412 lines
17 KiB
C#
412 lines
17 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
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// version 1.14.2
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// from Assets/PlayerInputActions.inputactions
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Utilities;
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/// <summary>
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/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/PlayerInputActions.inputactions".
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/// </summary>
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/// <remarks>
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/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
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/// </remarks>
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/// <example>
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/// <code>
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/// using namespace UnityEngine;
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/// using UnityEngine.InputSystem;
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///
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/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
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/// public class Example : MonoBehaviour, MyActions.IPlayerActions
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/// {
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/// private MyActions_Actions m_Actions; // Source code representation of asset.
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/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
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///
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/// void Awake()
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/// {
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/// m_Actions = new MyActions_Actions(); // Create asset object.
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/// m_Player = m_Actions.Player; // Extract action map object.
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/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
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/// }
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///
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/// void OnDestroy()
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/// {
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/// m_Actions.Dispose(); // Destroy asset object.
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/// }
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///
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/// void OnEnable()
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/// {
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/// m_Player.Enable(); // Enable all actions within map.
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/// }
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///
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/// void OnDisable()
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/// {
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/// m_Player.Disable(); // Disable all actions within map.
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/// }
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///
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/// #region Interface implementation of MyActions.IPlayerActions
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///
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/// // Invoked when "Move" action is either started, performed or canceled.
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/// public void OnMove(InputAction.CallbackContext context)
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/// {
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/// Debug.Log($"OnMove: {context.ReadValue<Vector2>()}");
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/// }
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///
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/// // Invoked when "Attack" action is either started, performed or canceled.
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/// public void OnAttack(InputAction.CallbackContext context)
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/// {
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/// Debug.Log($"OnAttack: {context.ReadValue<float>()}");
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/// }
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///
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/// #endregion
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/// }
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/// </code>
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/// </example>
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public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
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{
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/// <summary>
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/// Provides access to the underlying asset instance.
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/// </summary>
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public InputActionAsset asset { get; }
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/// <summary>
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/// Constructs a new instance.
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/// </summary>
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public @PlayerInputActions()
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{
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asset = InputActionAsset.FromJson(@"{
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""version"": 1,
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""name"": ""PlayerInputActions"",
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""maps"": [
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{
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""name"": ""Game"",
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""id"": ""c320222a-39c4-47d5-bb95-1702176bdb69"",
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""actions"": [
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{
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""name"": ""Move"",
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""type"": ""Value"",
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""id"": ""4875d1e6-7f0e-490d-88f4-b97f322ce0dd"",
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""expectedControlType"": ""Vector2"",
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""processors"": """",
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""interactions"": """",
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""initialStateCheck"": true
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}
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],
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""bindings"": [
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{
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""name"": ""2D Vector"",
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""id"": ""c2c107da-b6b9-4daf-be56-c0fc0a06b4d9"",
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""path"": ""2DVector"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""Move"",
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""isComposite"": true,
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""isPartOfComposite"": false
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},
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{
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""name"": ""up"",
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""id"": ""a3b11b4d-c157-417a-a38a-d89a034da71b"",
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""path"": ""<Keyboard>/w"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""Move"",
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""isComposite"": false,
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""isPartOfComposite"": true
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},
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{
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""name"": ""down"",
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""id"": ""0a0a8e30-3cf7-4889-aeb1-e8ddebcd944b"",
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""path"": ""<Keyboard>/s"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""Move"",
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""isComposite"": false,
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""isPartOfComposite"": true
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},
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{
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""name"": ""left"",
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""id"": ""2eeac222-1829-4c5b-9829-5e36b3fe989e"",
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""path"": ""<Keyboard>/a"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""Move"",
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""isComposite"": false,
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""isPartOfComposite"": true
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},
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{
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""name"": ""right"",
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""id"": ""89d5e951-0db5-4f1e-806b-f29f84507a34"",
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""path"": ""<Keyboard>/d"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""Move"",
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""isComposite"": false,
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""isPartOfComposite"": true
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},
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{
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""name"": ""2D Vector"",
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""id"": ""5aa90a81-3055-4e18-8965-79346837eb41"",
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""path"": ""2DVector"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""Move"",
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""isComposite"": true,
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""isPartOfComposite"": false
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},
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{
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""name"": ""up"",
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""id"": ""63ca70db-2d24-4e91-b350-2a0de928c85b"",
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""path"": ""<Gamepad>/dpad/up"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""Move"",
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""isComposite"": false,
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""isPartOfComposite"": true
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},
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{
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""name"": ""down"",
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""id"": ""4ba12cd2-9814-4ca9-ab36-e9bc830d1f0f"",
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""path"": ""<Gamepad>/dpad/down"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""Move"",
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""isComposite"": false,
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""isPartOfComposite"": true
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},
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{
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""name"": ""left"",
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""id"": ""f9801c54-2f8e-4216-a09a-104f9e0f550c"",
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""path"": ""<Gamepad>/dpad/left"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""Move"",
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""isComposite"": false,
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""isPartOfComposite"": true
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},
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{
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""name"": ""right"",
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""id"": ""c6033b7b-191c-431c-98d0-382e9491acf6"",
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""path"": ""<Gamepad>/dpad/right"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""Move"",
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""isComposite"": false,
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""isPartOfComposite"": true
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}
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]
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}
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],
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""controlSchemes"": []
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}");
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// Game
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m_Game = asset.FindActionMap("Game", throwIfNotFound: true);
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m_Game_Move = m_Game.FindAction("Move", throwIfNotFound: true);
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}
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~@PlayerInputActions()
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{
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UnityEngine.Debug.Assert(!m_Game.enabled, "This will cause a leak and performance issues, PlayerInputActions.Game.Disable() has not been called.");
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}
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/// <summary>
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/// Destroys this asset and all associated <see cref="InputAction"/> instances.
