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DOCS: Added auto-generated docs for auto-generated code. (#2045)
* DOCS: Added auto-generated docs for auto-generated code.
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Assets/Samples/InGameHints/InGameHintsActions.cs

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namespace UnityEngine.InputSystem.Samples.InGameHints
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{
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/// <summary>
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/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/Samples/InGameHints/InGameHintsActions.inputactions".
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/// </summary>
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/// <remarks>
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/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
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/// </remarks>
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/// <example>
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/// <code>
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/// using namespace UnityEngine;
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/// using UnityEngine.InputSystem;
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///
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/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
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/// public class Example : MonoBehaviour, MyActions.IPlayerActions
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/// {
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/// private MyActions_Actions m_Actions; // Source code representation of asset.
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/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
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///
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/// void Awake()
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/// {
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/// m_Actions = new MyActions_Actions(); // Create asset object.
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/// m_Player = m_Actions.Player; // Extract action map object.
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/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
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/// }
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///
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/// void OnDestroy()
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/// {
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/// m_Actions.Dispose(); // Destroy asset object.
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/// }
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///
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/// void OnEnable()
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/// {
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/// m_Player.Enable(); // Enable all actions within map.
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/// }
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///
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/// void OnDisable()
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/// {
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/// m_Player.Disable(); // Disable all actions within map.
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/// }
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///
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/// #region Interface implementation of MyActions.IPlayerActions
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///
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/// // Invoked when "Move" action is either started, performed or canceled.
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/// public void OnMove(InputAction.CallbackContext context)
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/// {
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/// Debug.Log($"OnMove: {context.ReadValue&lt;Vector2&gt;()}");
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/// }
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///
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/// // Invoked when "Attack" action is either started, performed or canceled.
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/// public void OnAttack(InputAction.CallbackContext context)
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/// {
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/// Debug.Log($"OnAttack: {context.ReadValue&lt;float&gt;()}");
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/// }
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///
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/// #endregion
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/// }
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/// </code>
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/// </example>
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public partial class @InGameHintsActions: IInputActionCollection2, IDisposable
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{
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/// <summary>
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/// Provides access to the underlying asset instance.
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/// </summary>
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public InputActionAsset asset { get; }
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/// <summary>
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/// Constructs a new instance.
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/// </summary>
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public @InGameHintsActions()
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{
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asset = InputActionAsset.FromJson(@"{
@@ -277,57 +341,71 @@ public @InGameHintsActions()
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UnityEngine.Debug.Assert(!m_Gameplay.enabled, "This will cause a leak and performance issues, InGameHintsActions.Gameplay.Disable() has not been called.");
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}
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/// <summary>
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/// Destroys this asset and all associated <see cref="InputAction"/> instances.
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/// </summary>
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public void Dispose()
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{
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UnityEngine.Object.Destroy(asset);
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" />
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public InputBinding? bindingMask
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{
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get => asset.bindingMask;
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set => asset.bindingMask = value;
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" />
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public ReadOnlyArray<InputDevice>? devices
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{
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get => asset.devices;
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set => asset.devices = value;
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" />
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public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" />
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public bool Contains(InputAction action)
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{
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return asset.Contains(action);
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" />
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public IEnumerator<InputAction> GetEnumerator()
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{
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return asset.GetEnumerator();
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}
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/// <inheritdoc cref="IEnumerable.GetEnumerator()" />
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" />
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public void Enable()
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{
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asset.Enable();
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" />
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public void Disable()
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{
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asset.Disable();
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" />
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public IEnumerable<InputBinding> bindings => asset.bindings;
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" />
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public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
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{
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return asset.FindAction(actionNameOrId, throwIfNotFound);
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}
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" />
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public int FindBinding(InputBinding bindingMask, out InputAction action)
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{
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return asset.FindBinding(bindingMask, out action);
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private readonly InputAction m_Gameplay_PickUp;
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private readonly InputAction m_Gameplay_Drop;
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private readonly InputAction m_Gameplay_Throw;
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/// <summary>
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/// Provides access to input actions defined in input action map "Gameplay".
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/// </summary>
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public struct GameplayActions
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{
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private @InGameHintsActions m_Wrapper;
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/// <summary>
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/// Construct a new instance of the input action map wrapper class.
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/// </summary>
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public GameplayActions(@InGameHintsActions wrapper) { m_Wrapper = wrapper; }
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/// <summary>
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/// Provides access to the underlying input action "Gameplay/Move".
