//------------------------------------------------------------------------------ // // 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); } }