471 lines
18 KiB
C#
471 lines
18 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 1.13.0
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// from Assets/dobot/InputSystem_Actions.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/dobot/InputSystem_Actions.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 @InputSystem_Actions: 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 @InputSystem_Actions()
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{
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asset = InputActionAsset.FromJson(@"{
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""name"": ""InputSystem_Actions"",
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""maps"": [
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{
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""name"": ""play"",
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""id"": ""4e681ba2-2b95-427a-9fb6-84cf1284697e"",
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""actions"": [
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{
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""name"": ""New action"",
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""type"": ""Button"",
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""id"": ""7ae1680e-9030-455a-9a08-4ee29d3fd38c"",
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""expectedControlType"": """",
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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"": ""f58641c6-1f2a-4370-98b0-b1123626814b"",
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""path"": ""<Keyboard>/p"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""New action"",
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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"": ""4f827b1b-cf00-463b-858a-9686ccef1027"",
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""path"": ""<Keyboard>/d"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""New action"",
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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"": ""fe49f098-c0c7-41ab-b67f-4e63344da315"",
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""path"": ""<Keyboard>/a"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""New action"",
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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"": ""481a17fc-dd51-400d-8925-e6ac596dc816"",
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""path"": ""<Keyboard>/b"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""New action"",
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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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""name"": ""Keyboard&Mouse"",
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""bindingGroup"": ""Keyboard&Mouse"",
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""devices"": [
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{
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""devicePath"": ""<Keyboard>"",
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""isOptional"": false,
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""isOR"": false
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},
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{
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""devicePath"": ""<Mouse>"",
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""isOptional"": false,
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""isOR"": false
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}
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]
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},
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{
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""name"": ""Gamepad"",
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""bindingGroup"": ""Gamepad"",
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""devices"": [
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{
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""devicePath"": ""<Gamepad>"",
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""isOptional"": false,
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""isOR"": false
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}
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]
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},
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{
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""name"": ""Touch"",
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""bindingGroup"": ""Touch"",
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""devices"": [
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{
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""devicePath"": ""<Touchscreen>"",
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""isOptional"": false,
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""isOR"": false
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}
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]
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},
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{
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""name"": ""Joystick"",
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""bindingGroup"": ""Joystick"",
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""devices"": [
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{
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""devicePath"": ""<Joystick>"",
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""isOptional"": false,
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""isOR"": false
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}
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]
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},
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{
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""name"": ""XR"",
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""bindingGroup"": ""XR"",
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""devices"": [
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{
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""devicePath"": ""<XRController>"",
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""isOptional"": false,
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""isOR"": false
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}
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]
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}
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]
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}");
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// play
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m_play = asset.FindActionMap("play", throwIfNotFound: true);
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m_play_Newaction = m_play.FindAction("New action", throwIfNotFound: true);
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}
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~@InputSystem_Actions()
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{
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UnityEngine.Debug.Assert(!m_play.enabled, "This will cause a leak and performance issues, InputSystem_Actions.play.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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// play
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private readonly InputActionMap m_play;
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private List<IPlayActions> m_PlayActionsCallbackInterfaces = new List<IPlayActions>();
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private readonly InputAction m_play_Newaction;
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/// <summary>
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/// Provides access to input actions defined in input action map "play".
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/// </summary>
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public struct PlayActions
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{
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private @InputSystem_Actions 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 PlayActions(@InputSystem_Actions wrapper) { m_Wrapper = wrapper; }
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/// <summary>
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/// Provides access to the underlying input action "play/Newaction".
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/// </summary>
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public InputAction @Newaction => m_Wrapper.m_play_Newaction;
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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_play; }
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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="PlayActions" /> to an <see ref="InputActionMap" /> instance.
