352 lines
15 KiB
C#
352 lines
15 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/Actions/PlayerInput.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/Actions/PlayerInput.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 @PlayerInput: 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 @PlayerInput()
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{
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asset = InputActionAsset.FromJson(@"{
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""version"": 1,
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""name"": ""PlayerInput"",
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""maps"": [
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{
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""name"": ""CharacterControls"",
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""id"": ""b4e81d8b-7642-48fb-9fd0-820c28b784ce"",
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""actions"": [
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{
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""name"": ""Movement"",
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""type"": ""Value"",
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""id"": ""2517a3de-7d1c-47eb-a188-cf1d8a90757b"",
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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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""name"": ""Run"",
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""type"": ""Button"",
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""id"": ""4d2a4e18-c40b-4080-b798-8cead55a50e6"",
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""expectedControlType"": """",
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""processors"": """",
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""interactions"": """",
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""initialStateCheck"": false
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}
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],
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""bindings"": [
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{
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""name"": """",
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""id"": ""f79403e8-dd81-4316-9f11-755c6da3e208"",
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""path"": ""<Gamepad>/leftStick"",
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""interactions"": """",
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""processors"": ""StickDeadzone"",
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""groups"": """",
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""action"": ""Movement"",
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""isComposite"": false,
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""isPartOfComposite"": false
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},
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{
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""name"": """",
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""id"": ""6c87b5f9-d110-4b55-a8eb-1cbc133347a0"",
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""path"": ""<Gamepad>/leftShoulder"",
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""interactions"": ""Press(behavior=2)"",
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""processors"": """",
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""groups"": """",
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""action"": ""Run"",
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""isComposite"": false,
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""isPartOfComposite"": false
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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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// CharacterControls
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m_CharacterControls = asset.FindActionMap("CharacterControls", throwIfNotFound: true);
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m_CharacterControls_Movement = m_CharacterControls.FindAction("Movement", throwIfNotFound: true);
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m_CharacterControls_Run = m_CharacterControls.FindAction("Run", throwIfNotFound: true);
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}
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~@PlayerInput()
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{
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UnityEngine.Debug.Assert(!m_CharacterControls.enabled, "This will cause a leak and performance issues, PlayerInput.CharacterControls.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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// CharacterControls
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private readonly InputActionMap m_CharacterControls;
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private List<ICharacterControlsActions> m_CharacterControlsActionsCallbackInterfaces = new List<ICharacterControlsActions>();
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private readonly InputAction m_CharacterControls_Movement;
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private readonly InputAction m_CharacterControls_Run;
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/// <summary>
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/// Provides access to input actions defined in input action map "CharacterControls".
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/// </summary>
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public struct CharacterControlsActions
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{
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private @PlayerInput 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 CharacterControlsActions(@PlayerInput wrapper) { m_Wrapper = wrapper; }
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/// <summary>
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/// Provides access to the underlying input action "CharacterControls/Movement".
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/// </summary>
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public InputAction @Movement => m_Wrapper.m_CharacterControls_Movement;
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/// <summary>
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/// Provides access to the underlying input action "CharacterControls/Run".
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/// </summary>
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public InputAction @Run => m_Wrapper.m_CharacterControls_Run;
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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_CharacterControls; }
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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="CharacterControlsActions" /> to an <see ref="InputActionMap" /> instance.
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/// </summary>
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public static implicit operator InputActionMap(CharacterControlsActions 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="CharacterControlsActions" />
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public void AddCallbacks(ICharacterControlsActions instance)
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{
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if (instance == null || m_Wrapper.m_CharacterControlsActionsCallbackInterfaces.Contains(instance)) return;
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m_Wrapper.m_CharacterControlsActionsCallbackInterfaces.Add(instance);
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@Movement.started += instance.OnMovement;
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@Movement.performed += instance.OnMovement;
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@Movement.canceled += instance.OnMovement;
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@Run.started += instance.OnRun;
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@Run.performed += instance.OnRun;
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@Run.canceled += instance.OnRun;
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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="CharacterControlsActions" />
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private void UnregisterCallbacks(ICharacterControlsActions instance)
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{
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@Movement.started -= instance.OnMovement;
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@Movement.performed -= instance.OnMovement;
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@Movement.canceled -= instance.OnMovement;
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@Run.started -= instance.OnRun;
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@Run.performed -= instance.OnRun;
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@Run.canceled -= instance.OnRun;
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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="CharacterControlsActions.UnregisterCallbacks(ICharacterControlsActions)" />.
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/// </summary>
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/// <seealso cref="CharacterControlsActions.UnregisterCallbacks(ICharacterControlsActions)" />
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public void RemoveCallbacks(ICharacterControlsActions instance)
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{
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if (m_Wrapper.m_CharacterControlsActionsCallbackInterfaces.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="CharacterControlsActions.AddCallbacks(ICharacterControlsActions)" />
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/// <seealso cref="CharacterControlsActions.RemoveCallbacks(ICharacterControlsActions)" />
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/// <seealso cref="CharacterControlsActions.UnregisterCallbacks(ICharacterControlsActions)" />
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public void SetCallbacks(ICharacterControlsActions instance)
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{
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foreach (var item in m_Wrapper.m_CharacterControlsActionsCallbackInterfaces)
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UnregisterCallbacks(item);
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m_Wrapper.m_CharacterControlsActionsCallbackInterfaces.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="CharacterControlsActions" /> instance referencing this action map.
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/// </summary>
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public CharacterControlsActions @CharacterControls => new CharacterControlsActions(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 "CharacterControls" which allows adding and removing callbacks.
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/// </summary>
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/// <seealso cref="CharacterControlsActions.AddCallbacks(ICharacterControlsActions)" />
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/// <seealso cref="CharacterControlsActions.RemoveCallbacks(ICharacterControlsActions)" />
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public interface ICharacterControlsActions
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{
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/// <summary>
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/// Method invoked when associated input action "Movement" 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 OnMovement(InputAction.CallbackContext context);
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/// <summary>
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/// Method invoked when associated input action "Run" 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 OnRun(InputAction.CallbackContext context);
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}
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}
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