public sealed class InputControlSchemeOne way to play: which devices, and therefore which bindings.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
A scheme filters the bindings an action considers. "Keyboard&Mouse" and "Gamepad" are the usual two, and the reason they exist is not the filtering itself but everything downstream of knowing which one is active: which glyph a prompt draws, which rebinding screen a player is on, and which device a second player may not take.
A scheme is supported when every device it requires is present. An optional device is one the scheme can do without — a gamepad scheme that would like a second stick but does not need one.
Fields and properties (3)
public InputControlSchemeData DataWhat the asset said.
public string NameIts name, which is what a binding's groups names.
public IReadOnlyList<InputDeviceRequirementData> DevicesWhat it needs.
Methods (3)
public bool IsSupportedBy(InputDeviceSet devices)Whether every device this scheme requires is present.
public bool Uses(InputDeviceKind kind)Whether this scheme uses a family of device at all.
public override string ToString()Returns a string that represents the current object.
Used by (2)
- InputActionTestsVixen.Input.Tests
- InputActionsVixen.Input