This commit is contained in:
SepComet
2026-02-26 13:21:43 +08:00
parent a118803f1a
commit 4daefa17d5
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:__DATA_TABLE_CREATE_TIME__
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace __DATA_TABLE_NAME_SPACE__
{
/// <summary>
/// __DATA_TABLE_COMMENT__
/// </summary>
public class __DATA_TABLE_CLASS_NAME__ : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// __DATA_TABLE_ID_COMMENT__
/// </summary>
public override int Id
{
get
{
return m_Id;
}
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__DATA_TABLE_PROPERTIES__
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<String Key="Language.Korean" Value="Korean" />
<String Key="CheckVersion.Tips" Value="Checking if the game needs update. Please wait..." />
<String Key="UpdateResource.Tips" Value="{0}/{1}, {2}/{3}, {4:P0}, {5}/s" />
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<String Key="Language.English" Value="英语" />
<String Key="Language.ChineseSimplified" Value="简体中文" />
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<String Key="Language.Korean" Value="韩语" />
<String Key="CheckVersion.Tips" Value="正在检查游戏是否需要更新,请稍候……" />
<String Key="UpdateResource.Tips" Value="{0}/{1}, {2}/{3}, {4:P0}, {5}/s" />
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<Dictionary Language="ChineseTraditional">
<String Key="Language.English" Value="英語" />
<String Key="Language.ChineseSimplified" Value="簡體中文" />
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# 底座表
# Id EntityId Name AttackSpeed PropertyType Constraint PossibleTag
# int int string float[] AttackPropertyType string TagType[]
# 底座编号 策划备注 实体Id 底座名 攻击速度(秒/次) 攻击属性 属性约束 可能出现的Tag
1 301 元素底座 [2,1.5,1,0.8,0.7] Fire [Fire,BurnSpread,IgniteBurst,Inferno]
2 301 控制底座 [4,3.8,3.6,3.4,3.2] Ice [Ice,FreezeMask,Shatter,AbsoluteZero]
3 301 穿透底座 [1,0,8,0,6,0.4,0.2] Physics [Pierce,Crit,Overpenetrate,Execution]
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# 轴承表
# Id EntityId Name RotateSpeed AttackRange Constraint PossibleTag
# int int string float[] float[] string TagType[]
# 轴承编号 策划备注 实体Id 轴承名 各品质旋转速度 各品质攻击范围 属性约束 可能出现的Tag
1 201 元素轴承 [10,12,13,14,15] [2,2,2,2,2] [Fire,BurnSpread,IgniteBurst,Inferno]
2 201 控制轴承 [20,25,30,32,35] [6,6.5,7,8,8] [Ice,FreezeMask,Shatter,AbsoluteZero]
3 201 穿透轴承 [60,70,80,90,100] [4,4.5,5,5.5,6] [Pierce,Crit,Overpenetrate,Execution]
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# 实体表
# Id AssetName
# int string
# 实体编号 策划备注 资源名称
101 测试枪口 TestMuzzle
201 测试轴承 TestBearing
301 测试底座 TestBase
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# 音乐配置表
# Id AssetName
# int string
# 音乐编号 策划备注 资源名称
1 菜单音乐 music_menu
2 战斗音乐 music_background
3 关于音乐 music_about
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# 枪口表
# Id EntityId Name AttackDamage DamageRandomRate Method Constraint PossibleTag
# int int string int[] float AttackMethodType string TagType[]
# 枪口编号 策划备注 实体Id 枪口名 各品质伤害 伤害浮动 攻击方式 属性约束 可能出现的Tag
1 101 元素枪口 [20,30,40,50,80] 0.05 NormalBullet [Fire,BurnSpread,IgniteBurst,Inferno]
2 101 控制枪口 [30,50,70,90,100] 0.01 NormalBullet [Ice,FreezeMask,Shatter,AbsoluteZero]
3 101 穿透枪口 [50,55,60,80,90] 0.02 NormalBullet [Pierce,Crit,Overpenetrate,Execution]
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# 场景配置表
# Id AssetName BackgroundMusicId
# int string int
# 场景编号 备注 资源名称 背景音乐编号
1 菜单场景 Menu 1
2 战斗场景 Main 2
3 压力测试场景 StressTest 0
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# 声音配置表
