IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Actions/InputActionChange.cs

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2024-10-11 10:12:15 +08:00
namespace UnityEngine.InputSystem
{
/// <summary>
/// Indicates what type of change related to an <see cref="InputAction">input action</see> occurred.
/// </summary>
/// <seealso cref="InputSystem.onActionChange"/>
public enum InputActionChange
{
/// <summary>
/// An individual action was enabled.
/// </summary>
/// <seealso cref="InputAction.Enable"/>
ActionEnabled,
/// <summary>
/// An individual action was disabled.
/// </summary>
/// <seealso cref="InputAction.Disable"/>
ActionDisabled,
/// <summary>
/// An <see cref="InputActionMap">action map</see> was enabled.
/// </summary>
/// <seealso cref="InputActionMap.Enable"/>
ActionMapEnabled,
/// <summary>
/// An <see cref="InputActionMap">action map</see> was disabled.
/// </summary>
/// <seealso cref="InputActionMap.Disable"/>
ActionMapDisabled,
/// <summary>
/// An <see cref="InputAction"/> was started.
/// </summary>
/// <seealso cref="InputAction.started"/>
/// <seealso cref="InputActionPhase.Started"/>
ActionStarted,
/// <summary>
/// An <see cref="InputAction"/> was performed.
/// </summary>
/// <seealso cref="InputAction.performed"/>
/// <seealso cref="InputActionPhase.Performed"/>
ActionPerformed,
/// <summary>
/// An <see cref="InputAction"/> was canceled.
/// </summary>
/// <seealso cref="InputAction.canceled"/>
/// <seealso cref="InputActionPhase.Canceled"/>
ActionCanceled,
/// <summary>
/// Bindings on an action or set of actions are about to be re-resolved. This is called while <see cref="InputAction.controls"/>
/// for actions are still untouched and thus still reflect the old binding state of each action.
/// </summary>
/// <seealso cref="InputAction.controls"/>
BoundControlsAboutToChange,
/// <summary>
/// Bindings on an action or set of actions have been resolved. This is called after <see cref="InputAction.controls"/>
/// have been updated.
/// </summary>
/// <seealso cref="InputAction.controls"/>
BoundControlsChanged,
}
}