Souljack/Assets/_Project/Controlling/PlayerControls.cs

598 lines
27 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.20.0
// from Assets/_Project/Controlling/PlayerControls.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/_Project/Controlling/PlayerControls.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 @PlayerControls: IInputActionCollection2, IDisposable
{
/// <summary>
/// Provides access to the underlying asset instance.
/// </summary>
public InputActionAsset asset { get; }
/// <summary>
/// Constructs a new instance.
/// </summary>
public @PlayerControls()
{
asset = InputActionAsset.FromJson(@"{
""version"": 1,
""name"": ""PlayerControls"",
""maps"": [
{
""name"": ""Player"",
""id"": ""bdd3dc69-16cf-4437-b29f-7e6b248b95be"",
""actions"": [
{
""name"": ""Move"",
""type"": ""Value"",
""id"": ""e210b79a-7920-4b30-9d6e-0a7d18470f05"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true,
""priority"": 0
},
{
""name"": ""Jump"",
""type"": ""Button"",
""id"": ""296d308d-8ea2-4fad-a0c0-190e22020667"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false,
""priority"": 0
},
{
""name"": ""Sprint"",
""type"": ""Button"",
""id"": ""a4f29f57-3261-4f9f-9b08-6921474c5626"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false,
""priority"": 0
},
{
""name"": ""Crouch"",
""type"": ""Button"",
""id"": ""25aa0afc-6100-4b26-8cc6-443ab493e339"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false,
""priority"": 0
},
{
""name"": ""Look"",
""type"": ""Value"",
""id"": ""0fcdf59f-f75a-46b3-942a-3e058f7e938b"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true,
""priority"": 0
},
{
""name"": ""EnterMenu"",
""type"": ""Button"",
""id"": ""cd12ecf0-ae75-4423-9155-904f79e0dee6"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false,
""priority"": 0
},
{
""name"": ""Attack"",
""type"": ""Button"",
""id"": ""68813cd9-75a1-4031-b390-a01395eef173"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false,
""priority"": 0
}
],
""bindings"": [
{
""name"": ""2D Vector"",
""id"": ""9e29a53b-5753-4edd-b266-8afe51b14035"",
""path"": ""2DVector"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""12feddc2-0116-44de-9bb7-f23a0ce1bbfc"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""1da7ff83-8c83-4b2e-a853-1eef7ef9cb59"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""059c6634-9295-423b-a3c0-5e81610d9b2f"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""2ccfc7c1-94ff-4408-bd32-60242e3f478b"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""bfb1b5f8-7323-4c23-975a-18b63b6b35b8"",
""path"": ""<Keyboard>/space"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Jump"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""dcae16bd-c94f-4e41-b266-c4cd5fdb6ace"",
""path"": ""<Keyboard>/leftShift"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Sprint"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""56032c6c-f03b-47c1-bf9c-d397101b947a"",
""path"": ""<Keyboard>/c"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Crouch"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""4431a50a-5d2c-4147-8dd2-2c28b8d4aee1"",
""path"": ""<Mouse>/delta"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Look"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""a112934a-cd8d-4927-bae9-6fb0b9601646"",
""path"": ""<Keyboard>/escape"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""EnterMenu"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""7b7eeb94-7e87-4db8-a3e0-0b75c77293b9"",
""path"": ""<Mouse>/leftButton"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Attack"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": []
}");
// Player
m_Player = asset.FindActionMap("Player", throwIfNotFound: true);
m_Player_Move = m_Player.FindAction("Move", throwIfNotFound: true);
m_Player_Jump = m_Player.FindAction("Jump", throwIfNotFound: true);
m_Player_Sprint = m_Player.FindAction("Sprint", throwIfNotFound: true);
m_Player_Crouch = m_Player.FindAction("Crouch", throwIfNotFound: true);
m_Player_Look = m_Player.FindAction("Look", throwIfNotFound: true);
m_Player_EnterMenu = m_Player.FindAction("EnterMenu", throwIfNotFound: true);
m_Player_Attack = m_Player.FindAction("Attack", throwIfNotFound: true);
}
~@PlayerControls()
{
UnityEngine.Debug.Assert(!m_Player.enabled, "This will cause a leak and performance issues, PlayerControls.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_Move;
private readonly InputAction m_Player_Jump;
private readonly InputAction m_Player_Sprint;
private readonly InputAction m_Player_Crouch;
private readonly InputAction m_Player_Look;
private readonly InputAction m_Player_EnterMenu;
private readonly InputAction m_Player_Attack;
/// <summary>
/// Provides access to input actions defined in input action map "Player".
