Expand description
Serialization-friendly representation of changes to ActionState
.
These are predominantly intended for use in networked games, where the server needs to know what the players are doing. They would like a compact, semantically meaningful representation of the changes to the game state without needing to know about things like keybindings or input devices.
Structs§
- Will store an
ActionDiff
as well as what generated it (either an Entity, or nothing if the input actions are represented by aResource
) - Stores the state of all actions in the current frame.
Enums§
- Stores presses and releases of buttons without timing information