# Id AssetName Priority Loop Volume SpatialBlend MaxDistance
# int string int bool float float float
# 声音编号 策划备注 资源名称 优先级(默认0,128最高,-128最低) 是否循环 音量(0~1) 声音空间混合量(0为2D,1为3D,中间值混合效果) 声音最大距离
10000 玩家子弹 weapon_player 0 False 1 0 100
10001 敌人子弹 weapon_enemy 0 False 1 0 100
20000 玩家爆炸 explosion_player 0 False 1 0 100
20001 敌人爆炸 explosion_enemy 0 False 1 0 100
20002 小行星爆炸 explosion_asteroid 0 False 1 0 100
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# Tag表
# Id Name MinRarity
# int string RarityType
# Tag编号 策划备注 Tag名 获取最低稀有度
1 元素 Fire White
2 元素 BurnSpread White
3 元素 IgniteBurst Green
4 元素 Inferno Purple
5 控制 Ice White
6 控制 FreezeMask White
7 控制 Shatter Green
8 控制 AbsoluteZero Purple
9 穿透 Pierce White
10 穿透 Crit White
11 穿透 Overpenetrate Green
12 穿透 Execution Purple
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# 界面配置表
# Id AssetName UIGroupName AllowMultiInstance PauseCoveredUIForm
# int string string bool bool
# 界面编号 策划备注 资源名称 界面组名称 是否允许多个界面实例 是否暂停被其覆盖的界面
1 弹出框 DialogForm Default True True
100 主菜单 MenuForm Default False True
101 设置 SettingForm Default False True
102 关于 AboutForm Default False True
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# Id AssetName Priority Volume
# int string int float
# 声音编号 策划备注 资源名称 优先级(默认0,128最高,-128最低) 音量(0~1)
10000 选择音效 select 0 1
10001 点击音效 click 0 1
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# 武器表
# Id Attack AttackInterval BulletId BulletSpeed BulletSoundId
# int int float int float int
# 武器编号 策划备注 攻击力 攻击间隔 子弹编号 子弹速度 子弹声音编号
30000 玩家武器 100 0.2 50000 20 10000
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<String Key="Setting.UISound" Value="UI Sound FX" />
<String Key="Setting.Language" Value="Language" />
<String Key="Setting.LanguageTips" Value="Language change demands restarting." />
</Dictionary>
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<?xml version="1.0" encoding="UTF-8"?>
<Dictionaries>
<Dictionary Language="Korean">
<String Key="Game.Name" Value="UGF Extension" />
<String Key="Game.Description" Value="Game Framework Extension" />
<String Key="Game.Website" Value="https://GameFramework.cn/" />
<String Key="Game.Summary" Value="이것은 Game Framework 게임 프레임워크를 기반으로 일부 사용법을 확장한 프레임워크로, 사용이 더욱 편리합니다." />
<String Key="Game.Introduction" Value="Game Framework 는 유니티 엔진 Unity 버전을 이용한 게임 시스템 입니다. 주로 게임 개발과정에서 자주 사용하는 모듈을 캡슐화 하여 개발 과정을 규범화 하고 개발 속도를 높이며 게임의 콜리티를 보장해 드릴 수 있습니다." />
<String Key="Menu.StartButton" Value="시작" />
<String Key="Menu.SettingButton" Value="설정" />
<String Key="Menu.AboutButton" Value="정보" />
<String Key="Menu.QuitButton" Value="아웃" />
<String Key="Dialog.ConfirmButton" Value="확인" />
<String Key="Dialog.CancelButton" Value="취소" />
<String Key="Dialog.OtherButton" Value="" />
<String Key="ForceUpdate.Title" Value="필수 업데이트" />
<String Key="ForceUpdate.Message" Value="새로운 게임 버전이 있는데 업데이트를 원하십니까?" />
<String Key="ForceUpdate.UpdateButton" Value="업데이트" />
<String Key="ForceUpdate.QuitButton" Value="아웃" />
<String Key="AskQuitGame.Title" Value="아웃 확인" />
<String Key="AskQuitGame.Message" Value="게임 로그아웃을 원하십니까?" />
<String Key="Setting.Title" Value="설정" />
<String Key="Setting.Music" Value="음악" />
<String Key="Setting.Sound" Value="효과음" />
<String Key="Setting.UISound" Value="UI 효과음" />
<String Key="Setting.Language" Value="언어" />
<String Key="Setting.LanguageTips" Value="사용언어를 바꾼후 리부팅이 필요 합니다" />
</Dictionary>
</Dictionaries>
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Shader "Custom/SimpleInstancedFlash"
