public static ActionMapInput Create(ActionMap actionMap) { ActionMapInput map = (ActionMapInput)Activator.CreateInstance(actionMap.customActionMapType, new object[] { actionMap }); return(map); }
public ActionMapInput GetActions(ActionMap actionMap) { // If already contains ActionMapInput based on this ActionMap, return that. for (int i = 0; i < maps.Count; i++) { if (maps[i].actionMap == actionMap) { return(maps[i]); } } return(null); }
protected ActionMapInput(ActionMap actionMap) { m_ActionMap = actionMap; // Create list of controls from ActionMap. ////REVIEW: doesn't handle compounds var controls = new List <InputControlData>(); foreach (var entry in actionMap.actions) { controls.Add(entry.controlData); } SetControls(controls); }
protected ActionMapInput(ActionMap actionMap) { autoReinitialize = true; resetOnActiveChanged = true; m_ActionMap = actionMap; // Create list of controls from ActionMap. ////REVIEW: doesn't handle compounds var controls = new List <InputControlData>(); foreach (var entry in actionMap.actions) { controls.Add(entry.controlData); } SetControls(controls); }
public DirectSelectInput(ActionMap actionMap) : base(actionMap) { }
public LocomotionInput(ActionMap actionMap) : base(actionMap) { }
public WorkspaceInput(ActionMap actionMap) : base(actionMap) { }
public Default(ActionMap actionMap) : base(actionMap) { }
public TrackedObject(ActionMap actionMap) : base(actionMap) { }
public UndoMenuInput(ActionMap actionMap) : base(actionMap) { }
public TransformInput(ActionMap actionMap) : base(actionMap) { }
public VacuumInput(ActionMap actionMap) : base(actionMap) { }
public RadialMenuInput(ActionMap actionMap) : base(actionMap) { }
public JoystickLocomotion(ActionMap actionMap) : base(actionMap) { }
public BlinkLocomotion(ActionMap actionMap) : base(actionMap) { }
public ControlScheme(string name, ActionMap actionMap) { m_Name = name; m_ActionMap = actionMap; }
public ShowMenu(ActionMap actionMap) : base(actionMap) { }
public UIActions(ActionMap actionMap) : base(actionMap) { }
public AnnotationInput(ActionMap actionMap) : base(actionMap) { }
public SelectionInput(ActionMap actionMap) : base(actionMap) { }
public MiniWorldInput(ActionMap actionMap) : base(actionMap) { }
public SpatialMenuInput(ActionMap actionMap) : base(actionMap) { }
public Standard(ActionMap actionMap) : base(actionMap) { }
public ToolsMenuInput(ActionMap actionMap) : base(actionMap) { }
public ProxyAnimatorInput(ActionMap actionMap) : base(actionMap) { }
public MainMenuInput(ActionMap actionMap) : base(actionMap) { }
public GrabbyLocomotion(ActionMap actionMap) : base(actionMap) { }