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8
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152
Assets/Actions/Shooting Actions.cs
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152
Assets/Actions/Shooting Actions.cs
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@ -0,0 +1,152 @@
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//------------------------------------------------------------------------------
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||||
// <auto-generated>
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||||
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
|
||||
// version 1.3.0
|
||||
// from Assets/Actions/Shooting Actions.inputactions
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.InputSystem.Utilities;
|
||||
|
||||
public partial class @ShootingActions : IInputActionCollection2, IDisposable
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||||
{
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||||
public InputActionAsset asset { get; }
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||||
public @ShootingActions()
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||||
{
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""name"": ""Shooting Actions"",
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{
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""name"": """",
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""path"": ""<Mouse>/leftButton"",
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""interactions"": """",
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""groups"": """",
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""action"": ""Shoot"",
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}
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],
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""controlSchemes"": []
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||||
}");
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||||
// Player
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||||
m_Player = asset.FindActionMap("Player", throwIfNotFound: true);
|
||||
m_Player_Shoot = m_Player.FindAction("Shoot", throwIfNotFound: true);
|
||||
}
|
||||
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||||
public void Dispose()
|
||||
{
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||||
UnityEngine.Object.Destroy(asset);
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||||
}
|
||||
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||||
public InputBinding? bindingMask
|
||||
{
|
||||
get => asset.bindingMask;
|
||||
set => asset.bindingMask = value;
|
||||
}
|
||||
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||||
public ReadOnlyArray<InputDevice>? devices
|
||||
{
|
||||
get => asset.devices;
|
||||
set => asset.devices = value;
|
||||
}
|
||||
|
||||
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
|
||||
|
||||
public bool Contains(InputAction action)
|
||||
{
|
||||
return asset.Contains(action);
|
||||
}
|
||||
|
||||
public IEnumerator<InputAction> GetEnumerator()
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||||
{
|
||||
return asset.GetEnumerator();
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||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
public void Enable()
|
||||
{
|
||||
asset.Enable();
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||||
}
|
||||
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||||
public void Disable()
|
||||
{
|
||||
asset.Disable();
|
||||
}
|
||||
public IEnumerable<InputBinding> bindings => asset.bindings;
|
||||
|
||||
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
|
||||
{
|
||||
return asset.FindAction(actionNameOrId, throwIfNotFound);
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||||
}
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||||
public int FindBinding(InputBinding bindingMask, out InputAction action)
|
||||
{
|
||||
return asset.FindBinding(bindingMask, out action);
|
||||
}
|
||||
|
||||
// Player
|
||||
private readonly InputActionMap m_Player;
|
||||
private IPlayerActions m_PlayerActionsCallbackInterface;
|
||||
private readonly InputAction m_Player_Shoot;
|
||||
public struct PlayerActions
|
||||
{
|
||||
private @ShootingActions m_Wrapper;
|
||||
public PlayerActions(@ShootingActions wrapper) { m_Wrapper = wrapper; }
|
||||
public InputAction @Shoot => m_Wrapper.m_Player_Shoot;
|
||||
public InputActionMap Get() { return m_Wrapper.m_Player; }
|
||||
public void Enable() { Get().Enable(); }
|
||||
public void Disable() { Get().Disable(); }
|
||||
public bool enabled => Get().enabled;
|
||||
public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); }
|
||||
public void SetCallbacks(IPlayerActions instance)
|
||||
{
|
||||
if (m_Wrapper.m_PlayerActionsCallbackInterface != null)
|
||||
{
|
||||
@Shoot.started -= m_Wrapper.m_PlayerActionsCallbackInterface.OnShoot;
|
||||
@Shoot.performed -= m_Wrapper.m_PlayerActionsCallbackInterface.OnShoot;
|
||||
@Shoot.canceled -= m_Wrapper.m_PlayerActionsCallbackInterface.OnShoot;
|
||||
}
|
||||
m_Wrapper.m_PlayerActionsCallbackInterface = instance;
|
||||
if (instance != null)
|
||||
{
|
||||
@Shoot.started += instance.OnShoot;
|
||||
@Shoot.performed += instance.OnShoot;
|
||||
@Shoot.canceled += instance.OnShoot;
|
||||
}
|
||||
}
|
||||
}
|
||||
public PlayerActions @Player => new PlayerActions(this);
|
||||
public interface IPlayerActions
|
||||
{
|
||||
void OnShoot(InputAction.CallbackContext context);
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||||
}
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34
Assets/Actions/Shooting Actions.inputactions
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34
Assets/Actions/Shooting Actions.inputactions
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{
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