//------------------------------------------------------------------------------ // // This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator // version 1.14.2 // from Assets/Scripts/GameInputs.inputactions // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using System; using System.Collections; using System.Collections.Generic; using UnityEngine.InputSystem; using UnityEngine.InputSystem.Utilities; namespace MedievalParty { /// /// Provides programmatic access to , , and instances defined in asset "Assets/Scripts/GameInputs.inputactions". /// /// /// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified. /// /// /// /// 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($"OnMove: {context.ReadValue<Vector2>()}"); /// } /// /// // Invoked when "Attack" action is either started, performed or canceled. /// public void OnAttack(InputAction.CallbackContext context) /// { /// Debug.Log($"OnAttack: {context.ReadValue<float>()}"); /// } /// /// #endregion /// } /// /// public partial class @GameInputs: IInputActionCollection2, IDisposable { /// /// Provides access to the underlying asset instance. /// public InputActionAsset asset { get; } /// /// Constructs a new instance. /// public @GameInputs() { asset = InputActionAsset.FromJson(@"{ ""version"": 0, ""name"": ""GameInputs"", ""maps"": [], ""controlSchemes"": [] }"); } ~@GameInputs() { } /// /// Destroys this asset and all associated instances. /// public void Dispose() { UnityEngine.Object.Destroy(asset); } /// public InputBinding? bindingMask { get => asset.bindingMask; set => asset.bindingMask = value; } /// public ReadOnlyArray? devices { get => asset.devices; set => asset.devices = value; } /// public ReadOnlyArray controlSchemes => asset.controlSchemes; /// public bool Contains(InputAction action) { return asset.Contains(action); } /// public IEnumerator GetEnumerator() { return asset.GetEnumerator(); } /// IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } /// public void Enable() { asset.Enable(); } /// public void Disable() { asset.Disable(); } /// public IEnumerable bindings => asset.bindings; /// public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false) { return asset.FindAction(actionNameOrId, throwIfNotFound); } /// public int FindBinding(InputBinding bindingMask, out InputAction action) { return asset.FindBinding(bindingMask, out action); } } }