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+//------------------------------------------------------------------------------
+// <auto-generated>
+// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
+// version 1.14.0
+// from Assets/Samples/Input System/1.14.0/Simple Demo/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/Input System/1.14.0/Simple Demo/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);
+ }
+}