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Player Input Actions#

Input / Player Input / Player Input Actions

  • Can Read

  • Can Write

Description#

The Actions property of the Player Input component

Code#

// <auto-generated>
// This script was automatically generated using the Visual Script Transpiler.
// Do not modify. Changes to this file will be lost when updating the package.
// </auto-generated>

using System;
using UnityEngine;
using VisualScript.Icons;
using UnityEngine.InputSystem;

namespace VisualScript.Runtime
{
    [Get]
    [Set]

    [Title("Player Input Actions")]
    [Category("Input/Player Input/Actions")]
    [Description("The Actions property of the Player Input component")]

    [Image(typeof(IconBoltOutline), ColorTheme.Type.Blue)]
    [Keywords("Input, Player, Controls, Local, Multiplayer, Co-op")]

    [Serializable]
    public class GenTypeScriptableObject_PlayerInput_Actions : TypeScriptableObject
    {
        [SerializeField] private GetGameObject m_PlayerInput = new GetGameObject(
            new GenTypeGameObject_PlayerInput()
        );

        public override ScriptableObject GetPreview(GameObject source)
        {
            GameObject instance = this.m_PlayerInput.GetPreview(source);
            if (instance == null) return default;

            PlayerInput component = instance.GetComponent<PlayerInput>();
            return component != null ? component.actions : default;
        }

        public override ScriptableObject Get(Args args)
        {
            PlayerInput instance = this.m_PlayerInput.Get<PlayerInput>(args);
            return instance != null
                ? instance.actions
                : default;
        }

        public override void Set(ScriptableObject value, Args args)
        {
            PlayerInput component = this.m_PlayerInput.Get<PlayerInput>(args);
            if (component != null) component.actions = (InputActionAsset) value;
        }

        public override string ToString()
        {
            return $"{this.m_PlayerInput} Actions";
        }

        protected override SubscriptionMode Subscription => SubscriptionMode.OnChange;
    }
}
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