playerinputaction.GamePlay.SetCallbacks(this);//5.登记gameplay动作表的回调函数 //创建型的动作表也要在这里更新它的回调函数 } //6.创建一个public函数,让其他的类能在需要的时候启用gameplay动作表 public void EnableGameplayInput() { playerinputaction.Game
在菜单栏中选择“Window→Package Manager”在弹出的 Package Manager面板中选中“Input System”,单击右下角的Install安装,如果列表中显示的内容较少并找不到Input System时,可以将窗口顶部的“Packages”切换为“Unity Registry”即可。 Package Manager安装展示图 安装后选择“Yes”,会重启Unity,重启后安装完毕。 安装...
_inputSystemAsset.Player.SetCallbacks(new PlayerActionCallback(this)); _inputSystemAsset.Enable(); } } public void OnDisable() { _inputSystemAsset.Disable(); } // Update is called once per frame void FixedUpdate() { rigidbody.velocity = new Vector3(Move.y,0,Move.x)*Speed; } } publi...
publicclassPlayer:MonoBehaviour{privateRigidbodyrb;privatePlayerInputplayerInput;privatevoidAwake(){rb=GetComponent<Rigidbody>();playerInput=GetComponent<PlayerInput>();playerInput.onActionTriggered+=Jump;}publicvoidJump(InputAction.CallbackContextcontext){if(context.performed){Debug.Log("Jump!"+context.phas...
(_inputSystemAsset == null) { _inputSystemAsset = new InputSystemAsset(); _inputSystemAsset.Player.SetCallbacks(new PlayerActionCallback(this)); _inputSystemAsset.Enable(); } } public void OnDisable() { _inputSystemAsset.Disable(); } // Update is called once per frame void FixedUpdate(...
();gameInput.Gameplay.SetCallbacks(this);gameInput.Dialogues.SetCallbacks(this);}EnableGameplayInput();}privatevoidOnDisable(){DisableAllInput();}// InputAction里面定义的Action,触发对应的eventpublicvoidOnMove(InputAction.CallbackContextcontext){if(moveEvent!=null){moveEvent.Invoke(context.ReadValue<...
the disambiguation process described above for Value Actions and don't use the concept of a specific Control driving the Action. Instead, any change to any bound Control triggers a callback with that Control's value. This is useful if you want to process all input from a set of Controls....
set { m_MyValue = value; } } } UnityEngine.Editor 该package为Editor开发专用 CallbackOrderAttribute 定义Callback的顺序 CanEditMultipleObjects Editor同时编辑多个Component的功能 CustomEditor 声明一个Class为自定义Editor的Class CustomPreviewAttribute
using Photon.Pun;using UnityEngine;publicclassClickFloor:MonoBehaviour{publicGameObject m_Prefab;voidUpdate(){if(Input.GetMouseButtonDown(0)){Ray ray=Camera.main.ScreenPointToRay(Input.mousePosition);RaycastHit hit;if(Physics.Raycast(ray,out hit)){PhotonNetwork.Instantiate(m_Prefab.name,hit.point+newVect...
新增API 以讓用戶參與 LogCallback。錯誤修正已修正 Visual Studio 2012 中 Unity 專案總管背景的回歸問題。 已修正完整 .NET 環境用戶的專案生成。 已修正 Web 目標使用者的專案生成。 修正了專案生成的過程,以包含與 Unity 一樣的 DEBUG 和 TRACE 編譯符號。 已修正在 Goto 符號視窗中使用特殊字元時當機的問題...