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Assets/Samples/RebindingUI/InvokeUnityEvent.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -9,7 +9,7 @@ public class InvokeUnityEvent : MonoBehaviour
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{
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[Tooltip("The input action that triggers the Unity event when performed.")]
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public InputActionReference action;
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[Tooltip("The Unity event to be invoked when action is performed.")]
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public UnityEvent onPerformed;
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Assets/Samples/RebindingUI/RebindUIGameManager.cs

Lines changed: 7 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -10,13 +10,13 @@ public class RebindUIGameManager : MonoBehaviour
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{
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[Tooltip("The in-game menu object to be activated and deactivated when menu is toggled (Required).")]
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public GameObject menu;
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[Tooltip("The gameplay actions to be disabled when exiting game mode and enabled when entering game mode (Required).")]
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public InputActionAsset gameplayActions;
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[Tooltip("The input action to be used to toggle menu (Required).")]
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public InputActionReference toggleMenuAction;
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/// <summary>
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/// Toggles between game state and rebinding menu state.
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/// </summary>
@@ -32,7 +32,7 @@ public void ToggleMenu()
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break;
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}
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}
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private enum GameState
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{
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Initializing,
@@ -42,13 +42,13 @@ private enum GameState
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private GameState m_CurrentState = GameState.Initializing;
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private GameState m_NextState = GameState.Playing;
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private void SetState(GameState newState)
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{
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// Abort if there is no change to state
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if (newState == m_CurrentState)
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return;
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// Update current state
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m_CurrentState = newState;
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@@ -70,7 +70,7 @@ private void SetState(GameState newState)
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EventSystem.current.SetSelectedGameObject(EventSystem.current.firstSelectedGameObject);
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break;
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}
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Debug.Log(m_CurrentState);
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}
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