NavigationBindings
interludesoftware.tick¶
Interlude.Tick¶
NavigationBindings Class¶
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.
Inheritance System.Object → NavigationBindings
Derived
↳ InputSystemNavigationBindings
↳ LegacyNavigationBindings
Properties¶
NavigationBindings.Default Property¶
The default bindings for whichever input backend is compiled in.
Property Value¶
Methods¶
NavigationBindings.Cancel() Method¶
Returns true on the frame the cancel action fires.
Returns¶
NavigationBindings.Confirm() Method¶
Returns true on the frame the confirm action fires.
Returns¶
NavigationBindings.NavigateDown() Method¶
Returns true on the frame a downward navigation action fires.
Returns¶
NavigationBindings.NavigateLeft() Method¶
Returns true on the frame a leftward navigation action fires.
Returns¶
NavigationBindings.NavigateRight() Method¶
Returns true on the frame a rightward navigation action fires.
Returns¶
NavigationBindings.NavigateUp() Method¶
Returns true on the frame an upward navigation action fires.
Returns¶
NavigationBindings.Update() Method¶
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).