{
Properties
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_BaseColor ("Base Color", Color) = (1,1,1,1)
_FlashColor ("Flash Color", Color) = (1,1,1,1) // 闪白颜色
_FlashAmount ("Flash Amount", Range(0, 1)) = 0 // 0=不闪, 1=全闪
}
SubShader
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Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry+10" }
LOD 100
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// 开启 GPU Instancing 必须的宏
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID // 1. 输入结构体必须包含 Instance ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID // 2. 输出结构体必须包含 Instance ID
};
// 3. 定义 Instancing 缓冲区 (这里定义的数据每个物体都可以不同)
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(float4, _BaseColor)
UNITY_DEFINE_INSTANCED_PROP(float4, _FlashColor)
UNITY_DEFINE_INSTANCED_PROP(float, _FlashAmount)
UNITY_INSTANCING_BUFFER_END(Props)
Varyings vert(Attributes input)
{
Varyings output;
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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float flashAmount = UNITY_ACCESS_INSTANCED_PROP(Props, _FlashAmount);
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Light mainLight = GetMainLight();
float NdotL = saturate(dot(input.normalWS, mainLight.direction));
float3 lighting = baseColor.rgb * (mainLight.color * NdotL + unity_AmbientSky.rgb); // 加上环境光防止背光全黑
// 混合闪白效果
float3 finalColor = lerp(lighting, flashColor.rgb, flashAmount);
return float4(finalColor, baseColor.a);
}
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.14.2
// from Assets/PlayerInputActions.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
/// <summary>
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/PlayerInputActions.inputactions".
/// </summary>
/// <remarks>
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
/// </remarks>
/// <example>
/// <code>
/// using namespace UnityEngine;
/// using UnityEngine.InputSystem;
///
/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
/// public class Example : MonoBehaviour, MyActions.IPlayerActions
/// {
/// private MyActions_Actions m_Actions; // Source code representation of asset.
/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
///
/// void Awake()
/// {
/// m_Actions = new MyActions_Actions(); // Create asset object.
/// m_Player = m_Actions.Player; // Extract action map object.
/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
/// }
///
/// void OnDestroy()
/// {
/// m_Actions.Dispose(); // Destroy asset object.
/// }
///
/// void OnEnable()
/// {
/// m_Player.Enable(); // Enable all actions within map.
/// }
///
/// void OnDisable()
/// {
/// m_Player.Disable(); // Disable all actions within map.
/// }
///
/// #region Interface implementation of MyActions.IPlayerActions
///
/// // Invoked when "Move" action is either started, performed or canceled.
/// public void OnMove(InputAction.CallbackContext context)
/// {
/// Debug.Log($"OnMove: {context.ReadValue&lt;Vector2&gt;()}");
/// }
///
/// // Invoked when "Attack" action is either started, performed or canceled.
/// public void OnAttack(InputAction.CallbackContext context)
/// {
/// Debug.Log($"OnAttack: {context.ReadValue&lt;float&gt;()}");
/// }
///
/// #endregion
/// }
/// </code>
/// </example>
public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
{
/// <summary>
/// Provides access to the underlying asset instance.
/// </summary>
public InputActionAsset asset { get; }
/// <summary>
/// Constructs a new instance.