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/// </summary>
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public void Dispose()
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{
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UnityEngine.Object.Destroy(asset);
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" />
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public InputBinding? bindingMask
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{
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get => asset.bindingMask;
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set => asset.bindingMask = value;
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" />
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public ReadOnlyArray<InputDevice>? devices
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{
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get => asset.devices;
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set => asset.devices = value;
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" />
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public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" />
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public bool Contains(InputAction action)
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{
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return asset.Contains(action);
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" />
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public IEnumerator<InputAction> GetEnumerator()
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{
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return asset.GetEnumerator();
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}
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/// <inheritdoc cref="IEnumerable.GetEnumerator()" />
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" />
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public void Enable()
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{
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asset.Enable();
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" />
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public void Disable()
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{
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asset.Disable();
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" />
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public IEnumerable<InputBinding> bindings => asset.bindings;
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" />
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public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
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{
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return asset.FindAction(actionNameOrId, throwIfNotFound);
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" />
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public int FindBinding(InputBinding bindingMask, out InputAction action)
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{
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return asset.FindBinding(bindingMask, out action);
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}
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// Game
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private readonly InputActionMap m_Game;
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private List<IGameActions> m_GameActionsCallbackInterfaces = new List<IGameActions>();
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private readonly InputAction m_Game_Move;
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/// <summary>
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/// Provides access to input actions defined in input action map "Game".
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/// </summary>
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public struct GameActions
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{
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private @PlayerInputActions m_Wrapper;
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/// <summary>
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/// Construct a new instance of the input action map wrapper class.
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/// </summary>
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public GameActions(@PlayerInputActions wrapper) { m_Wrapper = wrapper; }
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/// <summary>
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/// Provides access to the underlying input action "Game/Move".
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/// </summary>
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public InputAction @Move => m_Wrapper.m_Game_Move;
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/// <summary>
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/// Provides access to the underlying input action map instance.
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/// </summary>
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public InputActionMap Get() { return m_Wrapper.m_Game; }
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
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public void Enable() { Get().Enable(); }
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
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public void Disable() { Get().Disable(); }
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
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public bool enabled => Get().enabled;
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/// <summary>
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/// Implicitly converts an <see ref="GameActions" /> to an <see ref="InputActionMap" /> instance.
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/// </summary>
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public static implicit operator InputActionMap(GameActions set) { return set.Get(); }
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/// <summary>
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/// 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.
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/// </summary>
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/// <param name="instance">Callback instance.</param>
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/// <remarks>
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/// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing.
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/// </remarks>
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/// <seealso cref="GameActions" />
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public void AddCallbacks(IGameActions instance)
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{
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if (instance == null || m_Wrapper.m_GameActionsCallbackInterfaces.Contains(instance)) return;
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m_Wrapper.m_GameActionsCallbackInterfaces.Add(instance);
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@Move.started += instance.OnMove;
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@Move.performed += instance.OnMove;
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@Move.canceled += instance.OnMove;
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}
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/// <summary>
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/// 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.
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/// </summary>
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/// <remarks>
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/// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects.
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/// </remarks>
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/// <seealso cref="GameActions" />
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private void UnregisterCallbacks(IGameActions instance)
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{
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@Move.started -= instance.OnMove;
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@Move.performed -= instance.OnMove;
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@Move.canceled -= instance.OnMove;
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}
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/// <summary>
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/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="GameActions.UnregisterCallbacks(IGameActions)" />.
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/// </summary>
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/// <seealso cref="GameActions.UnregisterCallbacks(IGameActions)" />
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public void RemoveCallbacks(IGameActions instance)
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{
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if (m_Wrapper.m_GameActionsCallbackInterfaces.Remove(instance))
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UnregisterCallbacks(instance);
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}
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/// <summary>
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/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />.
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/// </summary>
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/// <remarks>
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/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
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/// </remarks>
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/// <seealso cref="GameActions.AddCallbacks(IGameActions)" />
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/// <seealso cref="GameActions.RemoveCallbacks(IGameActions)" />
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/// <seealso cref="GameActions.UnregisterCallbacks(IGameActions)" />
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public void SetCallbacks(IGameActions instance)
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{
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foreach (var item in m_Wrapper.m_GameActionsCallbackInterfaces)
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UnregisterCallbacks(item);
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m_Wrapper.m_GameActionsCallbackInterfaces.Clear();
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AddCallbacks(instance);
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}
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}
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/// <summary>
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/// Provides a new <see cref="GameActions" /> instance referencing this action map.
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/// </summary>
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public GameActions @Game => new GameActions(this);
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/// <summary>
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/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Game" which allows adding and removing callbacks.
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/// </summary>
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/// <seealso cref="GameActions.AddCallbacks(IGameActions)" />
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/// <seealso cref="GameActions.RemoveCallbacks(IGameActions)" />
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public interface IGameActions
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{
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/// <summary>
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/// 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" />.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnMove(InputAction.CallbackContext context);
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}
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}
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