2025-12-31 18:29:58 +08:00

373 lines
16 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.14.0
// from Assets/Games/PublicRes/Actions/FlowFinger.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/Games/PublicRes/Actions/FlowFinger.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 @FlowFinger: IInputActionCollection2, IDisposable
{
/// <summary>
/// Provides access to the underlying asset instance.
/// </summary>
public InputActionAsset asset { get; }
/// <summary>
/// Constructs a new instance.
/// </summary>
public @FlowFinger()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""FlowFinger"",
""maps"": [
{
""name"": ""Gameplay"",
""id"": ""c2cdfc44-3b8a-492d-aa84-54d18c119216"",
""actions"": [
{
""name"": ""Press"",
""type"": ""Button"",
""id"": ""400c7ae4-dd57-48df-8df6-c9eeb8097c95"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Press"",
""initialStateCheck"": true
},
{
""name"": ""Move"",
""type"": ""Value"",
""id"": ""d634ac3d-727c-406a-b578-5b960a4cb453"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
}
],
""bindings"": [
{
""name"": """",
""id"": ""28fd1536-eaf7-4ff2-8312-3bae9aba06e2"",
""path"": ""<Mouse>/leftButton"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Press"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""0cba8dc1-8f3f-4055-8766-06e8a72abe43"",
""path"": ""<Touchscreen>/Press"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Press"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""d6f213de-599b-4878-9a8f-8d1ef813f2e2"",
""path"": ""<Mouse>/position"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""de9b9cf8-eb66-43b8-85c3-7d0f1719748a"",
""path"": ""<Touchscreen>/primaryTouch/position"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": []
}");
// Gameplay
m_Gameplay = asset.FindActionMap("Gameplay", throwIfNotFound: true);
m_Gameplay_Press = m_Gameplay.FindAction("Press", throwIfNotFound: true);
m_Gameplay_Move = m_Gameplay.FindAction("Move", throwIfNotFound: true);
}
~@FlowFinger()
{
UnityEngine.Debug.Assert(!m_Gameplay.enabled, "This will cause a leak and performance issues, FlowFinger.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_Press;
private readonly InputAction m_Gameplay_Move;
/// <summary>
/// Provides access to input actions defined in input action map "Gameplay".
/// </summary>
public struct GameplayActions
{
private @FlowFinger m_Wrapper;
/// <summary>
/// Construct a new instance of the input action map wrapper class.
/// </summary>
public GameplayActions(@FlowFinger wrapper) { m_Wrapper = wrapper; }
/// <summary>
/// Provides access to the underlying input action "Gameplay/Press".
/// </summary>
public InputAction @Press => m_Wrapper.m_Gameplay_Press;
/// <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 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);
@Press.started += instance.OnPress;
@Press.performed += instance.OnPress;
@Press.canceled += instance.OnPress;
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
}
/// <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)
{
@Press.started -= instance.OnPress;
@Press.performed -= instance.OnPress;
@Press.canceled -= instance.OnPress;
@Move.started -= instance.OnMove;
@Move.performed -= instance.OnMove;
@Move.canceled -= instance.OnMove;
}
/// <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 "Press" 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 OnPress(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);
}
}