首先在InputAction的资源文件Inspector窗口中,勾选Generate C# Event选项,下面可配置生成的文件路径、类名、命名空间,这里取默认值,点击Apply,Unity编辑器会为我们对这个InputAction资源生成一份代码文件。 随后在脚本中使用生成的代码文件进行事件处理: public class TestController : MonoBehaviour { // 编辑器为自动生成...
// 此脚本必须与相关Player Input组件挂载到同一个GameObjectpublic class MyPlayerInputScript : MonoBehaviour{ // "Fire" Action 对应 "OnFire"方法 void OnFire(InputValue value) { var v = value.Get<float>(); Debug.Log(string.Format("Fire Performed:{0}", v)); } // "Move" Action 对应 "O...
点击之前创建的InputSystemAsset,在Inspector面板勾选Generate C# Class。Project面板里会多出一个InputSystemAsset.cs文件。创建C#文件PlayerController.cs,将其挂载到Sphere上,按下WASD小球可以移动。using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using static InputSystem...
inputActions.PlayerMovement.Movement.performed += inputActions => movementInput = inputActions.ReadValue<Vector2>(); inputActions.PlayerMovement.Camera.performed += i => cameraInput = i.ReadValue<Vector2>(); 1. 2. 👆将PlayerControl中的Movement传给Vector2movementInput,把Camera传给Vector2cameraInp...
publicvoidopenMainMenu(){// 伪代码-打开主菜单game.MainMenu.show();playerInput.Disable();uiInput.Enable();} 这个设计不好的地方有两个,第一是,游戏主菜单和游戏UI控制器的关系是被这一个函数绑定在一起的,在某种程度上,它们的绑定关系应该更加紧密一点。不过这样还不足以产生太大的问题,但是伴随着主菜单...
private void DisableAction() { if (teleportModeActivate != null && teleportModeActivate.enabled) { teleportModeActivate.Disable(); } } } 脚本解释: Input Action Asset 中有一个 Teleport Mode Cancel 的动作,绑定的是“按下 Grip 键”这个操作,也就是按下手柄的 Grip 键可以取消传送,我们也将这个功能...
{ //获取手柄输入 var device = SteamVR_Controller.Input((int)trackdeObjec.index); //以下是api中复制出来的按键列表 /* public class ButtonMask { public const ulong System = (1ul << (int)EVRButtonId.k_EButton_System); // reserved public const ulong ApplicationMenu = (1ul << (int)EVR...
The Input Manager uses the following types of controls: Keyrefers to any key on a physical keyboard, such as W, Shift, or the space bar. Buttonrefers to any button on a physical controller (for example, gamepads), such as the X button on a remote control. ...
Map the controllerThe Web game controller mapping for the old input system aligns with the W3 spec, where the button mapping layout is laid out as follows:ButtonsDescription buttons[0] Bottom button in right cluster = CROSS (X) buttons[1] Right button in right cluster = CIRCLE buttons[2] ...
dispatch_autostat_disable 队列创建和管理 概述 dispatch_main dispatch_get_main_queue dispatch_get_global_queue dispatch_queue_create dispatch_queue_attr_make_with_qos_class dispatch_queue_get_label dispatch_queue_get_qos_class dispatch_queue_create_with_target 在队列上提交任务 概述 d...