/// </summary>
public @PlayerInputActions()
{
asset = InputActionAsset.FromJson(@"{
""version"": 1,
""name"": ""PlayerInputActions"",
""maps"": [
{
""name"": ""Game"",
""id"": ""c320222a-39c4-47d5-bb95-1702176bdb69"",
""actions"": [
{
""name"": ""Move"",
""type"": ""Value"",
""id"": ""4875d1e6-7f0e-490d-88f4-b97f322ce0dd"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
}
],
""bindings"": [
{
""name"": ""2D Vector"",
""id"": ""c2c107da-b6b9-4daf-be56-c0fc0a06b4d9"",
""path"": ""2DVector"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""a3b11b4d-c157-417a-a38a-d89a034da71b"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""0a0a8e30-3cf7-4889-aeb1-e8ddebcd944b"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""2eeac222-1829-4c5b-9829-5e36b3fe989e"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""89d5e951-0db5-4f1e-806b-f29f84507a34"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
}
]
}
],
""controlSchemes"": []
}");
// Game
m_Game = asset.FindActionMap("Game", throwIfNotFound: true);
m_Game_Move = m_Game.FindAction("Move", throwIfNotFound: true);
}
~@PlayerInputActions()
{
UnityEngine.Debug.Assert(!m_Game.enabled, "This will cause a leak and performance issues, PlayerInputActions.Game.Disable() has not been called.");
}
/// <summary>
/// Destroys this asset and all associated <see cref="InputAction"/> instances.
/// </summary>
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" />
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" />
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" />
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" />
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" />
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
/// <inheritdoc cref="IEnumerable.GetEnumerator()" />
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" />
public void Enable()
{
asset.Enable();
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" />
public void Disable()
{
asset.Disable();
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" />
public IEnumerable<InputBinding> bindings => asset.bindings;
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" />
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" />
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Game
private readonly InputActionMap m_Game;
private List<IGameActions> m_GameActionsCallbackInterfaces = new List<IGameActions>();
private readonly InputAction m_Game_Move;
/// <summary>
/// Provides access to input actions defined in input action map "Game".
/// </summary>
public struct GameActions
{
private @PlayerInputActions m_Wrapper;
/// <summary>
/// Construct a new instance of the input action map wrapper class.
/// </summary>
public GameActions(@PlayerInputActions wrapper) { m_Wrapper = wrapper; }
/// <summary>
/// Provides access to the underlying input action "Game/Move".
/// </summary>
public InputAction @Move => m_Wrapper.m_Game_Move;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_Game; }
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
public void Enable() { Get().Enable(); }
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
public void Disable() { Get().Disable(); }
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
public bool enabled => Get().enabled;
/// <summary>
/// Implicitly converts an <see ref="GameActions" /> to an <see ref="InputActionMap" /> instance.
/// </summary>
public static implicit operator InputActionMap(GameActions set) { return set.Get(); }
/// <summary>
/// Adds <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
/// </summary>
/// <param name="instance">Callback instance.</param>
/// <remarks>
/// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing.
/// </remarks>
/// <seealso cref="GameActions" />
public void AddCallbacks(IGameActions instance)
{
if (instance == null || m_Wrapper.m_GameActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_GameActionsCallbackInterfaces.Add(instance);
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
}
/// <summary>
/// Removes <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
/// </summary>
/// <remarks>
/// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects.
/// </remarks>
/// <seealso cref="GameActions" />
private void UnregisterCallbacks(IGameActions instance)
{
@Move.started -= instance.OnMove;
@Move.performed -= instance.OnMove;
@Move.canceled -= instance.OnMove;
}
/// <summary>
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="GameActions.UnregisterCallbacks(IGameActions)" />.
/// </summary>
/// <seealso cref="GameActions.UnregisterCallbacks(IGameActions)" />
public void RemoveCallbacks(IGameActions instance)
{
if (m_Wrapper.m_GameActionsCallbackInterfaces.Remove(instance))
UnregisterCallbacks(instance);
}
/// <summary>
/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />.
/// </summary>
/// <remarks>
/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
/// </remarks>
/// <seealso cref="GameActions.AddCallbacks(IGameActions)" />
/// <seealso cref="GameActions.RemoveCallbacks(IGameActions)" />
/// <seealso cref="GameActions.UnregisterCallbacks(IGameActions)" />
public void SetCallbacks(IGameActions instance)
{
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m_Wrapper.m_GameActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
/// <summary>
/// Provides a new <see cref="GameActions" /> instance referencing this action map.
/// </summary>
public GameActions @Game => new GameActions(this);
/// <summary>
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Game" which allows adding and removing callbacks.
/// </summary>
/// <seealso cref="GameActions.AddCallbacks(IGameActions)" />
/// <seealso cref="GameActions.RemoveCallbacks(IGameActions)" />
public interface IGameActions
{
/// <summary>
/// Method invoked when associated input action "Move" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnMove(InputAction.CallbackContext context);
}
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