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ActionBindings

interludesoftware.tick

Interlude.Tick

ActionBindings Class

Named, rebindable input actions — the configurable way for host-defined and scripted code (e.g. Lua's input:IsActionPressed) to read input, so it flows through the same binding configuration as every other tick input rather than polling raw keys.

Unlike the fixed per-feature bindings (NavigationBindings, TextboxBindings, …) the action set is \<b>user-defined\</b>: the host keys actions in by name from C# (see LegacyActionBindings / InputSystemActionBindings), and callers query them by that name. Abstract — concrete backends bind native keys and read input directly, so there is no cross-system translation.

public abstract class ActionBindings

Inheritance System.Object → ActionBindings

Derived
InputSystemActionBindings
LegacyActionBindings

Properties

ActionBindings.Default Property

Backend-appropriate empty action set. Populate it with the host's actions.

public static Interlude.Tick.ActionBindings Default { get; }

Property Value

ActionBindings

Methods

ActionBindings.IsHeld(string) Method

True while the named action is held. False when the action is unknown.

public abstract bool IsHeld(string action);

Parameters

action System.String

Returns

System.Boolean

ActionBindings.Update() Method

Called once per frame so backends can update per-frame state.

public virtual void Update();

ActionBindings.WasPressed(string) Method

True on the frame the named action is first pressed. False when the action is unknown.

public abstract bool WasPressed(string action);

Parameters

action System.String

Returns

System.Boolean