Skip to content

Commit b795841

Browse files
committed
Reverted change to code generator source file dependent on asset
1 parent d40a2ea commit b795841

File tree

1 file changed

+0
-148
lines changed

1 file changed

+0
-148
lines changed

Assets/Tests/InputSystem/InputActionCodeGeneratorActions.cs

Lines changed: 0 additions & 148 deletions
Original file line numberDiff line numberDiff line change
@@ -15,73 +15,9 @@
1515
using UnityEngine.InputSystem;
1616
using UnityEngine.InputSystem.Utilities;
1717

18-
/// <summary>
19-
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/Tests/InputSystem/InputActionCodeGeneratorActions.inputactions".
20-
/// </summary>
21-
/// <remarks>
22-
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
23-
/// </remarks>
24-
/// <example>
25-
/// <code>
26-
/// using namespace UnityEngine;
27-
/// using UnityEngine.InputSystem;
28-
///
29-
/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
30-
/// public class Example : MonoBehaviour, MyActions.IPlayerActions
31-
/// {
32-
/// private MyActions_Actions m_Actions; // Source code representation of asset.
33-
/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
34-
///
35-
/// void Awake()
36-
/// {
37-
/// m_Actions = new MyActions_Actions(); // Create asset object.
38-
/// m_Player = m_Actions.Player; // Extract action map object.
39-
/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
40-
/// }
41-
///
42-
/// void OnDestroy()
43-
/// {
44-
/// m_Actions.Dispose(); // Destroy asset object.
45-
/// }
46-
///
47-
/// void OnEnable()
48-
/// {
49-
/// m_Player.Enable(); // Enable all actions within map.
50-
/// }
51-
///
52-
/// void OnDisable()
53-
/// {
54-
/// m_Player.Disable(); // Disable all actions within map.
55-
/// }
56-
///
57-
/// #region Interface implementation of MyActions.IPlayerActions
58-
///
59-
/// // Invoked when "Move" action is either started, performed or canceled.
60-
/// public void OnMove(InputAction.CallbackContext context)
61-
/// {
62-
/// Debug.Log($"OnMove: {context.ReadValue&lt;Vector2&gt;()}");
63-
/// }
64-
///
65-
/// // Invoked when "Attack" action is either started, performed or canceled.
66-
/// public void OnAttack(InputAction.CallbackContext context)
67-
/// {
68-
/// Debug.Log($"OnAttack: {context.ReadValue&lt;float&gt;()}");
69-
/// }
70-
///
71-
/// #endregion
72-
/// }
73-
/// </code>
74-
/// </example>
7518
public partial class @InputActionCodeGeneratorActions: IInputActionCollection2, IDisposable
7619
{
77-
/// <summary>
78-
/// Provides access to the underlying asset instance.
79-
/// </summary>
8020
public InputActionAsset asset { get; }
81-
82-
/// <summary>
83-
/// Constructs a new instance.
84-
/// </summary>
8521
public @InputActionCodeGeneratorActions()
8622
{
8723
asset = InputActionAsset.FromJson(@"{
@@ -149,71 +85,57 @@ public @InputActionCodeGeneratorActions()
14985
UnityEngine.Debug.Assert(!m_gameplay.enabled, "This will cause a leak and performance issues, InputActionCodeGeneratorActions.gameplay.Disable() has not been called.");
15086
}
15187

152-
/// <summary>
153-
/// Destroys this asset and all associated <see cref="InputAction"/> instances.
154-
/// </summary>
15588
public void Dispose()
15689
{
15790
UnityEngine.Object.Destroy(asset);
15891
}
15992

160-
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" />
16193
public InputBinding? bindingMask
16294
{
16395
get => asset.bindingMask;
16496
set => asset.bindingMask = value;
16597
}
16698

167-
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" />
16899
public ReadOnlyArray<InputDevice>? devices
169100
{
170101
get => asset.devices;
171102
set => asset.devices = value;
172103
}
173104

174-
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" />
175105
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
176106

177-
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" />
178107
public bool Contains(InputAction action)
179108
{
180109
return asset.Contains(action);
181110
}
182111

183-
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" />
184112
public IEnumerator<InputAction> GetEnumerator()
185113
{
186114
return asset.GetEnumerator();
187115
}
188116

189-
/// <inheritdoc cref="IEnumerable.GetEnumerator()" />
190117
IEnumerator IEnumerable.GetEnumerator()
191118
{
192119
return GetEnumerator();
193120
}
194121

195-
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" />
196122
public void Enable()
197123
{
198124
asset.Enable();
199125
}
200126

201-
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" />
202127
public void Disable()
203128
{
204129
asset.Disable();
205130
}
206131

207-
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" />
208132
public IEnumerable<InputBinding> bindings => asset.bindings;
209133

210-
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" />
211134
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
212135
{
213136
return asset.FindAction(actionNameOrId, throwIfNotFound);
214137
}
215138

