Initial Combat Implementation
This commit is contained in:
@@ -0,0 +1,85 @@
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#if UNITY_EDITOR
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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namespace ProjectM.Client
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{
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/// <summary>
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/// EDITOR-ONLY validation hook for driving the local player's <see cref="PlayerInput"/> without a
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/// real input device or a focused Game view. The Unity Input System ignores injected/real device
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/// input while the Game view is unfocused, which makes headless (MCP <c>execute_code</c>) or
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/// automated fire/move validation impossible through <see cref="PlayerInputGatherSystem"/> alone.
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/// <para>
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/// This system runs in <see cref="GhostInputSystemGroup"/> immediately AFTER the real gather and,
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/// when <see cref="Active"/> is set, overwrites the locally-owned player's input from static fields
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/// you can poke from a debugger / <c>execute_code</c> / an editor button. Because it writes the same
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/// <see cref="PlayerInput"/> the gather does, it drives the authentic command → prediction →
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/// AbilityFireSystem pipeline (not a shortcut), so it validates the real fire/move/auto-target path.
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/// </para>
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/// <para>
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/// Entirely wrapped in <c>#if UNITY_EDITOR</c>: it does not exist in player builds. Pair with
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/// <c>Application.runInBackground = true</c> so the unfocused editor keeps ticking. Usage from
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/// <c>execute_code</c>: <c>ProjectM.Client.DebugInputInjectionSystem.Fire();</c> (one shot),
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/// <c>...SetMove(0f, 1f);</c> (hold a move heading), <c>...SetAim(1f, 0f);</c>, <c>...Stop();</c>.
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/// </para>
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/// </summary>
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[UpdateInGroup(typeof(GhostInputSystemGroup))]
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[UpdateAfter(typeof(PlayerInputGatherSystem))]
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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public partial class DebugInputInjectionSystem : SystemBase
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{
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/// <summary>While true, this system overrides the local player's gathered input each frame.</summary>
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public static bool Active;
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/// <summary>Movement heading applied to PlayerInput.Move while <see cref="Active"/>.</summary>
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public static float2 Move;
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/// <summary>Aim vector applied to PlayerInput.Aim while <see cref="Active"/> (zero = face movement).</summary>
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public static float2 Aim;
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/// <summary>Frames remaining to hold the Fire event. Each held frame raises Fire.Set(); holding
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/// across several frames spans multiple network ticks so the one-shot event reliably reaches the
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/// command buffer (a single-frame pulse can be lost across the frame→tick boundary). 0 = idle.</summary>
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public static int FireFrames;
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/// <summary>Convenience: hold Fire for the next <paramref name="frames"/> frames (also enables
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/// override). The ability cooldown still gates how many shots actually result.</summary>
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public static void Fire(int frames = 10) { Active = true; FireFrames = math.max(FireFrames, frames); }
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/// <summary>Convenience: hold a planar move heading (also enables override).</summary>
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public static void SetMove(float x, float z) { Active = true; Move = new float2(x, z); }
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/// <summary>Convenience: hold an aim direction (also enables override).</summary>
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public static void SetAim(float x, float z) { Active = true; Aim = new float2(x, z); }
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/// <summary>Convenience: stop overriding and clear all injected input.</summary>
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public static void Stop() { Active = false; Move = default; Aim = default; FireFrames = 0; }
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protected override void OnCreate()
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{
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RequireForUpdate<PlayerInput>();
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}
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protected override void OnUpdate()
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{
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if (!Active)
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return;
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bool fire = FireFrames > 0;
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if (FireFrames > 0) FireFrames--;
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float2 move = Move;
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float2 aim = Aim;
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foreach (var input in SystemAPI.Query<RefRW<PlayerInput>>().WithAll<GhostOwnerIsLocal>())
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{
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input.ValueRW.Move = move;
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input.ValueRW.Aim = aim;
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if (fire)
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input.ValueRW.Fire.Set();
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}
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}
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}
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}
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#endif
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 51213eca1bfe84a16837d5755c334101
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@@ -6,62 +6,73 @@ using Unity.NetCode;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only twin-stick input gather. Samples the Input System once per frame (WASD /
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/// left-stick -> Move, right-stick -> Aim) and writes <see cref="PlayerInput"/> on the
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/// locally-owned player ghost (filtered to <see cref="GhostOwnerIsLocal"/>). Runs in
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/// <see cref="GhostInputSystemGroup"/> — NOT the prediction loop — so devices are read once per
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/// frame, never re-read during rollback. Implemented as a non-Burst <see cref="ISystem"/>
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/// because it reads the managed Input System.
