/* using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; using BITKit.BITInputSystem; using BITKit; namespace BITKit.SubSystems.Input { [SubSystemConfig(isMainThread = true)] public class BITInputSystem : SubBITSystem, BITController.IGameplayActions, BITController.IUIActions { [ExcuteOnStart] static void Reload() { BITSystems.GetOrCreate(); } public const string _inputSystem_enabled = "InputSystem_Enabled"; ValidHandle enabled = new(); BITController controller; public override void OnCreate() { controller = new(); enabled.AddListener(SetActive); Data.AddListener(_inputSystem_enabled, x => { enabled.SetElements(this, x); }, true); } public virtual void OnMovement(InputAction.CallbackContext context) { Data.Set(nameof(OnMovement), context); } public virtual void OnView(InputAction.CallbackContext context) { Data.Set(nameof(OnView), context); } public virtual void OnJump(InputAction.CallbackContext context) { Data.Set(nameof(OnJump), context); } public virtual void OnCrouch(InputAction.CallbackContext context) { Data.Set(nameof(OnCrouch), context); } public virtual void OnHoldCrouch(InputAction.CallbackContext context) { Data.Set(nameof(OnHoldCrouch), context); } public virtual void OnFire(InputAction.CallbackContext context) { Data.Set(nameof(OnFire), context); } public virtual void OnAim(InputAction.CallbackContext context) { Data.Set(nameof(OnAim), context); } public virtual void OnInteractive(InputAction.CallbackContext context) { Data.Set(nameof(OnInteractive), context); } public virtual void OnAbility(InputAction.CallbackContext context) { Data.Set(nameof(OnAbility), context); } public virtual void OnMelee(InputAction.CallbackContext context) { Data.Set(nameof(OnMelee), context); } public virtual void OnRun(InputAction.CallbackContext context) { Data.Set(nameof(OnRun), context); } public virtual void OnRunHold(InputAction.CallbackContext context) { Data.Set(nameof(OnRunHold), context); } public virtual void OnReload(InputAction.CallbackContext context) { Data.Set(nameof(OnReload), context); } public virtual void OnPrimary(InputAction.CallbackContext context) { Data.Set(nameof(OnPrimary), context); } public virtual void OnSecondary(InputAction.CallbackContext context) { Data.Set(nameof(OnSecondary), context); } public virtual void OnTertiary(InputAction.CallbackContext context) { Data.Set(nameof(OnTertiary), context); } public virtual void OnQuaternary(InputAction.CallbackContext context) { Data.Set(nameof(OnQuaternary), context); } public virtual void OnQuinary(InputAction.CallbackContext context) { Data.Set(nameof(OnQuinary), context); } public virtual void OnSenary(InputAction.CallbackContext context) { Data.Set(nameof(OnSenary), context); } public virtual void OnSeptenary(InputAction.CallbackContext context) { Data.Set(nameof(OnSeptenary), context); } public virtual void OnOctonary(InputAction.CallbackContext context) { Data.Set(nameof(OnOctonary), context); } public virtual void OnNonary(InputAction.CallbackContext context) { Data.Set(nameof(OnNonary), context); } public virtual void OnDenary(InputAction.CallbackContext context) { Data.Set(nameof(OnDenary), context); } public virtual void OnPoint(InputAction.CallbackContext context) { Data.Set(nameof(OnPoint), context); } public virtual void OnLeftClick(InputAction.CallbackContext context) { Data.Set(nameof(OnLeftClick), context); } public virtual void OnMiddleClick(InputAction.CallbackContext context) { Data.Set(nameof(OnMiddleClick), context); } public virtual void OnRightClick(InputAction.CallbackContext context) { Data.Set(nameof(OnRightClick), context); } public virtual void OnScrollWheel(InputAction.CallbackContext context) { Data.Set(nameof(OnScrollWheel), context); } public virtual void OnMove(InputAction.CallbackContext context) { Data.Set(nameof(OnMove), context); } public virtual void OnSubmit(InputAction.CallbackContext context) { Data.Set(nameof(OnSubmit), context); } public virtual void OnCancel(InputAction.CallbackContext context) { Data.Set(nameof(OnCancel), context); } public virtual void OnTrackedPosition(InputAction.CallbackContext context) { Data.Set(nameof(OnTrackedPosition), context); } public virtual void OnTrackedOrientation(InputAction.CallbackContext context) { Data.Set(nameof(OnTrackedOrientation), context); } public virtual void OnInventory(InputAction.CallbackContext context) { Data.Set(nameof(OnInventory), context); } void SetActive(bool active) { if (active) { controller.Gameplay.Enable(); controller.UI.Enable(); controller.Gameplay.SetCallbacks(this); controller.UI.SetCallbacks(this); } else { controller.Gameplay.Disable(); controller.UI.Disable(); Data.Clear(); } BIT4Log.Log(active); } } } */