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/// </summary>
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public InputAction @Move => m_Wrapper.m_Gameplay_Move;
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/// <summary>
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/// Provides access to the underlying input action "Gameplay/Look".
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/// </summary>
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public InputAction @Look => m_Wrapper.m_Gameplay_Look;
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/// <summary>
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/// Provides access to the underlying input action "Gameplay/PickUp".
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/// </summary>
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public InputAction @PickUp => m_Wrapper.m_Gameplay_PickUp;
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/// <summary>
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/// Provides access to the underlying input action "Gameplay/Drop".
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/// </summary>
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public InputAction @Drop => m_Wrapper.m_Gameplay_Drop;
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/// <summary>
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/// Provides access to the underlying input action "Gameplay/Throw".
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/// </summary>
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public InputAction @Throw => m_Wrapper.m_Gameplay_Throw;
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/// <summary>
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/// Provides access to the underlying input action map instance.
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/// </summary>
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public InputActionMap Get() { return m_Wrapper.m_Gameplay; }
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
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public void Enable() { Get().Enable(); }
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
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public void Disable() { Get().Disable(); }
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/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
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public bool enabled => Get().enabled;
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/// <summary>
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/// Implicitly converts an <see ref="GameplayActions" /> to an <see ref="InputActionMap" /> instance.
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/// </summary>
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public static implicit operator InputActionMap(GameplayActions set) { return set.Get(); }
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/// <summary>
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/// 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.
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/// </summary>
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/// <param name="instance">Callback instance.</param>
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/// <remarks>
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/// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing.
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/// </remarks>
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/// <seealso cref="GameplayActions" />
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public void AddCallbacks(IGameplayActions instance)
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{
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if (instance == null || m_Wrapper.m_GameplayActionsCallbackInterfaces.Contains(instance)) return;
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@Throw.canceled += instance.OnThrow;
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}
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/// <summary>
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/// 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.
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/// </summary>
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/// <remarks>
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/// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects.
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/// </remarks>
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/// <seealso cref="GameplayActions" />
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private void UnregisterCallbacks(IGameplayActions instance)
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{
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@Move.started -= instance.OnMove;
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@Throw.canceled -= instance.OnThrow;
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}
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/// <summary>
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/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />.
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/// </summary>
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/// <seealso cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />
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public void RemoveCallbacks(IGameplayActions instance)
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{
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if (m_Wrapper.m_GameplayActionsCallbackInterfaces.Remove(instance))
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UnregisterCallbacks(instance);
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}
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/// <summary>
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/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />.
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/// </summary>
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/// <remarks>
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/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
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/// </remarks>
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/// <seealso cref="GameplayActions.AddCallbacks(IGameplayActions)" />
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/// <seealso cref="GameplayActions.RemoveCallbacks(IGameplayActions)" />
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/// <seealso cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />
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public void SetCallbacks(IGameplayActions instance)
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{
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foreach (var item in m_Wrapper.m_GameplayActionsCallbackInterfaces)
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AddCallbacks(instance);
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}
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}
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/// <summary>
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/// Provides a new <see cref="GameplayActions" /> instance referencing this action map.
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/// </summary>
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public GameplayActions @Gameplay => new GameplayActions(this);
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private int m_GamepadSchemeIndex = -1;
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/// <summary>
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/// Provides access to the input control scheme.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
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public InputControlScheme GamepadScheme
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{
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get
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}
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}
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private int m_KeyboardMouseSchemeIndex = -1;
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/// <summary>
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/// Provides access to the input control scheme.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
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public InputControlScheme KeyboardMouseScheme
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{
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get
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return asset.controlSchemes[m_KeyboardMouseSchemeIndex];
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}
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}
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/// <summary>
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/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Gameplay" which allows adding and removing callbacks.
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/// </summary>
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/// <seealso cref="GameplayActions.AddCallbacks(IGameplayActions)" />
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/// <seealso cref="GameplayActions.RemoveCallbacks(IGameplayActions)" />
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public interface IGameplayActions
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{
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/// <summary>
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/// 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" />.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnMove(InputAction.CallbackContext context);
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/// <summary>
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/// 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" />.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnLook(InputAction.CallbackContext context);
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/// <summary>
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/// Method invoked when associated input action "PickUp" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnPickUp(InputAction.CallbackContext context);
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/// <summary>
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/// Method invoked when associated input action "Drop" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnDrop(InputAction.CallbackContext context);
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/// <summary>
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/// Method invoked when associated input action "Throw" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnThrow(InputAction.CallbackContext context);
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}
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}

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