#include <InputEventBindings.h>
Public Member Functions | |
AZ_CLASS_ALLOCATOR (InputEventBindings, AZ::SystemAllocator) | |
void | Activate (const AzFramework::LocalUserId &localUserId) |
void | Deactivate (const AzFramework::LocalUserId &localUserId) |
void | Cleanup () |
void | Swap (InputEventBindings *other) |
Static Public Member Functions | |
static void | Reflect (AZ::ReflectContext *reflection) |
Protected Attributes | |
AZStd::vector< InputEventGroup > | m_inputEventGroups |
InputEventBinding asset type configuration. Reflect as: AzFramework::SimpleAssetReference<InputEventBindings> This base class holds a list of InputEventGroups which organizes raw input processors by the gameplay events they generate, Ex. Held(eKI_Space) -> "Jump"