216-
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" />
217139
public int FindBinding(InputBinding bindingMask, out InputAction action)
218140
{
219141
return asset.FindBinding(bindingMask, out action);
@@ -224,47 +146,17 @@ public int FindBinding(InputBinding bindingMask, out InputAction action)
224146
private List<IGameplayActions> m_GameplayActionsCallbackInterfaces = new List<IGameplayActions>();
225147
private readonly InputAction m_gameplay_action1;
226148
private readonly InputAction m_gameplay_action2;
227-
/// <summary>
228-
/// Provides access to input actions defined in input action map "gameplay".
229-
/// </summary>
230149
public struct GameplayActions
231150
{
232151
private @InputActionCodeGeneratorActions m_Wrapper;
233-
234-
/// <summary>
235-
/// Construct a new instance of the input action map wrapper class.
236-
/// </summary>
237152
public GameplayActions(@InputActionCodeGeneratorActions wrapper) { m_Wrapper = wrapper; }
238-
/// <summary>
239-
/// Provides access to the underlying input action "gameplay/action1".
240-
/// </summary>
241153
public InputAction @action1 => m_Wrapper.m_gameplay_action1;
242-
/// <summary>
243-
/// Provides access to the underlying input action "gameplay/action2".
244-
/// </summary>
245154
public InputAction @action2 => m_Wrapper.m_gameplay_action2;
246-
/// <summary>
247-
/// Provides access to the underlying input action map instance.
248-
/// </summary>
249155
public InputActionMap Get() { return m_Wrapper.m_gameplay; }
250-
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
251156
public void Enable() { Get().Enable(); }
252-
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
253157
public void Disable() { Get().Disable(); }
254-
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
255158
public bool enabled => Get().enabled;
256-
/// <summary>
257-
/// Implicitly converts an <see ref="GameplayActions" /> to an <see ref="InputActionMap" /> instance.
258-
/// </summary>
259159
public static implicit operator InputActionMap(GameplayActions set) { return set.Get(); }
260-
/// <summary>
261-
/// 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.
262-
/// </summary>
263-
/// <param name="instance">Callback instance.</param>
264-
/// <remarks>
265-
/// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing.
266-
/// </remarks>
267-
/// <seealso cref="GameplayActions" />
268160
public void AddCallbacks(IGameplayActions instance)
269161
{
270162
if (instance == null || m_Wrapper.m_GameplayActionsCallbackInterfaces.Contains(instance)) return;
@@ -277,13 +169,6 @@ public void AddCallbacks(IGameplayActions instance)
277169
@action2.canceled += instance.OnAction2;
278170
}
279171

280-
/// <summary>
281-
/// 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.
282-
/// </summary>
283-
/// <remarks>
284-
/// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects.
285-
/// </remarks>
286-
/// <seealso cref="GameplayActions" />
287172
private void UnregisterCallbacks(IGameplayActions instance)
288173
{
289174
@action1.started -= instance.OnAction1;
@@ -294,25 +179,12 @@ private void UnregisterCallbacks(IGameplayActions instance)
294179
@action2.canceled -= instance.OnAction2;
295180
}
296181

297-
/// <summary>
298-
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />.
299-
/// </summary>
300-
/// <seealso cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />
301182
public void RemoveCallbacks(IGameplayActions instance)
302183
{
303184
if (m_Wrapper.m_GameplayActionsCallbackInterfaces.Remove(instance))
304185
UnregisterCallbacks(instance);
305186
}
306187

307-
/// <summary>
308-
/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />.
309-
/// </summary>
310-
/// <remarks>
311-
/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
312-
/// </remarks>
313-
/// <seealso cref="GameplayActions.AddCallbacks(IGameplayActions)" />
314-
/// <seealso cref="GameplayActions.RemoveCallbacks(IGameplayActions)" />
315-
/// <seealso cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />
316188
public void SetCallbacks(IGameplayActions instance)
317189
{
318190
foreach (var item in m_Wrapper.m_GameplayActionsCallbackInterfaces)
@@ -321,30 +193,10 @@ public void SetCallbacks(IGameplayActions instance)
321193
AddCallbacks(instance);
322194
}
323195
}
324-
/// <summary>
325-
/// Provides a new <see cref="GameplayActions" /> instance referencing this action map.
326-
/// </summary>
327196
public GameplayActions @gameplay => new GameplayActions(this);
328-
/// <summary>
329-
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "gameplay" which allows adding and removing callbacks.
330-
/// </summary>
331-
/// <seealso cref="GameplayActions.AddCallbacks(IGameplayActions)" />
332-
/// <seealso cref="GameplayActions.RemoveCallbacks(IGameplayActions)" />
333197
public interface IGameplayActions
334198
{
335-
/// <summary>
336-
/// Method invoked when associated input action "action1" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
337-
/// </summary>
338-
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
339-
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
340-
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
341199
void OnAction1(InputAction.CallbackContext context);
342-
/// <summary>
343-
/// Method invoked when associated input action "action2" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
344-
/// </summary>
345-
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
346-
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
347-
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
348200
void OnAction2(InputAction.CallbackContext context);
349201
}
350202
}

0 commit comments

Comments
 (0)