untangle-puzzlegame/Library/PackageCache/com.unity.inputsystem@e2c83221d2dc/Samples~/SimpleDemo/SimpleControls.cs
2025-04-17 17:33:08 -04:00

456 lines
19 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.13.1
// from Assets/Samples/SimpleDemo/SimpleControls.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/Samples/SimpleDemo/SimpleControls.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 @SimpleControls: IInputActionCollection2, IDisposable
{
/// <summary>
/// Provides access to the underlying asset instance.
/// </summary>
public InputActionAsset asset { get; }
/// <summary>
/// Constructs a new instance.
/// </summary>
public @SimpleControls()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""SimpleControls"",
""maps"": [
{
""name"": ""gameplay"",
""id"": ""265c38f5-dd18-4d34-b198-aec58e1627ff"",
""actions"": [
{
""name"": ""fire"",
""type"": ""Button"",
""id"": ""1077f913-a9f9-41b1-acb3-b9ee0adbc744"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Tap,SlowTap"",
""initialStateCheck"": false
},
{
""name"": ""move"",
""type"": ""Value"",
""id"": ""50fd2809-3aa3-4a90-988e-1facf6773553"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
},
{
""name"": ""look"",
""type"": ""Value"",
""id"": ""c60e0974-d140-4597-a40e-9862193067e9"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
}
],
""bindings"": [
{
""name"": """",
""id"": ""abb776f3-f329-4f7b-bbf8-b577d13be018"",
""path"": ""*/{PrimaryAction}"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""fire"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""e1b8c4dd-7b3a-4db6-a93a-0889b59b1afc"",
""path"": ""<Gamepad>/leftStick"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": ""Dpad"",
""id"": ""cefc16fc-557a-44b0-939f-2ad792876b07"",
""path"": ""Dpad"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""07244659-79df-461d-b329-defbe2fbc5f6"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""f0ec75cb-f02c-40d2-a33f-1fd6eab2ae0b"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""21fe6bfe-4721-4483-9f4a-a0031ade105c"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""2dd39746-c75c-4a11-838a-e59eacaf4e0b"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""c106d6e6-2780-47ff-b318-396171bd54cc"",
""path"": ""<Gamepad>/rightStick"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""look"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""578caa03-6827-4797-adfc-a59770c437fe"",
""path"": ""<Pointer>/delta"",
""interactions"": """",
""processors"": ""ScaleVector2(x=2,y=2)"",
""groups"": """",
""action"": ""look"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": []
}");
// gameplay
m_gameplay = asset.FindActionMap("gameplay", throwIfNotFound: true);
m_gameplay_fire = m_gameplay.FindAction("fire", throwIfNotFound: true);
m_gameplay_move = m_gameplay.FindAction("move", throwIfNotFound: true);
m_gameplay_look = m_gameplay.FindAction("look", throwIfNotFound: true);
}
~@SimpleControls()
{
UnityEngine.Debug.Assert(!m_gameplay.enabled, "This will cause a leak and performance issues, SimpleControls.gameplay.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);
}
// gameplay
private readonly InputActionMap m_gameplay;
private List<IGameplayActions> m_GameplayActionsCallbackInterfaces = new List<IGameplayActions>();
private readonly InputAction m_gameplay_fire;
private readonly InputAction m_gameplay_move;
private readonly InputAction m_gameplay_look;
/// <summary>
/// Provides access to input actions defined in input action map "gameplay".
/// </summary>
public struct GameplayActions
{
private @SimpleControls m_Wrapper;
/// <summary>
/// Construct a new instance of the input action map wrapper class.
/// </summary>
public GameplayActions(@SimpleControls wrapper) { m_Wrapper = wrapper; }
/// <summary>
/// Provides access to the underlying input action "gameplay/fire".
/// </summary>
public InputAction @fire => m_Wrapper.m_gameplay_fire;
/// <summary>
/// Provides access to the underlying input action "gameplay/move".
/// </summary>
public InputAction @move => m_Wrapper.m_gameplay_move;
/// <summary>
/// Provides access to the underlying input action "gameplay/look".
/// </summary>
public InputAction @look => m_Wrapper.m_gameplay_look;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_gameplay; }
/// <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="GameplayActions" /> to an <see ref="InputActionMap" /> instance.
/// </summary>
public static implicit operator InputActionMap(GameplayActions 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="GameplayActions" />
public void AddCallbacks(IGameplayActions instance)
{
if (instance == null || m_Wrapper.m_GameplayActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_GameplayActionsCallbackInterfaces.Add(instance);
@fire.started += instance.OnFire;
@fire.performed += instance.OnFire;
@fire.canceled += instance.OnFire;
@move.started += instance.OnMove;
@move.performed += instance.OnMove;
@move.canceled += instance.OnMove;
@look.started += instance.OnLook;
@look.performed += instance.OnLook;
@look.canceled += instance.OnLook;
}
/// <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="GameplayActions" />
private void UnregisterCallbacks(IGameplayActions instance)
{
@fire.started -= instance.OnFire;
@fire.performed -= instance.OnFire;
@fire.canceled -= instance.OnFire;
@move.started -= instance.OnMove;
@move.performed -= instance.OnMove;
@move.canceled -= instance.OnMove;
@look.started -= instance.OnLook;
@look.performed -= instance.OnLook;
@look.canceled -= instance.OnLook;
}
/// <summary>
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />.
/// </summary>
/// <seealso cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />
public void RemoveCallbacks(IGameplayActions instance)
{
if (m_Wrapper.m_GameplayActionsCallbackInterfaces.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="GameplayActions.AddCallbacks(IGameplayActions)" />
/// <seealso cref="GameplayActions.RemoveCallbacks(IGameplayActions)" />
/// <seealso cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />
public void SetCallbacks(IGameplayActions instance)
{
foreach (var item in m_Wrapper.m_GameplayActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_GameplayActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
/// <summary>
/// Provides a new <see cref="GameplayActions" /> instance referencing this action map.
/// </summary>
public GameplayActions @gameplay => new GameplayActions(this);
/// <summary>
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "gameplay" which allows adding and removing callbacks.
/// </summary>
/// <seealso cref="GameplayActions.AddCallbacks(IGameplayActions)" />
/// <seealso cref="GameplayActions.RemoveCallbacks(IGameplayActions)" />
public interface IGameplayActions
{
/// <summary>
/// Method invoked when associated input action "fire" 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 OnFire(InputAction.CallbackContext context);
/// <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 "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);
}
}