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.
Inheritance System.Object → ActionBindings
Derived
↳ InputSystemActionBindings
↳ LegacyActionBindings
Properties¶
ActionBindings.Default Property¶
Backend-appropriate empty action set. Populate it with the host's actions.
Property Value¶
Methods¶
ActionBindings.IsHeld(string) Method¶
True while the named action is held. False when the action is unknown.
Parameters¶
action System.String
Returns¶
ActionBindings.Update() Method¶
Called once per frame so backends can update per-frame state.
ActionBindings.WasPressed(string) Method¶
True on the frame the named action is first pressed. False when the action is unknown.
Parameters¶
action System.String