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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "InputEventAction" inherits= "InputEvent" version= "3.2" >
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<brief_description >
Input event type for actions.
</brief_description>
<description >
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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].
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link>
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</tutorials>
<methods >
</methods>
<members >
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<member name= "action" type= "String" setter= "set_action" getter= "get_action" default= """" >
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The action's name. Actions are accessed via this [String].
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</member>
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<member name= "pressed" type= "bool" setter= "set_pressed" getter= "is_pressed" default= "false" >
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If [code]true[/code], the action's state is pressed. If [code]false[/code], the action's state is released.
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</member>
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<member name= "strength" type= "float" setter= "set_strength" getter= "get_strength" default= "1.0" >
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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.
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</member>
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</members>
<constants >
</constants>
</class>