pub fn update_action_state<A: Actionlike>(
    gamepad_buttons: Res<'_, Input<GamepadButton>>,
    gamepad_button_axes: Res<'_, Axis<GamepadButton>>,
    gamepad_axes: Res<'_, Axis<GamepadAxis>>,
    gamepads: Res<'_, Gamepads>,
    keycode: Res<'_, Input<KeyCode>>,
    mouse_button: Res<'_, Input<MouseButton>>,
    mouse_wheel: Res<'_, Events<MouseWheel>>,
    mouse_motion: Res<'_, Events<MouseMotion>>,
    clash_strategy: Res<'_, ClashStrategy>,
    action_state: Option<ResMut<'_, ActionState<A>>>,
    input_map: Option<ResMut<'_, InputMap<A>>>,
    query: Query<'_, '_, (&mut ActionState<A>, &InputMap<A>)>
)
Expand description

Fetches all of the releveant [Input] resources to update ActionState according to the InputMap

Missing resources will be ignored, and treated as if none of the corresponding inputs were pressed