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168
Assets/02_Scripts/Input/GameInput.cs
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168
Assets/02_Scripts/Input/GameInput.cs
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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 1.18.0
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// from Assets/11_Input/GameInput.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/11_Input/GameInput.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 @GameInput: 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 @GameInput()
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{
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asset = InputActionAsset.FromJson(@"{
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""version"": 0,
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""name"": ""GameInput"",
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""maps"": [],
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""controlSchemes"": []
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}");
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}
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~@GameInput()
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{
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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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}
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2
Assets/02_Scripts/Input/GameInput.cs.meta
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2
Assets/02_Scripts/Input/GameInput.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 91a599a01d4b8024984975ce070369dc
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