Practice_Unity/Assets/Settings/InputActions.cs
Seonkyu.kim 7d8657752e 작업
1. 조이스틱 동작
  1.1. 플레이어 컨트롤러 연동
  1.2. 자연스러운 방향 전환 추가
2. 베이스씬 작업
  2.1. 게임 씬 추가
    2.2. 조이스틱 UI 추가

Todo
1. 카메라를 캐릭터한테 붙이기
2. 다른 UI 작업도 추가하기
3. 몬스터 AI 작업도 할 수 있으면 해보기
2025-09-22 17:48:06 +09:00

420 lines
17 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.14.2
// from Assets/Settings/InputActions.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;
/// <summary>
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/Settings/InputActions.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 @InputActions: IInputActionCollection2, IDisposable
{
/// <summary>
/// Provides access to the underlying asset instance.
/// </summary>
public InputActionAsset asset { get; }
/// <summary>
/// Constructs a new instance.
/// </summary>
public @InputActions()
{
asset = InputActionAsset.FromJson(@"{
""version"": 1,
""name"": ""InputActions"",
""maps"": [
{
""name"": ""UI"",
""id"": ""ccb4a132-9319-42ec-abea-e2e03f0eff55"",
""actions"": [
{
""name"": ""Touch"",
""type"": ""Button"",
""id"": ""fcc90ec3-d069-4214-bf69-c07c3bed104d"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Point"",
""type"": ""Value"",
""id"": ""d0b626da-9743-41a0-8796-ca137b32c38c"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
}
],
""bindings"": [
{
""name"": """",
""id"": ""992edeaf-0e8d-426e-a78b-c975b0239d87"",
""path"": ""<Touchscreen>/Press"",
""interactions"": """",
""processors"": """",
""groups"": "";MOBILE"",
""action"": ""Touch"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""bcdb9b9d-0a16-47c1-8345-532425506960"",
""path"": ""<Mouse>/leftButton"",
""interactions"": """",
""processors"": """",
""groups"": "";MOBILE"",
""action"": ""Touch"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""2e110aef-5606-44e1-9127-e56bc81fb72e"",
""path"": """",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Touch"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""add9cd79-53ba-427e-968b-1a1d472f68ea"",
""path"": ""<Mouse>/position"",
""interactions"": """",
""processors"": """",
""groups"": "";MOBILE"",
""action"": ""Point"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""7597c3ae-f0e7-47bc-a8c8-0e35bd54e13a"",
""path"": ""<Touchscreen>/primaryTouch/position"",
""interactions"": """",
""processors"": """",
""groups"": "";MOBILE"",
""action"": ""Point"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": [
{
""name"": ""MOBILE"",
""bindingGroup"": ""MOBILE"",
""devices"": [
{
""devicePath"": ""<Touchscreen>"",
""isOptional"": false,
""isOR"": false
},
{
""devicePath"": ""<Mouse>"",
""isOptional"": false,
""isOR"": false
},
{
""devicePath"": ""<Keyboard>"",
""isOptional"": false,
""isOR"": false
}
]
}
]
}");
// UI
m_UI = asset.FindActionMap("UI", throwIfNotFound: true);
m_UI_Touch = m_UI.FindAction("Touch", throwIfNotFound: true);
m_UI_Point = m_UI.FindAction("Point", throwIfNotFound: true);
}
~@InputActions()
{
UnityEngine.Debug.Assert(!m_UI.enabled, "This will cause a leak and performance issues, InputActions.UI.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);
}
// UI
private readonly InputActionMap m_UI;
private List<IUIActions> m_UIActionsCallbackInterfaces = new List<IUIActions>();
private readonly InputAction m_UI_Touch;
private readonly InputAction m_UI_Point;
/// <summary>
/// Provides access to input actions defined in input action map "UI".
/// </summary>
public struct UIActions
{
private @InputActions m_Wrapper;
/// <summary>
/// Construct a new instance of the input action map wrapper class.
/// </summary>
public UIActions(@InputActions wrapper) { m_Wrapper = wrapper; }
/// <summary>
/// Provides access to the underlying input action "UI/Touch".
/// </summary>
public InputAction @Touch => m_Wrapper.m_UI_Touch;
/// <summary>
/// Provides access to the underlying input action "UI/Point".
/// </summary>
public InputAction @Point => m_Wrapper.m_UI_Point;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_UI; }
/// <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="UIActions" /> to an <see ref="InputActionMap" /> instance.
/// </summary>
public static implicit operator InputActionMap(UIActions 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="UIActions" />
public void AddCallbacks(IUIActions instance)
{
if (instance == null || m_Wrapper.m_UIActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_UIActionsCallbackInterfaces.Add(instance);
@Touch.started += instance.OnTouch;
@Touch.performed += instance.OnTouch;
@Touch.canceled += instance.OnTouch;
@Point.started += instance.OnPoint;
@Point.performed += instance.OnPoint;
@Point.canceled += instance.OnPoint;
}
/// <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="UIActions" />
private void UnregisterCallbacks(IUIActions instance)
{
@Touch.started -= instance.OnTouch;
@Touch.performed -= instance.OnTouch;
@Touch.canceled -= instance.OnTouch;
@Point.started -= instance.OnPoint;
@Point.performed -= instance.OnPoint;
@Point.canceled -= instance.OnPoint;
}
/// <summary>
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="UIActions.UnregisterCallbacks(IUIActions)" />.
/// </summary>
/// <seealso cref="UIActions.UnregisterCallbacks(IUIActions)" />
public void RemoveCallbacks(IUIActions instance)
{
if (m_Wrapper.m_UIActionsCallbackInterfaces.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="UIActions.AddCallbacks(IUIActions)" />
/// <seealso cref="UIActions.RemoveCallbacks(IUIActions)" />
/// <seealso cref="UIActions.UnregisterCallbacks(IUIActions)" />
public void SetCallbacks(IUIActions instance)
{
foreach (var item in m_Wrapper.m_UIActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_UIActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
/// <summary>
/// Provides a new <see cref="UIActions" /> instance referencing this action map.
/// </summary>
public UIActions @UI => new UIActions(this);
private int m_MOBILESchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme MOBILEScheme
{
get
{
if (m_MOBILESchemeIndex == -1) m_MOBILESchemeIndex = asset.FindControlSchemeIndex("MOBILE");
return asset.controlSchemes[m_MOBILESchemeIndex];
}
}
/// <summary>
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "UI" which allows adding and removing callbacks.
/// </summary>
/// <seealso cref="UIActions.AddCallbacks(IUIActions)" />
/// <seealso cref="UIActions.RemoveCallbacks(IUIActions)" />
public interface IUIActions
{
/// <summary>
/// Method invoked when associated input action "Touch" 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 OnTouch(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Point" 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 OnPoint(InputAction.CallbackContext context);
}
}