RoboticArms/Assets/dobot/InputSystem_Actions.cs
2025-11-17 15:16:36 +07:00

471 lines
18 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.13.0
// from Assets/dobot/InputSystem_Actions.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/dobot/InputSystem_Actions.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 @InputSystem_Actions: IInputActionCollection2, IDisposable
{
/// <summary>
/// Provides access to the underlying asset instance.
/// </summary>
public InputActionAsset asset { get; }
/// <summary>
/// Constructs a new instance.
/// </summary>
public @InputSystem_Actions()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""InputSystem_Actions"",
""maps"": [
{
""name"": ""play"",
""id"": ""4e681ba2-2b95-427a-9fb6-84cf1284697e"",
""actions"": [
{
""name"": ""New action"",
""type"": ""Button"",
""id"": ""7ae1680e-9030-455a-9a08-4ee29d3fd38c"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
{
""name"": """",
""id"": ""f58641c6-1f2a-4370-98b0-b1123626814b"",
""path"": ""<Keyboard>/p"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""New action"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""4f827b1b-cf00-463b-858a-9686ccef1027"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""New action"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""fe49f098-c0c7-41ab-b67f-4e63344da315"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""New action"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""481a17fc-dd51-400d-8925-e6ac596dc816"",
""path"": ""<Keyboard>/b"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""New action"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": [
{
""name"": ""Keyboard&Mouse"",
""bindingGroup"": ""Keyboard&Mouse"",
""devices"": [
{
""devicePath"": ""<Keyboard>"",
""isOptional"": false,
""isOR"": false
},
{
""devicePath"": ""<Mouse>"",
""isOptional"": false,
""isOR"": false
}
]
},
{
""name"": ""Gamepad"",
""bindingGroup"": ""Gamepad"",
""devices"": [
{
""devicePath"": ""<Gamepad>"",
""isOptional"": false,
""isOR"": false
}
]
},
{
""name"": ""Touch"",
""bindingGroup"": ""Touch"",
""devices"": [
{
""devicePath"": ""<Touchscreen>"",
""isOptional"": false,
""isOR"": false
}
]
},
{
""name"": ""Joystick"",
""bindingGroup"": ""Joystick"",
""devices"": [
{
""devicePath"": ""<Joystick>"",
""isOptional"": false,
""isOR"": false
}
]
},
{
""name"": ""XR"",
""bindingGroup"": ""XR"",
""devices"": [
{
""devicePath"": ""<XRController>"",
""isOptional"": false,
""isOR"": false
}
]
}
]
}");
// play
m_play = asset.FindActionMap("play", throwIfNotFound: true);
m_play_Newaction = m_play.FindAction("New action", throwIfNotFound: true);
}
~@InputSystem_Actions()
{
UnityEngine.Debug.Assert(!m_play.enabled, "This will cause a leak and performance issues, InputSystem_Actions.play.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);
}
// play
private readonly InputActionMap m_play;
private List<IPlayActions> m_PlayActionsCallbackInterfaces = new List<IPlayActions>();
private readonly InputAction m_play_Newaction;
/// <summary>
/// Provides access to input actions defined in input action map "play".
/// </summary>
public struct PlayActions
{
private @InputSystem_Actions m_Wrapper;
/// <summary>
/// Construct a new instance of the input action map wrapper class.
/// </summary>
public PlayActions(@InputSystem_Actions wrapper) { m_Wrapper = wrapper; }
/// <summary>
/// Provides access to the underlying input action "play/Newaction".
/// </summary>
public InputAction @Newaction => m_Wrapper.m_play_Newaction;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_play; }
/// <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="PlayActions" /> to an <see ref="InputActionMap" /> instance.
/// </summary>
public static implicit operator InputActionMap(PlayActions 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="PlayActions" />
public void AddCallbacks(IPlayActions instance)
{
if (instance == null || m_Wrapper.m_PlayActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_PlayActionsCallbackInterfaces.Add(instance);
@Newaction.started += instance.OnNewaction;
@Newaction.performed += instance.OnNewaction;
@Newaction.canceled += instance.OnNewaction;
}
/// <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="PlayActions" />
private void UnregisterCallbacks(IPlayActions instance)
{
@Newaction.started -= instance.OnNewaction;
@Newaction.performed -= instance.OnNewaction;
@Newaction.canceled -= instance.OnNewaction;
}
/// <summary>
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="PlayActions.UnregisterCallbacks(IPlayActions)" />.
/// </summary>
/// <seealso cref="PlayActions.UnregisterCallbacks(IPlayActions)" />
public void RemoveCallbacks(IPlayActions instance)
{
if (m_Wrapper.m_PlayActionsCallbackInterfaces.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="PlayActions.AddCallbacks(IPlayActions)" />
/// <seealso cref="PlayActions.RemoveCallbacks(IPlayActions)" />
/// <seealso cref="PlayActions.UnregisterCallbacks(IPlayActions)" />
public void SetCallbacks(IPlayActions instance)
{
foreach (var item in m_Wrapper.m_PlayActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_PlayActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
/// <summary>
/// Provides a new <see cref="PlayActions" /> instance referencing this action map.
/// </summary>
public PlayActions @play => new PlayActions(this);
private int m_KeyboardMouseSchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme KeyboardMouseScheme
{
get
{
if (m_KeyboardMouseSchemeIndex == -1) m_KeyboardMouseSchemeIndex = asset.FindControlSchemeIndex("Keyboard&Mouse");
return asset.controlSchemes[m_KeyboardMouseSchemeIndex];
}
}
private int m_GamepadSchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme GamepadScheme
{
get
{
if (m_GamepadSchemeIndex == -1) m_GamepadSchemeIndex = asset.FindControlSchemeIndex("Gamepad");
return asset.controlSchemes[m_GamepadSchemeIndex];
}
}
private int m_TouchSchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme TouchScheme
{
get
{
if (m_TouchSchemeIndex == -1) m_TouchSchemeIndex = asset.FindControlSchemeIndex("Touch");
return asset.controlSchemes[m_TouchSchemeIndex];
}
}
private int m_JoystickSchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme JoystickScheme
{
get
{
if (m_JoystickSchemeIndex == -1) m_JoystickSchemeIndex = asset.FindControlSchemeIndex("Joystick");
return asset.controlSchemes[m_JoystickSchemeIndex];
}
}
private int m_XRSchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme XRScheme
{
get
{
if (m_XRSchemeIndex == -1) m_XRSchemeIndex = asset.FindControlSchemeIndex("XR");
return asset.controlSchemes[m_XRSchemeIndex];
}
}
/// <summary>
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "play" which allows adding and removing callbacks.
/// </summary>
/// <seealso cref="PlayActions.AddCallbacks(IPlayActions)" />
/// <seealso cref="PlayActions.RemoveCallbacks(IPlayActions)" />
public interface IPlayActions
{
/// <summary>
/// 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" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnNewaction(InputAction.CallbackContext context);
}
}