Class AnyKeyControl | Package Manager UI website
docs.unity.cn
    Show / Hide Table of Contents

    Class AnyKeyControl

    A control that simply checks the entire state it's been assigned for whether there's any non-zero bytes. If there are, the control returns 1.0; otherwise it returns 0.0.

    Inheritance
    System.Object
    InputControl
    InputControl<System.Single>
    AnyKeyControl
    Inherited Members
    InputControl<Single>.valueType
    InputControl<Single>.valueSizeInBytes
    InputControl<Single>.ReadValue()
    InputControl<Single>.ReadValueFromPreviousFrame()
    InputControl<Single>.ReadDefaultValue()
    InputControl<Single>.ReadValueFromState(Void*)
    InputControl<Single>.ReadUnprocessedValue()
    InputControl<Single>.ReadValueFromStateAsObject(Void*)
    InputControl<Single>.ReadValueFromStateIntoBuffer(Void*, Void*, Int32)
    InputControl<Single>.WriteValueFromBufferIntoState(Void*, Int32, Void*)
    InputControl<Single>.WriteValueFromObjectIntoState(Object, Void*)
    InputControl<Single>.WriteValueIntoState(Single, Void*)
    InputControl<Single>.CompareValue(Void*, Void*)
    InputControl<Single>.ProcessValue(Single)
    InputControl.ReservedCharacters
    InputControl.name
    InputControl.displayName
    InputControl.shortDisplayName
    InputControl.path
    InputControl.layout
    InputControl.variants
    InputControl.device
    InputControl.parent
    InputControl.children
    InputControl.usages
    InputControl.aliases
    InputControl.stateBlock
    InputControl.noisy
    InputControl.synthetic
    InputControl.Item[String]
    InputControl.ToString()
    InputControl.EvaluateMagnitude()
    InputControl.EvaluateMagnitude(Void*)
    InputControl.CompareState(Void*, Void*, Void*)
    InputControl.TryGetChildControl(String)
    InputControl.FinishSetup(InputDeviceBuilder)
    InputControl.RefreshConfigurationIfNeeded()
    InputControl.RefreshConfiguration()
    InputControl.m_StateBlock
    InputControl.currentStatePtr
    InputControl.previousFrameStatePtr
    InputControl.defaultStatePtr
    InputControl.noiseMaskPtr
    InputControl.stateOffsetRelativeToDeviceRoot
    System.Object.Equals(System.Object)
    System.Object.Equals(System.Object, System.Object)
    System.Object.ReferenceEquals(System.Object, System.Object)
    System.Object.GetHashCode()
    System.Object.GetType()
    System.Object.MemberwiseClone()
    Namespace: UnityEngine.Experimental.Input.Controls
    Syntax
    public class AnyKeyControl : InputControl<float>

    Constructors

    AnyKeyControl()

    Declaration
    public AnyKeyControl()

    Properties

    isPressed

    Declaration
    public bool isPressed { get; }
    Property Value
    Type Description
    System.Boolean

    Methods

    ReadUnprocessedValueFromState(Void*)

    Declaration
    public override float ReadUnprocessedValueFromState(void *statePtr)
    Parameters
    Type Name Description
    System.Void* statePtr
    Returns
    Type Description
    System.Single
    Overrides
    UnityEngine.Experimental.Input.InputControl<System.Single>.ReadUnprocessedValueFromState(System.Void*)
    Back to top Copyright © 2015-2018 Unity
    Generated by DocFX