Struct InputActionSetupExtensions.CompositeSyntax
Write accessor to a composite binding.
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 |
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. |