点击Action Maps旁边的“+”创建一个“行为映射表”,新建的Map下会带有一个空action和一个未绑定Control的Binding。下边会解释。 新建Action Maps 现在我们细说一下上述步骤出现的几个概念以及Input Actions配置界面的一些选项。 InputAction Assets,输入行为资产,可以理解成自定义的输入行为(动作)的集合。一个输入动作...
观察刚刚生成的InputSystemAsset.cs 可以看到有InputActionAsset类型的成员变量,并且在构造函数中使用了FromJson函数生成这个asset。构造结束后,从这个asset中找到Player这个ActionMap以及其中的Move这个action.private readonly InputActionMap m_Player; private IPlayerActions m_PlayerActionsCallbackInterface; private read...
我们新建一个Action,叫做Move,注意选择右侧的属性,为Value Vector2;然后右键Move,选择Add 2D Vector Composite. 然后按照上一期的内容,我们一次绑定WASD,然后保存。 就有了我们新添加的Move事件了,我们添加一个能够获取到值得函数OnMove(InputAction.CallbackContext context)在PlayerController.cs中。 函数内容 接下来我...
slider_TargetChangeTime.onValueChanged.AddListener(value=> { txt_TargetChangeTime.text =value.ToString("0.00"+" 秒"); });// 点击按钮,设置目标切换时间btn_Ensure.onClick.AddListener(() => {vartargetChangeTime = slider_TargetChangeTime.value;this.SendCommand(newCMD_SetTargetChangeTime(targetChangeTi...
{93Type e_type=Enum.GetUnderlyingType(obj_type);9495if(e_type==typeof(long)96||e_type==typeof(uint)97||e_type==typeof(ulong))98writer.Write((ulong)obj);99else100writer.Write((int)obj);101102return;103}104105// Okay, so it looks like the input should be exported as an106// ...
See XR.Input.CommonUsages for a definition of each InputFeatureUsage.Each InputFeatureUsage corresponds to a common input action or type. For example, Unity defines the InputFeatureUsage called trigger as a single-axis input that the index finger controls, regardless of which XR platform you use...
/// <summary>/// The server executes this event when a client has connected./// </summary>publicstaticevent Action<ICompanionAppClient>ClientConnected=delegate{};/// <summary>/// The server executes this event when a client has disconnected./// </summary>publicstaticevent Action<ICompanion...
<action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> <!-- <activity-alias> Activity组件别名的声明标签,简单来说就是Activity的快捷方式, ...
Note:You can’t undo this action. To copy a virtual axis, right-click it and selectDuplicate Array Element. Mapping virtual axes to controls To map a key or button to an axis, enter its name in thePositive ButtonorNegative Buttonproperty in the Input Manager. ...
// sample class public class Foobar : MonoBehaviour { public IObservable<Unit> ActionAsync() { // heavy, heavy, action... return Observable.Timer(TimeSpan.FromSeconds(3)).AsUnitObservable(); } } public class FoobarPool : ObjectPool<Foobar> { readonly Foobar prefab; readonly Transform ...