<?xml version="1.0" encoding="UTF-8" ?> <class name="InputEventAction" inherits="InputEvent" category="Core" version="3.2"> <brief_description> Input event type for actions. </brief_description> <description> Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b] menu. See [method Node._input]. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link> </tutorials> <methods> </methods> <members> <member name="action" type="String" setter="set_action" getter="get_action" default=""""> The action's name. Actions are accessed via this [String]. </member> <member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false"> If [code]true[/code], the action's state is pressed. If [code]false[/code], the action's state is released. </member> <member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0"> The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is [code]false[/code]. The event strength allows faking analog joypad motion events, by precising how strongly is the joypad axis bent or pressed. </member> </members> <constants> </constants> </class>