Function leafwing_input_manager::systems::update_action_state
source · 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>,
keycodes: Option<Res<'_, Input<KeyCode>>>,
scan_codes: Option<Res<'_, Input<ScanCode>>>,
mouse_buttons: Option<Res<'_, Input<MouseButton>>>,
mouse_wheel: Option<Res<'_, Events<MouseWheel>>>,
mouse_motion: Res<'_, Events<MouseMotion>>,
clash_strategy: Res<'_, ClashStrategy>,
action_state: Option<ResMut<'_, ActionState<A>>>,
input_map: Option<Res<'_, InputMap<A>>>,
press_scheduler: Option<ResMut<'_, PressScheduler<A>>>,
query: Query<'_, '_, (&mut ActionState<A>, &InputMap<A>, Option<&mut PressScheduler<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