixen.Engine.Tests
- SampleVixen.Input.Tests
- SampleInputVixen.Input.Tests