1、声明一个 MyInputDevice
cs
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
[InputControlLayout(stateType = typeof(MyInputDeviceState))] //关联上 MyInputDeviceState
public class MyInputDevice : InputDevice
{
}
public struct MyInputDeviceState : IInputStateTypeInfo //写一个继承自"IInputStateTypeInfo接口"的结构体
{
public FourCC format => new FourCC('T', 'E', 'S', 'T'); //这里的四个字符可以自定义,表示设备识别符(ID)
[InputControl(name = "button", layout = "Button")] //这里的layout = 是必填项,表示是个按钮
public bool button;
}
2、通过按键盘的空格键,模拟MyInputDevice的按钮的输入
cs
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// 通过键盘的空格键,模拟MyInputDevice的按钮的输入
/// </summary>
public class MyInputDevice_MoNi : MonoBehaviour
{
private MyInputDevice myInputDevice;
private void Start()
{
//注册 + 增加,这两步是必须的
InputSystem.RegisterLayout<MyInputDevice>();
myInputDevice = InputSystem.AddDevice<MyInputDevice>();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
//按下空格键,模拟设备按钮的按下
InputSystem.QueueStateEvent(myInputDevice, new MyInputDeviceState() { button = true });
}
else if (Input.GetKeyUp(KeyCode.Space))
{
//松开空格键,模拟设备按钮的松开
InputSystem.QueueStateEvent(myInputDevice, new MyInputDeviceState() { button = false });
}
}
}
3、构造相关的 InputAction,测试:
① 新建一个UnityActions的Asset文件,(Action Type是Button),Binding的Path填入:<MyInputDevice>/button ,按回车键确认

② 写测试代码:
cs
using UnityEngine;
using UnityEngine.InputSystem;
public class InputAction_Funner : MonoBehaviour
{
public InputActionReference inputActionReference;
private InputAction inputAction;
void Start()
{
inputAction = inputActionReference.action;
inputAction.Enable();
inputAction.started += (v) =>
{
Debug.LogError("start");
};
inputAction.performed += (v) =>
{
Debug.LogError("performed");
};
inputAction.canceled += (v) =>
{
Debug.LogError("cancel");
};
}
}

运行,按空格键,即可看到效果:
在第一次运行后,下次绑定Path,可直接找到Path的 Other 选项中的 MyInputDevice:

方式二:
cs
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Layouts;
public class MyInputDevice : InputDevice
{
[InputControl]
public ButtonControl button { get; private set; }
protected override void FinishSetup()
{
base.FinishSetup();
button = GetChildControl<ButtonControl>(nameof(button));
}
}
cs
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// 通过键盘的空格键,模拟MyInputDevice的按钮的输入
/// </summary>
public class MyInputDevice_MoNi : MonoBehaviour
{
private MyInputDevice myInputDevice;
private void Start()
{
//注册 + 增加,这两步是必须的
InputSystem.RegisterLayout<MyInputDevice>();
myInputDevice = InputSystem.AddDevice<MyInputDevice>();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
//按下空格键,模拟设备按钮的按下
//InputSystem.QueueStateEvent(myInputDevice, new MyInputDeviceState() { button = true });
InputSystem.QueueDeltaStateEvent(myInputDevice.button, true);
}
else if (Input.GetKeyUp(KeyCode.Space))
{
//松开空格键,模拟设备按钮的松开
//InputSystem.QueueStateEvent(myInputDevice, new MyInputDeviceState() { button = false });
InputSystem.QueueDeltaStateEvent(myInputDevice.button, false);
}
}
}
cs
using UnityEngine;
using UnityEngine.InputSystem;
public class InputAction_Funner : MonoBehaviour
{
public InputActionReference inputActionReference;
private InputAction inputAction;
void Start()
{
inputAction = inputActionReference.action;
inputAction.Enable();
inputAction.started += (v) =>
{
Debug.LogError("start");
};
inputAction.performed += (v) =>
{
Debug.LogError("performed");
};
inputAction.canceled += (v) =>
{
Debug.LogError("cancel");
};
}
}