docs.unity.cn
    Show / Hide Table of Contents

    Struct InputActionSetupExtensions.CompositeSyntax

    Write accessor to a composite binding.

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    ValueType.ToString()
    Namespace: UnityEngine.InputSystem
    Syntax
    public struct CompositeSyntax
    Remarks

    To add a composite binding to an action, you must first call AddCompositeBinding(InputAction, String, String, String) and then use the CompositeSyntax struct to add composite parts.

    playerInput.actions["fire"]
        .ChangeBinding(0)
        .AddCompositeBinding("2DVector")
        .With("Up", "<Keyboard>/w")
        .With("Down", "<Keyboard>/s")
        .With("Left", "<Keyboard>/a")
        .With("Right", "<Keyboard>/d");

    Properties

    bindingIndex

    Index of the binding that the accessor refers to.

    Declaration
    public readonly int bindingIndex { get; }
    Property Value
    Type Description
    Int32
    Remarks

    When accessing bindings on an InputAction, this is the index in bindings of the action. When accessing bindings on an InputActionMap, it is the index bindings of the map.

    Methods

    With(String, String, String, String)

    Add a part binding to the composite.

    Declaration
    public InputActionSetupExtensions.CompositeSyntax With(string name, string binding, string groups = null, string processors = null)
    Parameters
    Type Name Description
    String name

    Name of the part. This is dependent on the type of composite. For Vector2Composite, for example, the valid parts are "Up", "Down", "Left", and "Right".

    String binding

    Control path to binding to. See path.

    String groups

    Binding groups to assign to the part binding. See groups.

    String processors

    Optional list of processors to apply to the binding. See processors.

    Returns
    Type Description
    InputActionSetupExtensions.CompositeSyntax

    The same composite syntax for further configuration.

    See Also

    AddBinding(InputAction, InputBinding)
    ChangeBinding(InputAction, Int32)
    Back to top Copyright © 2023 Unity Technologies
    Generated by DocFX
    on 27 March 2023
    Terms of use