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