Started working on inputs and movement

pull/1/head
RedStealthDev 2 years ago
parent 6b15b64a2e
commit a33891791b

@ -0,0 +1,346 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.4.4
// from Assets/Inputs.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;
public partial class @Inputs : IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @Inputs()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""Inputs"",
""maps"": [
{
""name"": ""Movement"",
""id"": ""d8d47c0a-b662-400d-a385-35807c70320f"",
""actions"": [
{
""name"": ""wasd"",
""type"": ""Value"",
""id"": ""0b6cb4ea-7ff8-4923-b6ab-33d667c9ca70"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
},
{
""name"": ""Jump"",
""type"": ""Button"",
""id"": ""e80a18a4-dc07-4781-a2fb-d1339a1395e2"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Dash"",
""type"": ""Button"",
""id"": ""69029b38-e024-4fc6-a3d3-0ec0fe6bde48"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Next weapon"",
""type"": ""Button"",
""id"": ""0f70482d-054d-45ca-be81-c54e2deb922d"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Last weapon"",
""type"": ""Button"",
""id"": ""838ac902-8907-4180-87a9-f03f438c9069"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""attack"",
""type"": ""Button"",
""id"": ""d99967b7-1e06-448b-b920-422947e9c03e"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
{
""name"": ""2D Vector"",
""id"": ""6c5c6ba8-c84f-4d14-ba76-681085988d36"",
""path"": ""2DVector"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""wasd"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""a7ce409d-b8a9-40a8-82fb-36838e8027b3"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""wasd"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""d99c0c7a-1ef2-4abb-adc8-bf105d8d71e9"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""wasd"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""01b1a9c6-3b80-4b40-a597-e8bc579b9393"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""wasd"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""29c247ff-d21c-4ca8-bf9a-0906d54cc62d"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""wasd"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""264c79a3-0145-44a7-8e56-9c9664661d8d"",
""path"": ""<Keyboard>/space"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Jump"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""7aaca10d-6d18-4407-a143-93fd3f941a82"",
""path"": ""<Keyboard>/shift"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Dash"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""559884ac-6f23-4120-affe-c514ba57b47b"",
""path"": """",
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""isComposite"": false,
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""action"": ""attack"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": []
}");
// Movement
m_Movement = asset.FindActionMap("Movement", throwIfNotFound: true);
m_Movement_wasd = m_Movement.FindAction("wasd", throwIfNotFound: true);
m_Movement_Jump = m_Movement.FindAction("Jump", throwIfNotFound: true);
m_Movement_Dash = m_Movement.FindAction("Dash", throwIfNotFound: true);
m_Movement_Nextweapon = m_Movement.FindAction("Next weapon", throwIfNotFound: true);
m_Movement_Lastweapon = m_Movement.FindAction("Last weapon", throwIfNotFound: true);
m_Movement_attack = m_Movement.FindAction("attack", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
public IEnumerable<InputBinding> bindings => asset.bindings;
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Movement
private readonly InputActionMap m_Movement;
private IMovementActions m_MovementActionsCallbackInterface;
private readonly InputAction m_Movement_wasd;
private readonly InputAction m_Movement_Jump;
private readonly InputAction m_Movement_Dash;
private readonly InputAction m_Movement_Nextweapon;
private readonly InputAction m_Movement_Lastweapon;
private readonly InputAction m_Movement_attack;
public struct MovementActions
{
private @Inputs m_Wrapper;
public MovementActions(@Inputs wrapper) { m_Wrapper = wrapper; }
