private void InputAction_canceled(InputAction.CallbackContext obj) { // could be faster if it didn't have to search a dictionary? UnityInputSystemAction action = ActionDictionary[obj.action]; action.SetValue(obj.action.ReadValueAsObject()); action.FireCancelEvent(); }
private void Inputaction_performed(InputAction.CallbackContext obj) { // could be faster if it didn't have to search a dictionary? UnityInputSystemAction action = ActionDictionary[obj.action]; action.SetValue(obj.action.ReadValueAsObject()); // Fire Event on UnityAction action.FirePerformedEvent(); }
public void FireStartedEvent() { //create copy of action so it can't change while handling event var action = new UnityInputSystemAction(this.name); action.Started = true; action.SetValue(value); foreach (var del in sortedDelegates) { if (del.Started == true) { del.Invoke(action); } } }