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ActionMap
29thnight edited this page Nov 27, 2025
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간단 설명: 입력 액션을 이름으로 등록하고 상태를 검사/호출하는 컨테이너.
| 메서드 | 설명 |
|---|---|
ActionMap() |
기본 생성자(Serializable) |
~ActionMap() |
액션 해제 처리 |
| 메서드 | 설명 |
|---|---|
AddAction() |
빈 InputAction 포인터를 생성 후 목록에 추가 |
AddButtonAction(name, playerIndex, inputType, key, state, std::function<void()>) |
단일 키/버튼 액션 등록(람다/함수 객체) |
AddButtonAction(name, playerIndex, inputType, key, state, void(*func)()) |
단일 키/버튼 액션 등록(함수 포인터) |
AddValueAction(name, playerIndex, inputValueType, inputType, keys[], std::function<void(Vector2)>) |
다중 키로 2D 벡터 값을 산출하는 액션 등록 |
AddValueAction(name, playerIndex, inputValueType, inputType, keys[], std::function<void(float)>) |
다중 키로 float 값을 산출하는 액션 등록 |
| 메서드 | 설명 |
|---|---|
CheckAction() |
모든 등록된 액션 상태 검사 및 조건 충족 시 콜백 호출 |
CheckAction(playerIndex, instance, type) |
지정 플레이어/인스턴스 타입 기반 리플렉션 검사/콜백 실행 |
InvokeAction(instance, type, methodName, args) |
리플렉션으로 특정 메서드 호출(스크립트 바인딩) |
| 메서드 | 설명 |
|---|---|
DeleteAction(name) |
이름으로 액션 제거 |
FindAction(name) |
이름으로 액션 포인터 검색 |
| 필드 | 설명 |
|---|---|
m_name |
액션맵 이름 |
m_actions |
등록된 InputAction* 목록 |
API Reference
Main
PhysicsSystem
RenderEngine
- Animation
- AnimationJob_Internal
- AnimatorData
- BillboardModuleGPU
- BillboardType
- Camera
- CullingManager
- DeviceState
- DeviceState_Deferred_Unsafe
- Foliage
- LightMapping
- MeshRendererProxy
- PipelineStateObject
- PrimitiveRenderProxy
- Projection_RenderPipelinePass
- ProxyCommand
- RenderGraphBuilder
- RenderModules
- RenderPassData
- RenderScene
- RenderScene_ComponentFlows
- Terrain_Foliage_LightMapping
- TerrainBuffers
ScriptBinder
- ActionMap
- AIManager
- AnchorPreset
- AniBehavior
- AnimationBehviourFatory
- AnimationController
- AnimationState
- Animator
- AniTransition
- ArticulationData
- ArticulationLoader
- AvatarMask
- BehaviorTreeComponent
- BillboardType
- BlackBoard
- BlackBoardType
- BlackBoardValue
- BoneMask
- BoxColliderComponent
- BTBuildGraph
- BTBuildNode
- BTEnum
- BTHeader
- CameraComponent
- Canvas
- CapsuleColliderComponent
- CharacterControllerComponent
- Component
- Component_Binding
- ComponentFactory
- ConditionParameter
- CSharpScriptComponent
- CurvePoint
- DecalComponent
- EBodyType
- EffectComponent
- EForceMode
- FoliageComponent
- FoliageInstance
- FoliageType
- FormIntPtr
- FSMState
- FunctionRegistry
- GameObject
- GameObject_Binding
- GameObjectType
- HotLoadSystem
- IAIComponent
- ImageComponent
- InputAction
- InputActionManager
- InputManager
- InvalidScriptComponent
- IObject
- IProjectSetting
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- IRenderable
- IScriptedFSM
- ISerializable
- KeyArray
- KeyBitFlag
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- LightComponent
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- LightProperty
- LinkData
- MeshColliderComponent
- MeshRenderer
- ModuleBehavior
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- MonoManager
- MSBuildHelper
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- Object
- Object_Binding
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- PlayerInputComponent
- Prefab
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- RagdollComponent
- RectTransform_Binding
- RectTransformComponent
- RegisterReflect
- RenderableComponents
- RigidBodyComponent
- Scene
- SceneManager
- ScriptStringModule
- SoundComponent
- SoundDefinition
- SoundManager
- SphereColliderComponent
- SpriteRenderer
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- TagManager
- TerrainBuffers
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- TransCondition
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- Transform_Binding
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Utility_Framework
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