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/// </summary>
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public static implicit operator InputActionMap(PlayActions 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="PlayActions" />
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public void AddCallbacks(IPlayActions instance)
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{
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if (instance == null || m_Wrapper.m_PlayActionsCallbackInterfaces.Contains(instance)) return;
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m_Wrapper.m_PlayActionsCallbackInterfaces.Add(instance);
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@Newaction.started += instance.OnNewaction;
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@Newaction.performed += instance.OnNewaction;
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@Newaction.canceled += instance.OnNewaction;
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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="PlayActions" />
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private void UnregisterCallbacks(IPlayActions instance)
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{
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@Newaction.started -= instance.OnNewaction;
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@Newaction.performed -= instance.OnNewaction;
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@Newaction.canceled -= instance.OnNewaction;
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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="PlayActions.UnregisterCallbacks(IPlayActions)" />.
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/// </summary>
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/// <seealso cref="PlayActions.UnregisterCallbacks(IPlayActions)" />
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public void RemoveCallbacks(IPlayActions instance)
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{
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if (m_Wrapper.m_PlayActionsCallbackInterfaces.Remove(instance))
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UnregisterCallbacks(instance);
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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>
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/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
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/// </remarks>
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/// <seealso cref="PlayActions.AddCallbacks(IPlayActions)" />
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/// <seealso cref="PlayActions.RemoveCallbacks(IPlayActions)" />
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/// <seealso cref="PlayActions.UnregisterCallbacks(IPlayActions)" />
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public void SetCallbacks(IPlayActions instance)
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{
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foreach (var item in m_Wrapper.m_PlayActionsCallbackInterfaces)
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UnregisterCallbacks(item);
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m_Wrapper.m_PlayActionsCallbackInterfaces.Clear();
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AddCallbacks(instance);
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}
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}
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/// <summary>
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/// Provides a new <see cref="PlayActions" /> instance referencing this action map.
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/// </summary>
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public PlayActions @play => new PlayActions(this);
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private int m_KeyboardMouseSchemeIndex = -1;
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/// <summary>
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/// Provides access to the input control scheme.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
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public InputControlScheme KeyboardMouseScheme
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{
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get
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{
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if (m_KeyboardMouseSchemeIndex == -1) m_KeyboardMouseSchemeIndex = asset.FindControlSchemeIndex("Keyboard&Mouse");
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return asset.controlSchemes[m_KeyboardMouseSchemeIndex];
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}
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}
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private int m_GamepadSchemeIndex = -1;
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/// <summary>
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/// Provides access to the input control scheme.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
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public InputControlScheme GamepadScheme
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{
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get
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{
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if (m_GamepadSchemeIndex == -1) m_GamepadSchemeIndex = asset.FindControlSchemeIndex("Gamepad");
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return asset.controlSchemes[m_GamepadSchemeIndex];
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}
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}
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private int m_TouchSchemeIndex = -1;
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/// <summary>
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/// Provides access to the input control scheme.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
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public InputControlScheme TouchScheme
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{
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get
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{
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if (m_TouchSchemeIndex == -1) m_TouchSchemeIndex = asset.FindControlSchemeIndex("Touch");
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return asset.controlSchemes[m_TouchSchemeIndex];
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}
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}
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private int m_JoystickSchemeIndex = -1;
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/// <summary>
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/// Provides access to the input control scheme.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
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public InputControlScheme JoystickScheme
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{
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get
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{
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if (m_JoystickSchemeIndex == -1) m_JoystickSchemeIndex = asset.FindControlSchemeIndex("Joystick");
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return asset.controlSchemes[m_JoystickSchemeIndex];
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}
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}
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private int m_XRSchemeIndex = -1;
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/// <summary>
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/// Provides access to the input control scheme.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
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public InputControlScheme XRScheme
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{
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get
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{
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if (m_XRSchemeIndex == -1) m_XRSchemeIndex = asset.FindControlSchemeIndex("XR");
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return asset.controlSchemes[m_XRSchemeIndex];
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}
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}
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/// <summary>
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/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "play" which allows adding and removing callbacks.
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/// </summary>
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/// <seealso cref="PlayActions.AddCallbacks(IPlayActions)" />
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/// <seealso cref="PlayActions.RemoveCallbacks(IPlayActions)" />
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public interface IPlayActions
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{
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/// <summary>
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/// Method invoked when associated input action "New action" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnNewaction(InputAction.CallbackContext context);
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}
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}
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