| source |
|---|
A customizable player input that is bound to an input action on a player's input device, such as a VR controller, gamepad, or on-screen button.
export declare class PlayerInput You can create a PlayerInput instance by calling the PlayerControls.connectLocalInput() method.
For more information about binding player input, see the Custom Input API guide.
The action this input is bound to. For analog inputs, a pressed state corresponds to an axis value greater than 0.5 or lesser than -0.5.
Signature
action: ReadableHorizonProperty<PlayerInputAction>;Gets the axis value, between -1 and 1. If the input is digital, 0 or 1 is returned.
Signature
axisValue: ReadableHorizonProperty<number>;Indicates whether the input is currently connected and active.
Signature
connected: ReadableHorizonProperty<boolean>;Indicates whether the input is being held active. For analog inputs, a pressed state corresponds to an axis value greater than 0.5 or lesser than -0.5.
Signature
held: ReadableHorizonProperty<boolean>;Indicates whether the input was pressed this frame.
Signature
pressed: ReadableHorizonProperty<boolean>;Indicates whether the input was released this frame.
Signature
released: ReadableHorizonProperty<boolean>;Disconnects the input. On platforms that display on-screen buttons for actions, the button will be removed. Any callbacks registered to this instance will stop being called.
Signature
disconnect(): void;Returns
void
Registers a callback that is called when the input is pressed or released. For analog inputs, a pressed state corresponds to an axis value greater than 0.5 or lesser than -0.5.
Signature
registerCallback(callback: PlayerInputStateChangeCallback): void;Parameters
callback: PlayerInputStateChangeCallback
The callback that is called when the pressed state changes.
Returns
void
Unregisters the currently registered callback, if any.
Signature
unregisterCallback(): void;Returns
void