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    Class Vector3Control

    A floating-point 3D vector control composed of three AxisControls.

    Inheritance
    object
    InputControl
    InputControl<Vector3>
    Vector3Control
    Inherited Members
    InputControl<Vector3>.valueType
    InputControl<Vector3>.valueSizeInBytes
    InputControl<Vector3>.value
    InputControl<Vector3>.ReadValue()
    InputControl<Vector3>.ReadValueFromPreviousFrame()
    InputControl<Vector3>.ReadDefaultValue()
    InputControl<Vector3>.ReadValueFromState(void*)
    InputControl<Vector3>.ReadValueFromStateWithCaching(void*)
    InputControl<Vector3>.ReadUnprocessedValueFromStateWithCaching(void*)
    InputControl<Vector3>.ReadUnprocessedValue()
    InputControl<Vector3>.ReadValueFromStateAsObject(void*)
    InputControl<Vector3>.ReadValueFromStateIntoBuffer(void*, void*, int)
    InputControl<Vector3>.WriteValueFromBufferIntoState(void*, int, void*)
    InputControl<Vector3>.WriteValueFromObjectIntoState(object, void*)
    InputControl<Vector3>.ReadValueFromBufferAsObject(void*, int)
    InputControl<Vector3>.CompareValue(void*, void*)
    InputControl<Vector3>.ProcessValue(Vector3)
    InputControl<Vector3>.ProcessValue(ref Vector3)
    InputControl.name
    InputControl.displayName
    InputControl.shortDisplayName
    InputControl.path
    InputControl.layout
    InputControl.variants
    InputControl.device
    InputControl.parent
    InputControl.children
    InputControl.usages
    InputControl.aliases
    InputControl.stateBlock
    InputControl.noisy
    InputControl.synthetic
    InputControl.this[string]
    InputControl.magnitude
    InputControl.ToString()
    InputControl.EvaluateMagnitude()
    InputControl.TryGetChildControl(string)
    InputControl.TryGetChildControl<TControl>(string)
    InputControl.GetChildControl(string)
    InputControl.GetChildControl<TControl>(string)
    InputControl.RefreshConfigurationIfNeeded()
    InputControl.RefreshConfiguration()
    InputControl.m_StateBlock
    InputControl.currentStatePtr
    InputControl.previousFrameStatePtr
    InputControl.defaultStatePtr
    InputControl.noiseMaskPtr
    InputControl.stateOffsetRelativeToDeviceRoot
    InputControl.optimizedControlDataType
    InputControl.ApplyParameterChanges()
    Namespace: UnityEngine.InputSystem.Controls
    Assembly: Unity.InputSystem.dll
    Syntax
    public class Vector3Control : InputControl<Vector3>

    Constructors

    Vector3Control()

    Declaration
    public Vector3Control()

    Properties

    x

    Declaration
    public AxisControl x { get; set; }
    Property Value
    Type Description
    AxisControl

    y

    Declaration
    public AxisControl y { get; set; }
    Property Value
    Type Description
    AxisControl

    z

    Declaration
    public AxisControl z { get; set; }
    Property Value
    Type Description
    AxisControl

    Methods

    CalculateOptimizedControlDataType()

    Calculates and returns a optimized data type that can represent a control's value in memory directly. The value then is cached in optimizedControlDataType. This method is for internal use only, you should not call this from your own code.

    Declaration
    protected override FourCC CalculateOptimizedControlDataType()
    Returns
    Type Description
    FourCC
    Overrides
    InputControl.CalculateOptimizedControlDataType()

    EvaluateMagnitude(void*)

    Compute an absolute, normalized magnitude value that indicates the extent to which the control is actuated in the given state.

    Declaration
    public override float EvaluateMagnitude(void* statePtr)
    Parameters
    Type Name Description
    void* statePtr

    State containing the control's stateBlock.

    Returns
    Type Description
    float

    Amount of actuation of the control or -1 if it cannot be determined.

    Overrides
    InputControl.EvaluateMagnitude(void*)
    See Also
    EvaluateMagnitude()
    stateBlock

    FinishSetup()

    Perform final initialization tasks after the control hierarchy has been put into place.

    Declaration
    protected override void FinishSetup()
    Overrides
    InputControl<Vector3>.FinishSetup()
    Remarks

    This method can be overridden to perform control- or device-specific setup work. The most common use case is for looking up child controls and storing them in local getters.

    public class MyDevice : InputDevice
    {
    public ButtonControl button { get; private set; }
    public AxisControl axis { get; private set; }

             protected override void OnFinishSetup()
             {
                 // Cache controls in getters.
                 button = GetChildControl("button");
                 axis = GetChildControl("axis");
             }
         }</code></pre></example>
    

    ReadUnprocessedValueFromState(void*)

    Declaration
    public override Vector3 ReadUnprocessedValueFromState(void* statePtr)
    Parameters
    Type Name Description
    void* statePtr
    Returns
    Type Description
    Vector3
    Overrides
    InputControl<Vector3>.ReadUnprocessedValueFromState(void*)

    WriteValueIntoState(Vector3, void*)

    Declaration
    public override void WriteValueIntoState(Vector3 value, void* statePtr)
    Parameters
    Type Name Description
    Vector3 value
    void* statePtr
    Overrides
    InputControl<Vector3>.WriteValueIntoState(Vector3, void*)

    Extension Methods

    InputControlExtensions.CheckStateIsAtDefault(InputControl)
    InputControlExtensions.CheckStateIsAtDefault(InputControl, void*, void*)
    InputControlExtensions.CheckStateIsAtDefaultIgnoringNoise(InputControl)
    InputControlExtensions.CheckStateIsAtDefaultIgnoringNoise(InputControl, void*)
    InputControlExtensions.CompareState(InputControl, void*, void*)
    InputControlExtensions.CompareState(InputControl, void*, void*, void*)
    InputControlExtensions.CompareStateIgnoringNoise(InputControl, void*)
    InputControlExtensions.FindControlsRecursive<TControl>(InputControl, IList<TControl>, Func<TControl, bool>)
    InputControlExtensions.FindInParentChain<TControl>(InputControl)
    InputControlExtensions.GetStatePtrFromStateEvent(InputControl, InputEventPtr)
    InputControlExtensions.HasValueChangeInEvent(InputControl, InputEventPtr)
    InputControlExtensions.HasValueChangeInState(InputControl, void*)
    InputControlExtensions.IsActuated(InputControl, float)
    InputControlExtensions.IsPressed(InputControl, float)
    InputControlExtensions.ReadDefaultValueAsObject(InputControl)
    InputControlExtensions.ReadValueAsObject(InputControl)
    InputControlExtensions.ReadValueFromEventAsObject(InputControl, InputEventPtr)
    InputControlExtensions.ReadValueIntoBuffer(InputControl, void*, int)
    InputControlExtensions.ResetToDefaultStateInEvent(InputControl, InputEventPtr)
    InputControlExtensions.WriteValueFromObjectIntoEvent(InputControl, InputEventPtr, object)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl, TValue, InputEventPtr)
    InputControlExtensions.WriteValueIntoState(InputControl, void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl, TValue, void*)
    InputControlExtensions.QueueValueChange<TValue>(InputControl<TValue>, TValue, double)
    InputControlExtensions.ReadUnprocessedValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr)
    InputControlExtensions.ReadUnprocessedValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr, out TValue)
    InputControlExtensions.ReadValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr)
    InputControlExtensions.ReadValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr, out TValue)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl<TValue>, TValue, InputEventPtr)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl<TValue>, void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl<TValue>, TValue, void*)
    InputControlExtensions.WriteValueIntoState<TValue, TState>(InputControl<TValue>, TValue, ref TState)
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