A wrapper around UnityEngine.InputSystem.LowLevel.ActionEvent that automatically translates all the
information in events into their high-level representations.
public struct ActionEventPtr
Properties
Declaration
public InputAction action { get; }
Property Value
Declaration
public InputControl control { get; }
Property Value
Declaration
public double duration { get; }
Property Value
| Type |
Description |
| System.Double |
|
Declaration
public IInputInteraction interaction { get; }
Property Value
Declaration
public InputActionPhase phase { get; }
Property Value
Declaration
public double startTime { get; }
Property Value
| Type |
Description |
| System.Double |
|
Declaration
public double time { get; }
Property Value
| Type |
Description |
| System.Double |
|
Declaration
public int valueSizeInBytes { get; }
Property Value
| Type |
Description |
| System.Int32 |
|
Methods
Declaration
public void ReadValue(void *buffer, int bufferSize)
Parameters
| Type |
Name |
Description |
| System.Void* |
buffer |
|
| System.Int32 |
bufferSize |
|
Declaration
public TValue ReadValue<TValue>()
where TValue : struct
Returns
Type Parameters
Declaration
public object ReadValueAsObject()
Returns
| Type |
Description |
| System.Object |
|
Declaration
public override string ToString()
Returns
| Type |
Description |
| System.String |
|
Overrides
System.ValueType.ToString()