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/// Client-only twin-stick input gather. Samples the new Input System action map (the generated
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/// <c>ProjectMInput</c> wrapper over <c>Assets/Settings/Project M Input.inputactions</c>) once per
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/// frame and writes <see cref="PlayerInput"/> on the locally-owned player ghost (filtered to
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/// <see cref="GhostOwnerIsLocal"/>). Runs in <see cref="GhostInputSystemGroup"/> — NOT the
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/// prediction loop — so devices are read once per frame, never re-read during rollback.
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/// <para>
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/// NOTE: the Input System device types are fully qualified rather than imported via
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/// <c>using UnityEngine.InputSystem;</c> on purpose — that namespace also defines a
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/// <c>PlayerInput</c> type which would collide with <see cref="ProjectM.Simulation.PlayerInput"/>
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/// and make the Entities source generator bind <c>RefRW<PlayerInput></c> to the managed
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/// class (a spurious CS8377 "must be unmanaged").
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/// Implemented as a managed <see cref="SystemBase"/> (not a Burst <c>ISystem</c>) because it holds
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/// and reads the managed Input System wrapper. Fire is an <see cref="InputEvent"/>: the event field
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/// is reset each frame and raised via <c>Set()</c> on the press edge, so a single click fires
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/// exactly once; netcode accumulates the absolute <c>Count</c> into the command buffer across the
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/// frame→tick boundary (read back in <c>AbilityFireSystem</c> as the predicted-spawn key).
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/// </para>
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/// <para>
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/// NOTE: Input System types are fully qualified (e.g. <c>UnityEngine.Vector2</c>) and
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/// <c>using UnityEngine.InputSystem;</c> is intentionally omitted — that namespace defines a
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/// <c>PlayerInput</c> type that collides with <see cref="ProjectM.Simulation.PlayerInput"/> and
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/// makes the Entities generator bind <c>RefRW<PlayerInput></c> to the managed class (a
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/// spurious CS8377). The generated <c>ProjectMInput</c> wrapper lives in this assembly.
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/// </para>
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/// </summary>
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[UpdateInGroup(typeof(GhostInputSystemGroup))]
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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public partial struct PlayerInputGatherSystem : ISystem
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public partial class PlayerInputGatherSystem : SystemBase
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{
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public void OnCreate(ref SystemState state)
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private ProjectMInput _controls;
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protected override void OnCreate()
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{
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state.RequireForUpdate<PlayerInput>();
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RequireForUpdate<PlayerInput>();
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_controls = new ProjectMInput();
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_controls.Gameplay.Enable();
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}
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public void OnUpdate(ref SystemState state)
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protected override void OnDestroy()
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{
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float2 move = float2.zero;
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float2 aim = float2.zero;
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var keyboard = UnityEngine.InputSystem.Keyboard.current;
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if (keyboard != null)
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if (_controls != null)
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{
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if (keyboard.wKey.isPressed) move.y += 1f;
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if (keyboard.sKey.isPressed) move.y -= 1f;
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if (keyboard.dKey.isPressed) move.x += 1f;
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if (keyboard.aKey.isPressed) move.x -= 1f;
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_controls.Gameplay.Disable();
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_controls.Dispose();
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_controls = null;
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}
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}
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var gamepad = UnityEngine.InputSystem.Gamepad.current;
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if (gamepad != null)
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{
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float2 leftStick = gamepad.leftStick.ReadValue();
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if (math.lengthsq(leftStick) > math.lengthsq(move))
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move = leftStick;
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protected override void OnUpdate()
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{
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var gameplay = _controls.Gameplay;
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aim = gamepad.rightStick.ReadValue();
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}
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float2 move = (float2)gameplay.Move.ReadValue<UnityEngine.Vector2>();
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float2 aim = (float2)gameplay.Aim.ReadValue<UnityEngine.Vector2>();
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// Right-stick deadzone: a resting stick yields zero Aim so PlayerAimSystem falls back to
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// the movement heading (controller-first directional aim).
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// Right-stick deadzone: a resting stick yields zero Aim so PlayerAimSystem falls back to the
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// movement heading (controller-first directional aim).
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if (math.lengthsq(aim) < 0.04f)
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aim = float2.zero;
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bool firePressed = gameplay.Fire.WasPressedThisFrame();
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foreach (var input in SystemAPI.Query<RefRW<PlayerInput>>().WithAll<GhostOwnerIsLocal>())
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{
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input.ValueRW.Move = move;
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input.ValueRW.Aim = aim;
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// Reset the per-frame event, then raise it on the press edge. Netcode latches the
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// absolute Count into the command buffer; AbilityFireSystem reads it as the SpawnId key.
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input.ValueRW.Fire = default;
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if (firePressed)
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input.ValueRW.Fire.Set();
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}
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}
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}
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@@ -0,0 +1,533 @@
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//------------------------------------------------------------------------------
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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 1.19.0
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// from Assets/Settings/Project M Input.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/Settings/Project M Input.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 @ProjectMInput: IInputActionCollection2, IDisposable
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||||
{
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||||
/// <summary>
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||||
/// Provides access to the underlying asset instance.
|
||||
/// </summary>
|
||||
public InputActionAsset asset { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new instance.
|
||||
/// </summary>
|
||||
public @ProjectMInput()
|
||||
{
|
||||
asset = InputActionAsset.FromJson(@"{
|
||||
""version"": 1,
|
||||
""name"": ""Project M Input"",
|
||||
""maps"": [
|
||||
{
|
||||
""name"": ""Gameplay"",
|
||||
""id"": ""69723709-3120-49dd-bbf0-91ac92ad8582"",
|
||||
""actions"": [
|
||||
{
|
||||
""name"": ""Move"",
|
||||
""type"": ""Value"",
|
||||
""id"": ""2982f936-538e-4a37-a100-8eb7a2a88e4b"",
|
||||
""expectedControlType"": ""Vector2"",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": true
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||||
},
|
||||
{
|
||||
""name"": ""Aim"",
|
||||
""type"": ""Value"",
|
||||
""id"": ""a1b2c3d4-0a1m-4a1m-8a1m-000000000001"",
|
||||
""expectedControlType"": ""Vector2"",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": true
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||||
},
|
||||
{
|
||||
""name"": ""Fire"",
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||||
""type"": ""Button"",
|
||||
""id"": ""a1b2c3d4-0f1r-4f1r-8f1r-000000000002"",
|
||||
""expectedControlType"": ""Button"",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": false
|
||||
}
|
||||
],
|
||||
""bindings"": [
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""c3b1e700-eea3-426c-863d-36403d537af3"",
|
||||
""path"": ""<Gamepad>/leftStick"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": "";Gamepad"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": ""WASD"",
|
||||
""id"": ""cc5f8773-3f87-4e89-926e-2835221cc71b"",
|
||||
""path"": ""Dpad"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": true,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": ""up"",
|
||||
""id"": ""cc98fd24-5e37-4b4a-8fdc-9a1c21bc1e09"",
|
||||
