534 lines
23 KiB
C#
534 lines
23 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 1.19.0
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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.
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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 @ProjectMInput()
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{
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asset = InputActionAsset.FromJson(@"{
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""version"": 1,
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""name"": ""Project M Input"",
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""maps"": [
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{
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""name"": ""Gameplay"",
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""id"": ""69723709-3120-49dd-bbf0-91ac92ad8582"",
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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"": ""2982f936-538e-4a37-a100-8eb7a2a88e4b"",
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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"": ""Aim"",
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""type"": ""Value"",
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""id"": ""a1b2c3d4-0a1m-4a1m-8a1m-000000000001"",
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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"": ""Fire"",
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""type"": ""Button"",
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""id"": ""a1b2c3d4-0f1r-4f1r-8f1r-000000000002"",
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""expectedControlType"": ""Button"",
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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"": ""c3b1e700-eea3-426c-863d-36403d537af3"",
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""path"": ""<Gamepad>/leftStick"",
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""interactions"": """",
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""processors"": """",
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""groups"": "";Gamepad"",
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""action"": ""Move"",
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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"": ""WASD"",
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""id"": ""cc5f8773-3f87-4e89-926e-2835221cc71b"",
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""path"": ""Dpad"",
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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"": ""cc98fd24-5e37-4b4a-8fdc-9a1c21bc1e09"",
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""path"": ""<Keyboard>/w"",
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""interactions"": """",
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""processors"": """",
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""groups"": "";Keyboard&Mouse"",
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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"": ""up"",
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""id"": ""59f74329-7d63-4bf5-b3bc-3af75462894f"",
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""path"": ""<Keyboard>/upArrow"",
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""interactions"": """",
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""processors"": """",
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""groups"": "";Keyboard&Mouse"",
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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"": ""624a58a3-f4ec-479f-8e1b-3b54ffaa7d8e"",
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""path"": ""<Keyboard>/s"",
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""interactions"": """",
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""processors"": """",
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""groups"": "";Keyboard&Mouse"",
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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"": ""2d3501d8-5759-4d58-a909-a5ef3aa51842"",
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""path"": ""<Keyboard>/downArrow"",
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""interactions"": """",
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""processors"": """",
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""groups"": "";Keyboard&Mouse"",
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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"": ""14dbcdaf-402d-496b-9798-54b770c4a826"",
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""path"": ""<Keyboard>/a"",
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""interactions"": """",
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""processors"": """",
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""groups"": "";Keyboard&Mouse"",
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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"": ""2f4809ce-93a5-44f7-802d-6ac61f1e03e2"",
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""path"": ""<Keyboard>/leftArrow"",
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""interactions"": """",
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""processors"": """",
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""groups"": "";Keyboard&Mouse"",
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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"": ""de79a6ae-cf9d-4536-b851-b630e3344d04"",
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""path"": ""<Keyboard>/d"",
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""interactions"": """",
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""processors"": """",
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""groups"": "";Keyboard&Mouse"",
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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"": ""5bfaeff9-d16a-4fca-b43d-1d6d6b442bc8"",
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""path"": ""<Keyboard>/rightArrow"",
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""interactions"": """",
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""processors"": """",
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""groups"": "";Keyboard&Mouse"",
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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"": """",
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""id"": ""401d3950-45d9-4839-b287-14c2b3902c67"",
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""path"": ""<XRController>/{Primary2DAxis}"",
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""interactions"": """",
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""processors"": """",
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""groups"": ""XR"",
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""action"": ""Move"",
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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"": ""b23bd67c-a1c3-44a5-a73b-c824416534fa"",
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""path"": ""<Joystick>/stick"",
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""interactions"": """",
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""processors"": """",
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""groups"": ""Joystick"",
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""action"": ""Move"",
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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"": ""d1e2f3a4-aim0-4001-8001-000000000011"",
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""path"": ""<Gamepad>/rightStick"",
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""interactions"": """",
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""processors"": """",
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""groups"": "";Gamepad"",
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""action"": ""Aim"",
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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"": ""d1e2f3a4-fir0-4001-8001-000000000021"",
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""path"": ""<Gamepad>/rightTrigger"",
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""interactions"": """",