/// </summary>
public struct PlayerActions
{
private @PlayerControls m_Wrapper;
/// <summary>
/// Construct a new instance of the input action map wrapper class.
/// </summary>
public PlayerActions(@PlayerControls wrapper) { m_Wrapper = wrapper; }
/// <summary>
/// Provides access to the underlying input action "Player/Move".
/// </summary>
public InputAction @Move => m_Wrapper.m_Player_Move;
/// <summary>
/// Provides access to the underlying input action "Player/Jump".
/// </summary>
public InputAction @Jump => m_Wrapper.m_Player_Jump;
/// <summary>
/// Provides access to the underlying input action "Player/Sprint".
/// </summary>
public InputAction @Sprint => m_Wrapper.m_Player_Sprint;
/// <summary>
/// Provides access to the underlying input action "Player/Crouch".
/// </summary>
public InputAction @Crouch => m_Wrapper.m_Player_Crouch;
/// <summary>
/// Provides access to the underlying input action "Player/Look".
/// </summary>
public InputAction @Look => m_Wrapper.m_Player_Look;
/// <summary>
/// Provides access to the underlying input action "Player/EnterMenu".
/// </summary>
public InputAction @EnterMenu => m_Wrapper.m_Player_EnterMenu;
/// <summary>
/// Provides access to the underlying input action "Player/Attack".
/// </summary>
public InputAction @Attack => m_Wrapper.m_Player_Attack;
/// <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);
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
@Jump.started += instance.OnJump;
@Jump.performed += instance.OnJump;
@Jump.canceled += instance.OnJump;
@Sprint.started += instance.OnSprint;
@Sprint.performed += instance.OnSprint;
@Sprint.canceled += instance.OnSprint;
@Crouch.started += instance.OnCrouch;
@Crouch.performed += instance.OnCrouch;
@Crouch.canceled += instance.OnCrouch;
@Look.started += instance.OnLook;
@Look.performed += instance.OnLook;
@Look.canceled += instance.OnLook;
@EnterMenu.started += instance.OnEnterMenu;
@EnterMenu.performed += instance.OnEnterMenu;
@EnterMenu.canceled += instance.OnEnterMenu;
@Attack.started += instance.OnAttack;
@Attack.performed += instance.OnAttack;
@Attack.canceled += instance.OnAttack;
}
/// <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)
{
@Move.started -= instance.OnMove;
@Move.performed -= instance.OnMove;
@Move.canceled -= instance.OnMove;
@Jump.started -= instance.OnJump;
@Jump.performed -= instance.OnJump;
@Jump.canceled -= instance.OnJump;
@Sprint.started -= instance.OnSprint;
@Sprint.performed -= instance.OnSprint;
@Sprint.canceled -= instance.OnSprint;
@Crouch.started -= instance.OnCrouch;
@Crouch.performed -= instance.OnCrouch;
@Crouch.canceled -= instance.OnCrouch;
@Look.started -= instance.OnLook;
@Look.performed -= instance.OnLook;
@Look.canceled -= instance.OnLook;
@EnterMenu.started -= instance.OnEnterMenu;
@EnterMenu.performed -= instance.OnEnterMenu;
@EnterMenu.canceled -= instance.OnEnterMenu;
@Attack.started -= instance.OnAttack;
@Attack.performed -= instance.OnAttack;
@Attack.canceled -= instance.OnAttack;
}
/// <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 "Move" 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 OnMove(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Jump" 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 OnJump(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Sprint" 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 OnSprint(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Crouch" 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 OnCrouch(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Look" 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 OnLook(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "EnterMenu" 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 OnEnterMenu(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Attack" 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 OnAttack(InputAction.CallbackContext context);
}
}