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Add Input.parse_action() #29363
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You can also write the above code as a one-liner: |
This feature is not needed to me. You can already create custom action events easily with InputEventAction.
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@KoBeWi I know, and that is how I have it in my game. I split it into multiple lines to be more readable. |
@groud I did not know this. That is indeed a much more fluid. I'll keep issue open for a week and see what other discussion we get. |
Just to note, if you don't need to parse input events from actions alone, you can currently manipulate action states with: Input.action_press(action)
Input.action_release(action) They don't force to trigger See also godotengine/godot-proposals#104 which could allow to have a complete control over the input (actions) state. |
Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine. The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker. If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance! |
Input currently has
parse_input_event()
. In order to simulate an action, you currently have to do something like:It would instead be convenient to be able to
Input.parse_action("action")
.The text was updated successfully, but these errors were encountered: