//------------------------------------------------------------------------------
//
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.20.0
// from Assets/99_Settings/GameInput.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
//
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
///
/// Provides programmatic access to , , and instances defined in asset "Assets/99_Settings/GameInput.inputactions".
///
///
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
///
///
///
/// using namespace UnityEngine;
/// using UnityEngine.InputSystem;
///
/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
/// public class Example : MonoBehaviour, MyActions.IPlayerActions
/// {
/// private MyActions_Actions m_Actions; // Source code representation of asset.
/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
///
/// void Awake()
/// {
/// m_Actions = new MyActions_Actions(); // Create asset object.
/// m_Player = m_Actions.Player; // Extract action map object.
/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
/// }
///
/// void OnDestroy()
/// {
/// m_Actions.Dispose(); // Destroy asset object.
/// }
///
/// void OnEnable()
/// {
/// m_Player.Enable(); // Enable all actions within map.
/// }
///
/// void OnDisable()
/// {
/// m_Player.Disable(); // Disable all actions within map.
/// }
///
/// #region Interface implementation of MyActions.IPlayerActions
///
/// // Invoked when "Move" action is either started, performed or canceled.
/// public void OnMove(InputAction.CallbackContext context)
/// {
/// Debug.Log($"OnMove: {context.ReadValue<Vector2>()}");
/// }
///
/// // Invoked when "Attack" action is either started, performed or canceled.
/// public void OnAttack(InputAction.CallbackContext context)
/// {
/// Debug.Log($"OnAttack: {context.ReadValue<float>()}");
/// }
///
/// #endregion
/// }
///
///
public partial class @GameInput: IInputActionCollection2, IDisposable
{
///
/// Provides access to the underlying asset instance.
///
public InputActionAsset asset { get; }
///
/// Constructs a new instance.
///
public @GameInput()
{
asset = InputActionAsset.FromJson(@"{
""version"": 1,
""name"": ""GameInput"",
""maps"": [
{
""name"": ""Character"",
""id"": ""ea8ee446-5717-4986-bdd5-c9f7a1b75dd3"",
""actions"": [
{
""name"": ""Move"",
""type"": ""Value"",
""id"": ""732ed064-1382-4949-9f7d-47533e3bd585"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true,
""priority"": 0
}
],
""bindings"": [
{
""name"": ""2D Vector"",
""id"": ""8e90e752-3156-4bcd-b1c1-c233470bacc3"",
""path"": ""2DVector"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""05bca409-e112-4898-b715-00e963da4a40"",
""path"": ""/upArrow"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""24228439-9284-4655-9871-3d12a5b9a75a"",
""path"": ""/downArrow"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""7533f565-ee4a-45a7-a6a6-3c8f83af1581"",
""path"": ""/leftArrow"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""3706c006-de6d-4e66-bc32-0e2ef2dc1440"",
""path"": ""/rightArrow"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
}
]
}
],
""controlSchemes"": []
}");
// Character
m_Character = asset.FindActionMap("Character", throwIfNotFound: true);
m_Character_Move = m_Character.FindAction("Move", throwIfNotFound: true);
}
~@GameInput()
{
UnityEngine.Debug.Assert(!m_Character.enabled, "This will cause a leak and performance issues, GameInput.Character.Disable() has not been called.");
}
///
/// Destroys this asset and all associated instances.
///
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
///
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
///
public ReadOnlyArray? devices
{
get => asset.devices;
set => asset.devices = value;
}
///
public ReadOnlyArray controlSchemes => asset.controlSchemes;
///
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
///
public IEnumerator GetEnumerator()
{
return asset.GetEnumerator();
}
///
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
///
public void Enable()
{
asset.Enable();
}
///
public void Disable()
{
asset.Disable();
}
///
public IEnumerable bindings => asset.bindings;
///
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
///
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Character
private readonly InputActionMap m_Character;
private List m_CharacterActionsCallbackInterfaces = new List();
private readonly InputAction m_Character_Move;
///
/// Provides access to input actions defined in input action map "Character".
///
public struct CharacterActions
{
private @GameInput m_Wrapper;
///
/// Construct a new instance of the input action map wrapper class.
///
public CharacterActions(@GameInput wrapper) { m_Wrapper = wrapper; }
///
/// Provides access to the underlying input action "Character/Move".
///
public InputAction @Move => m_Wrapper.m_Character_Move;
///
/// Provides access to the underlying input action map instance.
///
public InputActionMap Get() { return m_Wrapper.m_Character; }
///
public void Enable() { Get().Enable(); }
///
public void Disable() { Get().Disable(); }
///
public bool enabled => Get().enabled;
///
/// Implicitly converts an to an instance.
///
public static implicit operator InputActionMap(CharacterActions set) { return set.Get(); }
///
/// Adds , and callbacks provided via on all input actions contained in this map.
///
/// Callback instance.
///
/// If is null or have already been added this method does nothing.
///
///
public void AddCallbacks(ICharacterActions instance)
{
if (instance == null || m_Wrapper.m_CharacterActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_CharacterActionsCallbackInterfaces.Add(instance);
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
}
///
/// Removes , and callbacks provided via on all input actions contained in this map.
///
///
/// Calling this method when have not previously been registered has no side-effects.
///
///
private void UnregisterCallbacks(ICharacterActions instance)
{
@Move.started -= instance.OnMove;
@Move.performed -= instance.OnMove;
@Move.canceled -= instance.OnMove;
}
///
/// Unregisters and unregisters all input action callbacks via .
///
///
public void RemoveCallbacks(ICharacterActions instance)
{
if (m_Wrapper.m_CharacterActionsCallbackInterfaces.Remove(instance))
UnregisterCallbacks(instance);
}
///
/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via .
///
///
/// If is null, calling this method will only unregister all existing callbacks but not register any new callbacks.
///
///
///
///
public void SetCallbacks(ICharacterActions instance)
{
foreach (var item in m_Wrapper.m_CharacterActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_CharacterActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
///
/// Provides a new instance referencing this action map.
///
public CharacterActions @Character => new CharacterActions(this);
///
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Character" which allows adding and removing callbacks.
///
///
///
public interface ICharacterActions
{
///
/// Method invoked when associated input action "Move" is either , or .
///
///
///
///
void OnMove(InputAction.CallbackContext context);
}
}