""path"": ""<Keyboard>/w"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": "";Keyboard&Mouse"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""up"",
|
||||
""id"": ""59f74329-7d63-4bf5-b3bc-3af75462894f"",
|
||||
""path"": ""<Keyboard>/upArrow"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": "";Keyboard&Mouse"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""down"",
|
||||
""id"": ""624a58a3-f4ec-479f-8e1b-3b54ffaa7d8e"",
|
||||
""path"": ""<Keyboard>/s"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": "";Keyboard&Mouse"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""down"",
|
||||
""id"": ""2d3501d8-5759-4d58-a909-a5ef3aa51842"",
|
||||
""path"": ""<Keyboard>/downArrow"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": "";Keyboard&Mouse"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""left"",
|
||||
""id"": ""14dbcdaf-402d-496b-9798-54b770c4a826"",
|
||||
""path"": ""<Keyboard>/a"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": "";Keyboard&Mouse"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""left"",
|
||||
""id"": ""2f4809ce-93a5-44f7-802d-6ac61f1e03e2"",
|
||||
""path"": ""<Keyboard>/leftArrow"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": "";Keyboard&Mouse"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""right"",
|
||||
""id"": ""de79a6ae-cf9d-4536-b851-b630e3344d04"",
|
||||
""path"": ""<Keyboard>/d"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": "";Keyboard&Mouse"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""right"",
|
||||
""id"": ""5bfaeff9-d16a-4fca-b43d-1d6d6b442bc8"",
|
||||
""path"": ""<Keyboard>/rightArrow"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": "";Keyboard&Mouse"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""401d3950-45d9-4839-b287-14c2b3902c67"",
|
||||
""path"": ""<XRController>/{Primary2DAxis}"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""XR"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""b23bd67c-a1c3-44a5-a73b-c824416534fa"",
|
||||
""path"": ""<Joystick>/stick"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""Joystick"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""d1e2f3a4-aim0-4001-8001-000000000011"",
|
||||
""path"": ""<Gamepad>/rightStick"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": "";Gamepad"",
|
||||
""action"": ""Aim"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""d1e2f3a4-fir0-4001-8001-000000000021"",
|
||||
""path"": ""<Gamepad>/rightTrigger"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": "";Gamepad"",
|
||||
""action"": ""Fire"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""d1e2f3a4-fir0-4001-8001-000000000022"",
|
||||
""path"": ""<Mouse>/leftButton"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": "";Keyboard&Mouse"",
|
||||
""action"": ""Fire"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""d1e2f3a4-fir0-4001-8001-000000000023"",
|
||||
""path"": ""<Keyboard>/space"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": "";Keyboard&Mouse"",
|
||||
""action"": ""Fire"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
""controlSchemes"": []
|
||||
}");
|
||||
// Gameplay
|
||||
m_Gameplay = asset.FindActionMap("Gameplay", throwIfNotFound: true);
|
||||
m_Gameplay_Move = m_Gameplay.FindAction("Move", throwIfNotFound: true);
|
||||
m_Gameplay_Aim = m_Gameplay.FindAction("Aim", throwIfNotFound: true);
|
||||
m_Gameplay_Fire = m_Gameplay.FindAction("Fire", throwIfNotFound: true);
|
||||
}
|
||||
|
||||
~@ProjectMInput()
|
||||
{
|
||||
UnityEngine.Debug.Assert(!m_Gameplay.enabled, "This will cause a leak and performance issues, ProjectMInput.Gameplay.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);
|
||||
}
|
||||
|
||||
// Gameplay
|
||||
private readonly InputActionMap m_Gameplay;
|
||||
private List<IGameplayActions> m_GameplayActionsCallbackInterfaces = new List<IGameplayActions>();
|
||||
private readonly InputAction m_Gameplay_Move;
|
||||
private readonly InputAction m_Gameplay_Aim;
|
||||
private readonly InputAction m_Gameplay_Fire;
|
||||
/// <summary>
|
||||
/// Provides access to input actions defined in input action map "Gameplay".
|
||||
/// </summary>
|
||||
public struct GameplayActions
|
||||
{
|
||||
private @ProjectMInput m_Wrapper;
|
||||
|
||||
/// <summary>
|
||||
/// Construct a new instance of the input action map wrapper class.
