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183 changes: 0 additions & 183 deletions Assets/Samples/InGameHints/InGameHintsActions.cs
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namespace UnityEngine.InputSystem.Samples.InGameHints
{
/// <summary>
/// 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".
/// </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 @InGameHintsActions: IInputActionCollection2, IDisposable
{
/// <summary>
/// Provides access to the underlying asset instance.
/// </summary>
public InputActionAsset asset { get; }

/// <summary>
/// Constructs a new instance.
/// </summary>
public @InGameHintsActions()
{
asset = InputActionAsset.FromJson(@"{
Expand Down Expand Up @@ -341,71 +277,57 @@ public @InGameHintsActions()
UnityEngine.Debug.Assert(!m_Gameplay.enabled, "This will cause a leak and performance issues, InGameHintsActions.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);
Expand All @@ -419,59 +341,20 @@ public int FindBinding(InputBinding bindingMask, out InputAction action)
private readonly InputAction m_Gameplay_PickUp;
private readonly InputAction m_Gameplay_Drop;
private readonly InputAction m_Gameplay_Throw;
/// <summary>
/// Provides access to input actions defined in input action map "Gameplay".
/// </summary>
public struct GameplayActions
{
private @InGameHintsActions m_Wrapper;

/// <summary>
/// Construct a new instance of the input action map wrapper class.
/// </summary>
public GameplayActions(@InGameHintsActions wrapper) { m_Wrapper = wrapper; }
/// <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 "Gameplay/PickUp".
/// </summary>
public InputAction @PickUp => m_Wrapper.m_Gameplay_PickUp;
/// <summary>
/// Provides access to the underlying input action "Gameplay/Drop".
/// </summary>
public InputAction @Drop => m_Wrapper.m_Gameplay_Drop;
/// <summary>
/// Provides access to the underlying input action "Gameplay/Throw".
/// </summary>
public InputAction @Throw => m_Wrapper.m_Gameplay_Throw;
/// <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;
Expand All @@ -493,13 +376,6 @@ public void AddCallbacks(IGameplayActions instance)
@Throw.canceled += instance.OnThrow;
}

/// <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)
{
@Move.started -= instance.OnMove;
Expand All @@ -519,25 +395,12 @@ private void UnregisterCallbacks(IGameplayActions instance)
@Throw.canceled -= instance.OnThrow;
}

/// <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)
Expand All @@ -546,15 +409,8 @@ public void SetCallbacks(IGameplayActions instance)
AddCallbacks(instance);
}
}
/// <summary>
/// Provides a new <see cref="GameplayActions" /> instance referencing this action map.
/// </summary>
public GameplayActions @Gameplay => new GameplayActions(this);
private int m_GamepadSchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme GamepadScheme
{
get
Expand All @@ -564,10 +420,6 @@ public InputControlScheme GamepadScheme
}
}
private int m_KeyboardMouseSchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme KeyboardMouseScheme
{
get
Expand All @@ -576,47 +428,12 @@ public InputControlScheme KeyboardMouseScheme
return asset.controlSchemes[m_KeyboardMouseSchemeIndex];
}
}
/// <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 "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);
/// <summary>
/// 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" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnPickUp(InputAction.CallbackContext context);
/// <summary>
/// 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" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnDrop(InputAction.CallbackContext context);
/// <summary>
/// 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" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnThrow(InputAction.CallbackContext context);
}
}
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