APM/Assets/Scripting/PlayerInputActions.cs
2025-11-17 15:02:30 +07:00

429 lines
18 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.13.0
// from Assets/Scripting/PlayerInputActions.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
/// <summary>
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/Scripting/PlayerInputActions.inputactions".
/// </summary>
/// <remarks>
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
/// </remarks>
/// <example>
/// <code>
/// 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($"OnMove: {context.ReadValue&lt;Vector2&gt;()}");
/// }
///
/// // Invoked when "Attack" action is either started, performed or canceled.
/// public void OnAttack(InputAction.CallbackContext context)
/// {
/// Debug.Log($"OnAttack: {context.ReadValue&lt;float&gt;()}");
/// }
///
/// #endregion
/// }
/// </code>
/// </example>
public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
{
/// <summary>
/// Provides access to the underlying asset instance.
/// </summary>
public InputActionAsset asset { get; }
/// <summary>
/// Constructs a new instance.
/// </summary>
public @PlayerInputActions()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""PlayerInputActions"",
""maps"": [
{
""name"": ""Player"",
""id"": ""82815556-132e-49d6-8fca-b06edd932024"",
""actions"": [
{
""name"": ""R"",
""type"": ""Button"",
""id"": ""01ce2e4e-fc8e-4cc8-9b94-366a22e89c9f"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""P"",
""type"": ""Button"",
""id"": ""9a5aadb3-d54f-4808-a656-07f79f54a44c"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""U"",
""type"": ""Button"",
""id"": ""b7641136-088e-4c90-8036-88a6c96027cf"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""D"",
""type"": ""Button"",
""id"": ""2078562a-bcac-4034-8435-4d09d5662b90"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
{
""name"": """",
""id"": ""cac63c8b-ac74-4c56-9ae5-304c4bd98115"",
""path"": ""<Keyboard>/r"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""R"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""8d628790-58fe-40a0-9794-cc1385ab0e46"",
""path"": ""<Keyboard>/p"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""P"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""6722f789-b46d-494b-b1f5-ac158cdf784c"",
""path"": ""<Keyboard>/u"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""U"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""c7afe6a4-4565-46d0-bfe5-e27c8a5b5ac0"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""D"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": []
}");
// Player
m_Player = asset.FindActionMap("Player", throwIfNotFound: true);
m_Player_R = m_Player.FindAction("R", throwIfNotFound: true);
m_Player_P = m_Player.FindAction("P", throwIfNotFound: true);
m_Player_U = m_Player.FindAction("U", throwIfNotFound: true);
m_Player_D = m_Player.FindAction("D", throwIfNotFound: true);
}
~@PlayerInputActions()
{
UnityEngine.Debug.Assert(!m_Player.enabled, "This will cause a leak and performance issues, PlayerInputActions.Player.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);
}
// Player
private readonly InputActionMap m_Player;
private List<IPlayerActions> m_PlayerActionsCallbackInterfaces = new List<IPlayerActions>();
private readonly InputAction m_Player_R;
private readonly InputAction m_Player_P;
private readonly InputAction m_Player_U;
private readonly InputAction m_Player_D;
/// <summary>
/// Provides access to input actions defined in input action map "Player".
/// </summary>
public struct PlayerActions
{
private @PlayerInputActions m_Wrapper;
/// <summary>
/// Construct a new instance of the input action map wrapper class.
/// </summary>
public PlayerActions(@PlayerInputActions wrapper) { m_Wrapper = wrapper; }
/// <summary>
/// Provides access to the underlying input action "Player/R".
/// </summary>
public InputAction @R => m_Wrapper.m_Player_R;
/// <summary>
/// Provides access to the underlying input action "Player/P".
/// </summary>
public InputAction @P => m_Wrapper.m_Player_P;
/// <summary>
/// Provides access to the underlying input action "Player/U".
/// </summary>
public InputAction @U => m_Wrapper.m_Player_U;
/// <summary>
/// Provides access to the underlying input action "Player/D".
/// </summary>
public InputAction @D => m_Wrapper.m_Player_D;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_Player; }
/// <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="PlayerActions" /> to an <see ref="InputActionMap" /> instance.
/// </summary>
public static implicit operator InputActionMap(PlayerActions 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="PlayerActions" />
public void AddCallbacks(IPlayerActions instance)
{
if (instance == null || m_Wrapper.m_PlayerActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_PlayerActionsCallbackInterfaces.Add(instance);
@R.started += instance.OnR;
@R.performed += instance.OnR;
@R.canceled += instance.OnR;
@P.started += instance.OnP;
@P.performed += instance.OnP;
@P.canceled += instance.OnP;
@U.started += instance.OnU;
@U.performed += instance.OnU;
@U.canceled += instance.OnU;
@D.started += instance.OnD;
@D.performed += instance.OnD;
@D.canceled += instance.OnD;
}
/// <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="PlayerActions" />
private void UnregisterCallbacks(IPlayerActions instance)
{
@R.started -= instance.OnR;
@R.performed -= instance.OnR;
@R.canceled -= instance.OnR;
@P.started -= instance.OnP;
@P.performed -= instance.OnP;
@P.canceled -= instance.OnP;
@U.started -= instance.OnU;
@U.performed -= instance.OnU;
@U.canceled -= instance.OnU;
@D.started -= instance.OnD;
@D.performed -= instance.OnD;
@D.canceled -= instance.OnD;
}
/// <summary>
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />.
/// </summary>
/// <seealso cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />
public void RemoveCallbacks(IPlayerActions instance)
{
if (m_Wrapper.m_PlayerActionsCallbackInterfaces.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="PlayerActions.AddCallbacks(IPlayerActions)" />
/// <seealso cref="PlayerActions.RemoveCallbacks(IPlayerActions)" />
/// <seealso cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />
public void SetCallbacks(IPlayerActions instance)
{
foreach (var item in m_Wrapper.m_PlayerActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_PlayerActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
/// <summary>
/// Provides a new <see cref="PlayerActions" /> instance referencing this action map.
/// </summary>
public PlayerActions @Player => new PlayerActions(this);
/// <summary>
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Player" which allows adding and removing callbacks.
/// </summary>
/// <seealso cref="PlayerActions.AddCallbacks(IPlayerActions)" />
/// <seealso cref="PlayerActions.RemoveCallbacks(IPlayerActions)" />
public interface IPlayerActions
{
/// <summary>
/// Method invoked when associated input action "R" 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 OnR(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "P" 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 OnP(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "U" 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 OnU(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "D" 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 OnD(InputAction.CallbackContext context);
}
}