|
||||
/// </summary>
|
||||
public GameplayActions(@ProjectMInput wrapper) { m_Wrapper = wrapper; }
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Gameplay/Move".
|
||||
/// </summary>
|
||||
public InputAction @Move => m_Wrapper.m_Gameplay_Move;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Gameplay/Aim".
|
||||
/// </summary>
|
||||
public InputAction @Aim => m_Wrapper.m_Gameplay_Aim;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Gameplay/Fire".
|
||||
/// </summary>
|
||||
public InputAction @Fire => m_Wrapper.m_Gameplay_Fire;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action map instance.
|
||||
/// </summary>
|
||||
public InputActionMap Get() { return m_Wrapper.m_Gameplay; }
|
||||
/// <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="GameplayActions" /> to an <see ref="InputActionMap" /> instance.
|
||||
/// </summary>
|
||||
public static implicit operator InputActionMap(GameplayActions 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="GameplayActions" />
|
||||
public void AddCallbacks(IGameplayActions instance)
|
||||
{
|
||||
if (instance == null || m_Wrapper.m_GameplayActionsCallbackInterfaces.Contains(instance)) return;
|
||||
m_Wrapper.m_GameplayActionsCallbackInterfaces.Add(instance);
|
||||
@Move.started += instance.OnMove;
|
||||
@Move.performed += instance.OnMove;
|
||||
@Move.canceled += instance.OnMove;
|
||||
@Aim.started += instance.OnAim;
|
||||
@Aim.performed += instance.OnAim;
|
||||
@Aim.canceled += instance.OnAim;
|
||||
@Fire.started += instance.OnFire;
|
||||
@Fire.performed += instance.OnFire;
|
||||
@Fire.canceled += instance.OnFire;
|
||||
}
|
||||
|
||||
/// <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="GameplayActions" />
|
||||
private void UnregisterCallbacks(IGameplayActions instance)
|
||||
{
|
||||
@Move.started -= instance.OnMove;
|
||||
@Move.performed -= instance.OnMove;
|
||||
@Move.canceled -= instance.OnMove;
|
||||
@Aim.started -= instance.OnAim;
|
||||
@Aim.performed -= instance.OnAim;
|
||||
@Aim.canceled -= instance.OnAim;
|
||||
@Fire.started -= instance.OnFire;
|
||||
@Fire.performed -= instance.OnFire;
|
||||
@Fire.canceled -= instance.OnFire;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />
|
||||
public void RemoveCallbacks(IGameplayActions instance)
|
||||
{
|
||||
if (m_Wrapper.m_GameplayActionsCallbackInterfaces.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="GameplayActions.AddCallbacks(IGameplayActions)" />
|
||||
/// <seealso cref="GameplayActions.RemoveCallbacks(IGameplayActions)" />
|
||||
/// <seealso cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />
|
||||
public void SetCallbacks(IGameplayActions instance)
|
||||
{
|
||||
foreach (var item in m_Wrapper.m_GameplayActionsCallbackInterfaces)
|
||||
UnregisterCallbacks(item);
|
||||
m_Wrapper.m_GameplayActionsCallbackInterfaces.Clear();
|
||||
AddCallbacks(instance);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Provides a new <see cref="GameplayActions" /> instance referencing this action map.
|
||||
/// </summary>
|
||||
public GameplayActions @Gameplay => new GameplayActions(this);
|
||||
/// <summary>
|
||||
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Gameplay" which allows adding and removing callbacks.
|
||||
/// </summary>
|
||||
/// <seealso cref="GameplayActions.AddCallbacks(IGameplayActions)" />
|
||||
/// <seealso cref="GameplayActions.RemoveCallbacks(IGameplayActions)" />
|
||||
public interface IGameplayActions
|
||||
{
|
||||
/// <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);
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "Aim" 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 OnAim(InputAction.CallbackContext context);
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "Fire" 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 OnFire(InputAction.CallbackContext context);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d0226495dbc844da9ddfb554d46aa02
|
||||
Reference in New Issue
Block a user