Clarify usage of action_press

This commit is contained in:
Tomasz Chabora 2019-08-17 23:20:06 +02:00
parent cc9f2a2d8b
commit b950867df8

View file

@ -20,6 +20,7 @@
<description> <description>
This will simulate pressing the specified action. This will simulate pressing the specified action.
The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action. The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action.
[b]Note:[/b] This method will not cause any [method Node._input] calls. It is intended to be used with [method is_action_pressed] and [method is_action_just_pressed]. If you want to simulate [code]_input[/code], use [method parse_input_event] instead.
</description> </description>
</method> </method>
<method name="action_release"> <method name="action_release">
@ -283,7 +284,14 @@
<argument index="0" name="event" type="InputEvent"> <argument index="0" name="event" type="InputEvent">
</argument> </argument>
<description> <description>
Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. Also generates [method Node._input] calls.
Example:
[codeblock]
var a = InputEventAction.new()
a.action = "ui_cancel"
a.pressed = true
Input.parse_input_event(a)
[/codeblock]
</description> </description>
</method> </method>
<method name="remove_joy_mapping"> <method name="remove_joy_mapping">