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137 lines
6.0 KiB
ReStructuredText
137 lines
6.0 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventAction.xml.
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.. _class_InputEventAction:
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InputEventAction
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================
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**继承:** :ref:`InputEvent<class_InputEvent>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
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动作的输入事件类型。
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.. rst-class:: classref-introduction-group
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描述
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----
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包含一个通用动作,该动作可以被多种类型的输入作为目标。动作及其事件可以在\ **项目 > 项目设置**\ 的\ **输入映射**\ 选项卡中设置,也可以使用 :ref:`InputMap<class_InputMap>` 类设置。
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\ **注意:**\ 与映射到唯一物理事件的其他 :ref:`InputEvent<class_InputEvent>` 子类不同,这个虚拟事件不是由引擎发出的。这个类可以用来使用 :ref:`Input.parse_input_event()<class_Input_method_parse_input_event>` 手动发出动作,这样就能够在 :ref:`Node._input()<class_Node_private_method__input>` 中接收到这些动作。要检查物理事件是否与“输入映射”中的动作相匹配,请使用 :ref:`InputEvent.is_action()<class_InputEvent_method_is_action>` 和 :ref:`InputEvent.is_action_pressed()<class_InputEvent_method_is_action_pressed>`\ 。
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.. rst-class:: classref-introduction-group
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教程
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----
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- `使用 InputEvent:动作 <../tutorials/inputs/inputevent.html#actions>`__
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- `2D Dodge The Creeps 演示 <https://godotengine.org/asset-library/asset/2712>`__
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- `3D 体素演示 <https://godotengine.org/asset-library/asset/2755>`__
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.. rst-class:: classref-reftable-group
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属性
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----
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.. table::
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:widths: auto
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+-------------------------------------+-----------------------------------------------------------------+-----------+
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| :ref:`StringName<class_StringName>` | :ref:`action<class_InputEventAction_property_action>` | ``&""`` |
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+-------------------------------------+-----------------------------------------------------------------+-----------+
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| :ref:`int<class_int>` | :ref:`event_index<class_InputEventAction_property_event_index>` | ``-1`` |
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+-------------------------------------+-----------------------------------------------------------------+-----------+
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| :ref:`bool<class_bool>` | :ref:`pressed<class_InputEventAction_property_pressed>` | ``false`` |
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+-------------------------------------+-----------------------------------------------------------------+-----------+
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| :ref:`float<class_float>` | :ref:`strength<class_InputEventAction_property_strength>` | ``1.0`` |
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+-------------------------------------+-----------------------------------------------------------------+-----------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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属性说明
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--------
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.. _class_InputEventAction_property_action:
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.. rst-class:: classref-property
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:ref:`StringName<class_StringName>` **action** = ``&""`` :ref:`🔗<class_InputEventAction_property_action>`
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.. rst-class:: classref-property-setget
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- |void| **set_action**\ (\ value\: :ref:`StringName<class_StringName>`\ )
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- :ref:`StringName<class_StringName>` **get_action**\ (\ )
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动作的名称。通常是你想要该自定义事件匹配的在 :ref:`InputMap<class_InputMap>` 中存在的动作。
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.. rst-class:: classref-item-separator
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----
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.. _class_InputEventAction_property_event_index:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **event_index** = ``-1`` :ref:`🔗<class_InputEventAction_property_event_index>`
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.. rst-class:: classref-property-setget
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- |void| **set_event_index**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_event_index**\ (\ )
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该事件对应的实际事件索引(来自 :ref:`InputMap<class_InputMap>` 中为该动作定义的事件)。如果为 ``-1``\ ,则将使用唯一 ID,并且使用该 ID 按下的动作将需要使用另一个 **InputEventAction** 释放。
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.. rst-class:: classref-item-separator
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----
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.. _class_InputEventAction_property_pressed:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **pressed** = ``false`` :ref:`🔗<class_InputEventAction_property_pressed>`
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.. rst-class:: classref-property-setget
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- |void| **set_pressed**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_pressed**\ (\ )
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如果为 ``true``\ ,则该动作处于按下状态。如果为 ``false``\ ,则该动作处于松开状态。
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.. rst-class:: classref-item-separator
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----
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.. _class_InputEventAction_property_strength:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **strength** = ``1.0`` :ref:`🔗<class_InputEventAction_property_strength>`
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.. rst-class:: classref-property-setget
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- |void| **set_strength**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_strength**\ (\ )
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动作的强度,介于 0 和 1 之间。当 pressed 为 ``false`` 时,该值被视为等于 0。通过将事件强度设置为手柄轴的弯曲或按压强度,可以仿造模拟手柄的移动事件。
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.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
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.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
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.. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)`
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.. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)`
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.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
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.. |static| replace:: :abbr:`static (调用本方法无需实例,可直接使用类名进行调用。)`
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.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效运算符。)`
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.. |bitfield| replace:: :abbr:`BitField (这个值是由下列位标志构成位掩码的整数。)`
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.. |void| replace:: :abbr:`void (无返回值。)`
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