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""processors"": """",
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""groups"": "";Gamepad"",
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""action"": ""Fire"",
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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"": ""d1e2f3a4-fir0-4001-8001-000000000022"",
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""path"": ""<Mouse>/leftButton"",
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""interactions"": """",
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""processors"": """",
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""groups"": "";Keyboard&Mouse"",
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""action"": ""Fire"",
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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"": ""d1e2f3a4-fir0-4001-8001-000000000023"",
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""path"": ""<Keyboard>/space"",
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""interactions"": """",
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""processors"": """",
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""groups"": "";Keyboard&Mouse"",
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""action"": ""Fire"",
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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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// Gameplay
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m_Gameplay = asset.FindActionMap("Gameplay", throwIfNotFound: true);
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m_Gameplay_Move = m_Gameplay.FindAction("Move", throwIfNotFound: true);
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m_Gameplay_Aim = m_Gameplay.FindAction("Aim", throwIfNotFound: true);
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m_Gameplay_Fire = m_Gameplay.FindAction("Fire", throwIfNotFound: true);
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}
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~@ProjectMInput()
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{
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UnityEngine.Debug.Assert(!m_Gameplay.enabled, "This will cause a leak and performance issues, ProjectMInput.Gameplay.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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// Gameplay
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private readonly InputActionMap m_Gameplay;
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private List<IGameplayActions> m_GameplayActionsCallbackInterfaces = new List<IGameplayActions>();
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private readonly InputAction m_Gameplay_Move;
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private readonly InputAction m_Gameplay_Aim;
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private readonly InputAction m_Gameplay_Fire;
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/// <summary>
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/// Provides access to input actions defined in input action map "Gameplay".
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/// </summary>
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public struct GameplayActions
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{
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private @ProjectMInput 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 GameplayActions(@ProjectMInput wrapper) { m_Wrapper = wrapper; }
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/// <summary>
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/// Provides access to the underlying input action "Gameplay/Move".
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/// </summary>
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public InputAction @Move => m_Wrapper.m_Gameplay_Move;
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/// <summary>
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/// Provides access to the underlying input action "Gameplay/Aim".
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/// </summary>
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public InputAction @Aim => m_Wrapper.m_Gameplay_Aim;
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/// <summary>
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/// Provides access to the underlying input action "Gameplay/Fire".
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/// </summary>
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public InputAction @Fire => m_Wrapper.m_Gameplay_Fire;
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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_Gameplay; }
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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="GameplayActions" /> to an <see ref="InputActionMap" /> instance.
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/// </summary>
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public static implicit operator InputActionMap(GameplayActions 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="GameplayActions" />
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public void AddCallbacks(IGameplayActions instance)
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{
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if (instance == null || m_Wrapper.m_GameplayActionsCallbackInterfaces.Contains(instance)) return;
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m_Wrapper.m_GameplayActionsCallbackInterfaces.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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@Aim.started += instance.OnAim;
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@Aim.performed += instance.OnAim;
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@Aim.canceled += instance.OnAim;
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@Fire.started += instance.OnFire;
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@Fire.performed += instance.OnFire;
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@Fire.canceled += instance.OnFire;
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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="GameplayActions" />
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private void UnregisterCallbacks(IGameplayActions 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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@Aim.started -= instance.OnAim;
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@Aim.performed -= instance.OnAim;
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@Aim.canceled -= instance.OnAim;
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@Fire.started -= instance.OnFire;
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@Fire.performed -= instance.OnFire;
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@Fire.canceled -= instance.OnFire;
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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="GameplayActions.UnregisterCallbacks(IGameplayActions)" />.
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/// </summary>
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/// <seealso cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />
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public void RemoveCallbacks(IGameplayActions instance)
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{
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if (m_Wrapper.m_GameplayActionsCallbackInterfaces.Remove(instance))
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UnregisterCallbacks(instance);
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}
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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>
|
|
/// 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)" />
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|
/// <seealso cref="GameplayActions.RemoveCallbacks(IGameplayActions)" />
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|
/// <seealso cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />
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|
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.
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|
/// </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);
|
|
}
|
|
}
|