public InputAction @wasd => m_Wrapper.m_Movement_wasd;
public InputAction @Jump => m_Wrapper.m_Movement_Jump;
public InputAction @Dash => m_Wrapper.m_Movement_Dash;
public InputAction @Nextweapon => m_Wrapper.m_Movement_Nextweapon;
public InputAction @Lastweapon => m_Wrapper.m_Movement_Lastweapon;
public InputAction @attack => m_Wrapper.m_Movement_attack;
public InputActionMap Get() { return m_Wrapper.m_Movement; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(MovementActions set) { return set.Get(); }
public void SetCallbacks(IMovementActions instance)
{
if (m_Wrapper.m_MovementActionsCallbackInterface != null)
{
@wasd.started -= m_Wrapper.m_MovementActionsCallbackInterface.OnWasd;
@wasd.performed -= m_Wrapper.m_MovementActionsCallbackInterface.OnWasd;
@wasd.canceled -= m_Wrapper.m_MovementActionsCallbackInterface.OnWasd;
@Jump.started -= m_Wrapper.m_MovementActionsCallbackInterface.OnJump;
@Jump.performed -= m_Wrapper.m_MovementActionsCallbackInterface.OnJump;
@Jump.canceled -= m_Wrapper.m_MovementActionsCallbackInterface.OnJump;
@Dash.started -= m_Wrapper.m_MovementActionsCallbackInterface.OnDash;
@Dash.performed -= m_Wrapper.m_MovementActionsCallbackInterface.OnDash;
@Dash.canceled -= m_Wrapper.m_MovementActionsCallbackInterface.OnDash;
@Nextweapon.started -= m_Wrapper.m_MovementActionsCallbackInterface.OnNextweapon;
@Nextweapon.performed -= m_Wrapper.m_MovementActionsCallbackInterface.OnNextweapon;
@Nextweapon.canceled -= m_Wrapper.m_MovementActionsCallbackInterface.OnNextweapon;
@Lastweapon.started -= m_Wrapper.m_MovementActionsCallbackInterface.OnLastweapon;
@Lastweapon.performed -= m_Wrapper.m_MovementActionsCallbackInterface.OnLastweapon;
@Lastweapon.canceled -= m_Wrapper.m_MovementActionsCallbackInterface.OnLastweapon;
@attack.started -= m_Wrapper.m_MovementActionsCallbackInterface.OnAttack;
@attack.performed -= m_Wrapper.m_MovementActionsCallbackInterface.OnAttack;
@attack.canceled -= m_Wrapper.m_MovementActionsCallbackInterface.OnAttack;
}
m_Wrapper.m_MovementActionsCallbackInterface = instance;
if (instance != null)
{
@wasd.started += instance.OnWasd;
@wasd.performed += instance.OnWasd;
@wasd.canceled += instance.OnWasd;
@Jump.started += instance.OnJump;
@Jump.performed += instance.OnJump;
@Jump.canceled += instance.OnJump;
@Dash.started += instance.OnDash;
@Dash.performed += instance.OnDash;
@Dash.canceled += instance.OnDash;
@Nextweapon.started += instance.OnNextweapon;
@Nextweapon.performed += instance.OnNextweapon;
@Nextweapon.canceled += instance.OnNextweapon;
@Lastweapon.started += instance.OnLastweapon;
@Lastweapon.performed += instance.OnLastweapon;
@Lastweapon.canceled += instance.OnLastweapon;
@attack.started += instance.OnAttack;
@attack.performed += instance.OnAttack;
@attack.canceled += instance.OnAttack;
}
}
}
public MovementActions @Movement => new MovementActions(this);
public interface IMovementActions
{
void OnWasd(InputAction.CallbackContext context);
void OnJump(InputAction.CallbackContext context);
void OnDash(InputAction.CallbackContext context);
void OnNextweapon(InputAction.CallbackContext context);
void OnLastweapon(InputAction.CallbackContext context);
void OnAttack(InputAction.CallbackContext context);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour
{
private Rigidbody2D rb;
private Inputs Input;
private InputAction Walk;
private InputAction Jump;
private InputAction Dash;
private Vector2 Force;
public float Speed;
private void Awake()
{
Input = new Inputs();
rb = this.gameObject.GetComponent<Rigidbody2D>();
}
private void OnEnable()
{
Walk = Input.Movement.wasd;
Jump = Input.Movement.Jump;
Dash = Input.Movement.Dash;
Walk.Enable();
Jump.Enable();
Dash.Enable();
}
private void OnDisable()
{
Walk.Disable();
Jump.Disable();
Dash.Disable();
}
// Start is called before the first frame update
private void Start()
{
}
// Update is called once per frame
private void Update()
{
Force = Walk.ReadValue<Vector2>();
rb.AddForce(new Vector2(Force.x * Speed * Time.deltaTime, 0), ForceMode2D.Impulse);
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