Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

DOCS: Added auto-generated docs for auto-generated code. #2045

Merged
merged 7 commits into from
Nov 11, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
183 changes: 183 additions & 0 deletions Assets/Samples/InGameHints/InGameHintsActions.cs
Original file line number Diff line number Diff line change
Expand Up @@ -17,9 +17,73 @@

namespace UnityEngine.InputSystem.Samples.InGameHints
{
/// <summary>
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/Samples/InGameHints/InGameHintsActions.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 @InGameHintsActions: IInputActionCollection2, IDisposable
{
/// <summary>
/// Provides access to the underlying asset instance.
/// </summary>
public InputActionAsset asset { get; }

/// <summary>
/// Constructs a new instance.
/// </summary>
public @InGameHintsActions()
{
asset = InputActionAsset.FromJson(@"{
Expand Down Expand Up @@ -277,57 +341,71 @@ public @InGameHintsActions()
UnityEngine.Debug.Assert(!m_Gameplay.enabled, "This will cause a leak and performance issues, InGameHintsActions.Gameplay.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);
Expand All @@ -341,20 +419,59 @@ public int FindBinding(InputBinding bindingMask, out InputAction action)
private readonly InputAction m_Gameplay_PickUp;
private readonly InputAction m_Gameplay_Drop;
private readonly InputAction m_Gameplay_Throw;
/// <summary>
/// Provides access to input actions defined in input action map "Gameplay".
/// </summary>
public struct GameplayActions
{
private @InGameHintsActions m_Wrapper;

/// <summary>
/// Construct a new instance of the input action map wrapper class.
/// </summary>
public GameplayActions(@InGameHintsActions wrapper) { m_Wrapper = wrapper; }
/// <summary>
/// Provides access to the underlying input action "Gameplay/Move".
/// </summary>
public InputAction @Move => m_Wrapper.m_Gameplay_Move;
/// <summary>
/// Provides access to the underlying input action "Gameplay/Look".
/// </summary>
public InputAction @Look => m_Wrapper.m_Gameplay_Look;
/// <summary>
/// Provides access to the underlying input action "Gameplay/PickUp".
/// </summary>
public InputAction @PickUp => m_Wrapper.m_Gameplay_PickUp;
/// <summary>
/// Provides access to the underlying input action "Gameplay/Drop".
/// </summary>
public InputAction @Drop => m_Wrapper.m_Gameplay_Drop;
/// <summary>
/// Provides access to the underlying input action "Gameplay/Throw".
/// </summary>
public InputAction @Throw => m_Wrapper.m_Gameplay_Throw;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_Gameplay; }
/// <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="GameplayActions" /> to an <see ref="InputActionMap" /> instance.
/// </summary>
public static implicit operator InputActionMap(GameplayActions 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="GameplayActions" />
public void AddCallbacks(IGameplayActions instance)
{
if (instance == null || m_Wrapper.m_GameplayActionsCallbackInterfaces.Contains(instance)) return;
Expand All @@ -376,6 +493,13 @@ public void AddCallbacks(IGameplayActions instance)
@Throw.canceled += instance.OnThrow;
}

/// <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="GameplayActions" />
private void UnregisterCallbacks(IGameplayActions instance)
{
@Move.started -= instance.OnMove;
Expand All @@ -395,12 +519,25 @@ private void UnregisterCallbacks(IGameplayActions instance)
@Throw.canceled -= instance.OnThrow;
}

/// <summary>
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />.
/// </summary>
/// <seealso cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />
public void RemoveCallbacks(IGameplayActions instance)
{
if (m_Wrapper.m_GameplayActionsCallbackInterfaces.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="GameplayActions.AddCallbacks(IGameplayActions)" />
/// <seealso cref="GameplayActions.RemoveCallbacks(IGameplayActions)" />
/// <seealso cref="GameplayActions.UnregisterCallbacks(IGameplayActions)" />
public void SetCallbacks(IGameplayActions instance)
{
foreach (var item in m_Wrapper.m_GameplayActionsCallbackInterfaces)
Expand All @@ -409,8 +546,15 @@ public void SetCallbacks(IGameplayActions instance)
AddCallbacks(instance);
}
}
/// <summary>
/// Provides a new <see cref="GameplayActions" /> instance referencing this action map.
/// </summary>
public GameplayActions @Gameplay => new GameplayActions(this);
private int m_GamepadSchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme GamepadScheme
{
get
Expand All @@ -420,6 +564,10 @@ public InputControlScheme GamepadScheme
}
}
private int m_KeyboardMouseSchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme KeyboardMouseScheme
{
get
Expand All @@ -428,12 +576,47 @@ public InputControlScheme KeyboardMouseScheme
return asset.controlSchemes[m_KeyboardMouseSchemeIndex];
}
}
/// <summary>
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Gameplay" which allows adding and removing callbacks.
/// </summary>
/// <seealso cref="GameplayActions.AddCallbacks(IGameplayActions)" />
/// <seealso cref="GameplayActions.RemoveCallbacks(IGameplayActions)" />
public interface IGameplayActions
{
/// <summary>
/// Method invoked when associated input action "Move" 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 OnMove(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Look" 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 OnLook(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "PickUp" 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 OnPickUp(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Drop" 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 OnDrop(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Throw" 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 OnThrow(InputAction.CallbackContext context);
}
}
Expand Down
Loading