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DOCS: Move hardcoded code examples to testable files #2472
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| {"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":false,"pivot":{"x":0.0,"y":0.0,"z":0.0},"rotation":{"x":-0.08717229217290878,"y":0.8995905518531799,"z":-0.21045254170894623,"w":-0.37262260913848877},"size":10.0,"orthographic":false} | ||
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| using UnityEngine; | ||
| using UnityEngine.InputSystem; | ||
|
|
||
| /// <summary> | ||
| /// Example script demonstrating how to look up a project-wide action. | ||
| /// </summary> | ||
| public class AboutProjectWideActions : MonoBehaviour | ||
| { | ||
| void Start() | ||
| { | ||
|
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| #region about-project-wide-actions | ||
| InputSystem.actions.FindAction("Move"); | ||
|
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| #endregion | ||
| } | ||
|
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| } | ||
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| using UnityEngine; | ||
| using UnityEngine.InputSystem; | ||
|
|
||
| class BindingConflictsExample | ||
| { | ||
| public void Example() | ||
| { | ||
| #region bindingConflicts | ||
| // Create two actions in the same map. | ||
| var map = new InputActionMap(); | ||
| var bAction = map.AddAction("B"); | ||
| var shiftbAction = map.AddAction("ShiftB"); | ||
|
|
||
| // Bind one of the actions to 'B' and the other to 'SHIFT+B'. | ||
| bAction.AddBinding("<Keyboard>/b"); | ||
| shiftbAction.AddCompositeBinding("OneModifier") | ||
| .With("Modifier", "<Keyboard>/shift") | ||
| .With("Binding", "<Keyboard>/b"); | ||
|
|
||
| // Print something to the console when the actions are triggered. | ||
| bAction.performed += _ => Debug.Log("B action performed"); | ||
| shiftbAction.performed += _ => Debug.Log("SHIFT+B action performed"); | ||
|
|
||
| // Start listening to input. | ||
| map.Enable(); | ||
|
|
||
| var keyboard = Keyboard.current ?? InputSystem.AddDevice<Keyboard>(); | ||
|
|
||
| // Now, let's assume the left shift key on the keyboard is pressed (here, we manually | ||
| // press it by queueing a state event for the control). | ||
| InputSystem.QueueDeltaStateEvent(keyboard.leftShiftKey, 1f); | ||
| InputSystem.Update(); | ||
|
|
||
| // And then the B is pressed. This is a valid input for both | ||
| // bAction as well as shiftbAction. | ||
| // | ||
| // What will happen now is that shiftbAction will do its processing first. In response, | ||
| // it will *perform* the action (That is, we see the `performed` callback being invoked) and | ||
| // thus "consume" the input. bAction will stay silent as it will in turn be skipped over. | ||
| InputSystem.QueueDeltaStateEvent(keyboard.bKey, 1f); | ||
| InputSystem.Update(); | ||
| #endregion | ||
| } | ||
| } | ||
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| namespace DocCodeSamples.Tests | ||
| { | ||
| #region declaration | ||
| using UnityEngine; | ||
| using UnityEngine.InputSystem; | ||
|
|
||
| /// <summary> | ||
| /// Example script exposing serialized action references. | ||
| /// </summary> | ||
| public class ExampleScript : MonoBehaviour | ||
| { | ||
| /// <summary> | ||
| /// Reference to the "move" action. | ||
| /// </summary> | ||
| public InputAction move; | ||
|
|
||
| /// <summary> | ||
| /// Reference to the "jump" action. | ||
| /// </summary> | ||
| public InputAction jump; | ||
| } | ||
| #endregion | ||
|
|
||
| class ConfigureInputfromCode : MonoBehaviour | ||
| { | ||
| const string json = @" | ||
| { | ||
| ""maps"" : [ | ||
| { | ||
| ""name"" : ""gameplay"", | ||
| ""actions"" : [ | ||
| { ""name"" : ""fire"", ""type"" : ""button"" } | ||
| ] | ||
| } | ||
| ] | ||
| }"; | ||
|
|
||
| void ConfigureFromJsonExample() | ||
| { | ||
| #region configurefromjson | ||
| // Load a set of action maps from JSON. | ||
| var maps = InputActionMap.FromJson(json); | ||
|
|
||
| // Load an entire InputActionAsset from JSON. | ||
| var asset = InputActionAsset.FromJson(json); | ||
| #endregion | ||
| } | ||
|
|
||
| void Start() | ||
| { | ||
| #region configurefromcode | ||
| { | ||
| // Create free-standing actions. | ||
| var lookAction = new InputAction("look", binding: "<Gamepad>/leftStick"); | ||
| var moveAction = new InputAction("move", binding: "<Gamepad>/rightStick"); | ||
|
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| moveAction.AddCompositeBinding("1DAxis") | ||
| .With("Left", "<Keyboard>/a") | ||
| .With("Right", "<Keyboard>/d"); | ||
| } | ||
|
|
||
| { | ||
| // Create an action map with actions. | ||
| var map = new InputActionMap("Gameplay"); | ||
| var lookAction = map.AddAction("look"); | ||
| lookAction.AddBinding("<Gamepad>/leftStick"); | ||
| } | ||
|
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||
| { | ||
| // Create an action asset. | ||
| var asset = ScriptableObject.CreateInstance<InputActionAsset>(); | ||
| var gameplayMap = new InputActionMap("gameplay"); | ||
| asset.AddActionMap(gameplayMap); | ||
| var lookAction = gameplayMap.AddAction("look", binding: "<Gamepad>/leftStick"); | ||
| } | ||
|
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| #endregion | ||
| } | ||
| } | ||
| } | ||
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You shouldn't push the library or user settings in the external sample projects