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using UnityEngine;
using UnityEngine.InputSystem;

public class AboutProjectWideActions : MonoBehaviour
{
void Start()
{
#region about-project-wide-actions
InputSystem.actions.FindAction("Move");
#endregion
}
}
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using UnityEngine;
using UnityEngine.InputSystem;

class BindingConflictsExample : InputTestFixture

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P1

InputTestFixture is not provided by this assembly's only direct reference (Unity.InputSystem): its declaration belongs to the separate Unity.InputSystem.TestFramework assembly. Consequently this sample produces an unresolved-type compiler error in Unity.InputSystem.DocCodeSamples. Either put this test-fixture example in a test assembly that references the framework (with the appropriate test constraints) or avoid using the fixture in this compiled sample.

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{
public void Example()
{
#region bindingConflicts
// Create two actions in the same map.
var map = new InputActionMap();
var bAction = map.AddAction("B");
var shiftbAction = map.AddAction("ShiftB");

// Bind one of the actions to 'B' and the other to 'SHIFT+B'.
bAction.AddBinding("<Keyboard>/b");
shiftbAction.AddCompositeBinding("OneModifier")
.With("Modifier", "<Keyboard>/shift")
.With("Binding", "<Keyboard>/b");

// Print something to the console when the actions are triggered.
bAction.performed += _ => Debug.Log("B action performed");
shiftbAction.performed += _ => Debug.Log("SHIFT+B action performed");

// Start listening to input.
map.Enable();

// Now, let's assume the left shift key on the keyboard is pressed (here, we manually
// press it with the InputTestFixture API).
Press(Keyboard.current.leftShiftKey);

// And then the B is pressed. This is a valid input for both
// bAction as well as shiftbAction.
//
// What will happen now is that shiftbAction will do its processing first. In response,
// it will *perform* the action (That is, we see the `performed` callback being invoked) and
// thus "consume" the input. bAction will stay silent as it will in turn be skipped over.
Press(Keyboard.bKey);
#endregion
}
}
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namespace DocCodeSamples.Tests
{
#region declaration
using UnityEngine;
using UnityEngine.InputSystem;

public class ExampleScript : MonoBehaviour
{
public InputAction move;
public InputAction jump;
}
#endregion

class ConfigureInputfromCode : MonoBehaviour
{
const string json = @"
{
""maps"" : [
{
""name"" : ""gameplay"",
""actions"" : [
{ ""name"" : ""fire"", ""type"" : ""button"" }
]
}
]
}";

void ConfigureFromJsonExample()
{
#region configurefromjson
// Load a set of action maps from JSON.
var maps = InputActionMap.FromJson(json);

// Load an entire InputActionAsset from JSON.
var asset = InputActionAsset.FromJson(json);
#endregion
}

void Start()
{
#region configurefromcode
{
// Create free-standing actions.
var lookAction = new InputAction("look", binding: "<Gamepad>/leftStick");
var moveAction = new InputAction("move", binding: "<Gamepad>/rightStick");

moveAction.AddCompositeBinding("1DAxis")
.With("Left", "<Keyboard>/a")
.With("Right", "<Keyboard>/d");
}

{
// Create an action map with actions.
var map = new InputActionMap("Gameplay");
var lookAction = map.AddAction("look");
lookAction.AddBinding("<Gamepad>/leftStick");
}

{
// Create an action asset.
var asset = ScriptableObject.CreateInstance<InputActionAsset>();
var gameplayMap = new InputActionMap("gameplay");
asset.AddActionMap(gameplayMap);
var lookAction = gameplayMap.AddAction("look", "<Gamepad>/leftStick");
}
#endregion
}
}
}
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namespace DocCodeSamples.Tests.ConfigureUnityEvents_ManualEnable
{
#region manualEnableSingleton
using UnityEngine;
using UnityEngine.InputSystem;

public class MyPlayerScript : MonoBehaviour
{
PlayerInput playerInput;

void Start()
{
playerInput = GetComponent<PlayerInput>();
InputSystem.actions.Disable();
playerInput.currentActionMap?.Enable();
}
}
#endregion
}

namespace DocCodeSamples.Tests.ConfigureUnityEvents_SendMessages
{
#region sendMessages
using UnityEngine;
using UnityEngine.InputSystem;

public class MyPlayerScript : MonoBehaviour
{
// "jump" action becomes "OnJump" method.

// If you're not interested in the value from the control that triggers the action, use a method without arguments.
public void OnJump()
{
// your Jump code here
}

// If you are interested in the value from the control that triggers an action, you can declare a parameter of type InputValue.
public void OnMove(InputValue value)
{
// Read value from control. The type depends on what type of controls.
// the action is bound to.
var v = value.Get<Vector2>();

// IMPORTANT:
// The given InputValue is only valid for the duration of the callback. Storing the InputValue references somewhere and calling Get<T>() later does not work correctly.
}
}
#endregion
}

namespace DocCodeSamples.Tests.ConfigureUnityEvents_InvokeUnityEvents
{
#region invokeUnityEvents
using UnityEngine;
using UnityEngine.InputSystem;

public class MyPlayerScript : MonoBehaviour
{
public void OnFire(InputAction.CallbackContext context)
{
}

public void OnMove(InputAction.CallbackContext context)
{
var value = context.ReadValue<Vector2>();
}
}
#endregion
}
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using UnityEngine;
using UnityEngine.InputSystem;

class ControlActuation : MonoBehaviour
{
void Example(){

#region actuation
// Check if leftStick is currently actuated.
if (Gamepad.current.leftStick.IsActuated())
Debug.Log("Left Stick is actuated");
#endregion

#region actuation2
// Check if left stick is actuated more than a quarter of its motion range.
if (Gamepad.current.leftStick.EvaluateMagnitude() > 0.25f)
Debug.Log("Left Stick actuated past 25%");
#endregion

}

}
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