UnityEngine.InputSystem.InputActionMap
class UnityEngine.InputSystem.InputActionMap
Fields and Properties:
- string name
- UnityEngine.InputSystem.InputActionAsset asset
- System.Guid id
- bool enabled
UnityEngine.InputSystem.Utilities.ReadOnlyArray<UnityEngine.InputSystem.InputAction>
actionsUnityEngine.InputSystem.Utilities.ReadOnlyArray<UnityEngine.InputSystem.InputBinding>
bindingsUnityEngine.InputSystem.Utilities.ReadOnlyArray<UnityEngine.InputSystem.InputControlScheme>
controlSchemesSystem.Nullable<UnityEngine.InputSystem.InputBinding>
bindingMaskSystem.Nullable<UnityEngine.InputSystem.Utilities.ReadOnlyArray<UnityEngine.InputSystem.InputDevice>>
devices
Constructors:
- UnityEngine.InputSystem.InputActionMap.New()
- UnityEngine.InputSystem.InputActionMap.New(string)
Methods:
- void Dispose()
- UnityEngine.InputSystem.InputAction FindAction(string, bool)
- UnityEngine.InputSystem.InputAction FindAction(System.Guid)
- bool IsUsableWithDevice(UnityEngine.InputSystem.InputDevice)
- void Enable()
- void Disable()
- UnityEngine.InputSystem.InputActionMap Clone()
- bool Contains(UnityEngine.InputSystem.InputAction)
- string ToString()
System.Collections.Generic.IEnumerator<UnityEngine.InputSystem.InputAction>
GetEnumerator()- (static) UnityEngine.InputSystem.InputActionMap[] UnityEngine.InputSystem.InputActionMap.FromJson(string)
- (static) string UnityEngine.InputSystem.InputActionMap.ToJson(
System.Collections.Generic.IEnumerable<UnityEngine.InputSystem.InputActionMap>
) - string ToJson()
- void OnBeforeSerialize()
- void OnAfterDeserialize()