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Unity/Extensions/Entity/EntityInput.cs
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60
Unity/Extensions/Entity/EntityInput.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using System;
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using System.Linq;
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using BITKit;
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namespace BITKit.Entities
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{
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public class EntityInput : EntityInputComponent
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{
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public UniversalInputSystem.BITController controller;
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EntityInputComponent[] inputComponents;
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public override void OnSpawn()
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{
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if (isLocalPlayer)
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{
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var list = GetComponents<EntityInputComponent>().ToList();
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list.Remove(this);
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inputComponents = list.ToArray();
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controller = new();
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controller.Enable();
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Init();
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}
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}
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public override void OnDespawn()
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{
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if (isLocalPlayer)
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{
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controller.Disable();
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controller.Dispose();
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}
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}
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void Init()
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{
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var gamePlayType = typeof(UniversalInputSystem.BITController.GameplayActions);
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gamePlayType
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.GetProperties()
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.Where(x => x.PropertyType == typeof(InputAction))
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.ForEach(property =>
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{
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var action = property.GetValue(controller.Gameplay) as InputAction;
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object[] pars = new object[1];
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action.started += Callback;
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action.performed += Callback;
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action.canceled += Callback;
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void Callback(InputAction.CallbackContext context)
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{
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pars[0] = context;
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foreach (var component in inputComponents)
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{
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typeof(UniversalInputSystem.BITController.IGameplayActions)
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.GetMethod($"On{property.Name}")
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.Invoke(component, pars);
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}
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}
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});
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}
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}
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}
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