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NavigationBindings

interludesoftware.tick

Interlude.Tick

Maps the navigation actions — directional moves, confirm and cancel — to physical inputs, and reports each frame whether they fired. This is abstract because the legacy UnityEngine.Input backend and the Input System share no key type; each has its own concrete subclass that binds and reads input natively, so there is no cross-system key translation: - LegacyNavigationBindings — binds UnityEngine.KeyCodes (any key, including joystick buttons) plus the controller D-pad via Input Manager axes. - InputSystemNavigationBindings — binds Input System Key / GamepadButton controls (compiled only when ENABLE_INPUT_SYSTEM is set).

Assign through Interlude.Tick.InputBindings.Navigation or SetBindings(InputBindings); use Default for the backend-appropriate defaults.

public abstract class NavigationBindings

Inheritance System.Object → NavigationBindings

Derived
InputSystemNavigationBindings
LegacyNavigationBindings

Properties

The default bindings for whichever input backend is compiled in.

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

Property Value

NavigationBindings

Methods

Returns true on the frame the cancel action fires.

public abstract bool Cancel();

Returns

System.Boolean

Returns true on the frame the confirm action fires.

public abstract bool Confirm();

Returns

System.Boolean

Returns true on the frame a downward navigation action fires.

public abstract bool NavigateDown();

Returns

System.Boolean

Returns true on the frame a leftward navigation action fires.

public abstract bool NavigateLeft();

Returns

System.Boolean

Returns true on the frame a rightward navigation action fires.

public abstract bool NavigateRight();

Returns

System.Boolean

Returns true on the frame an upward navigation action fires.

public abstract bool NavigateUp();

Returns

System.Boolean

Called once per frame by the input provider before the queries below, for any per-frame state a backend needs (e.g. legacy D-pad axis edge detection).

public virtual void Update();