/// <summary> /// Subscribe to IAction Performed without returning IAction. /// Returns true if succesful and false if Action doesn't exist. /// </summary> public bool SubscribeToActionPerformed(string actionName, UnityInputSystemAction.ActionDelegate func) { foreach (var action in ActionDictionary.Keys) { if (action.name == actionName) { ActionDictionary[action].SubscribePerformed(func); return(true); } } //not in dictionary, return false return(false); }
/// <summary> /// Subscribe to IAction performed without returning IAction. /// Returns true if succesful and false if Action doesn't exist. /// </summary> public bool SubscribeToActionPerformed(InputAction action, UnityInputSystemAction.ActionDelegate func, bool AddWhenNotExisting = false) { if (!ActionDictionary.ContainsKey(action)) { if (AddWhenNotExisting) { UnityInputSystemAction newAction = new UnityInputSystemAction(action.name); ActionDictionary.Add(action, newAction); newAction.SubscribePerformed(func); } else { return(false); } } ActionDictionary[action].SubscribePerformed(func); return(true); }
public ActionEventClass(UnityInputSystemAction.ActionDelegate del, int priority) { this.del = del; this.priority = priority; }