206 lines
4.5 KiB
C#
206 lines
4.5 KiB
C#
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//======================================================================================================
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// WARNING: This file is auto-generated. Any manual changes might be lost.
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//======================================================================================================
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using System;
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using UnityEngine;
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namespace NeoFPS
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{
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[Serializable]
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public struct FpsInputButton
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{
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public const int None = 0;
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public const int Menu = 1;
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public const int Back = 2;
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public const int Cancel = 3;
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public const int Forward = 4;
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public const int Backward = 5;
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public const int Left = 6;
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public const int Right = 7;
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public const int Jump = 8;
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public const int Sprint = 9;
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public const int SprintToggle = 10;
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public const int Crouch = 11;
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public const int CrouchToggle = 12;
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public const int LeanLeft = 13;
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public const int LeanRight = 14;
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public const int Use = 15;
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public const int PickUp = 16;
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public const int PrimaryFire = 17;
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public const int SecondaryFire = 18;
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public const int SwitchWeaponModes = 19;
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public const int Reload = 20;
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public const int Aim = 21;
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public const int AimToggle = 22;
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public const int Quickslot1 = 23;
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public const int Quickslot2 = 24;
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public const int Quickslot3 = 25;
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public const int Quickslot4 = 26;
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public const int Quickslot5 = 27;
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public const int Quickslot6 = 28;
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public const int Quickslot7 = 29;
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public const int Quickslot8 = 30;
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public const int Quickslot9 = 31;
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public const int Quickslot10 = 32;
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public const int PrevWeapon = 33;
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public const int NextWeapon = 34;
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public const int SwitchWeapon = 35;
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public const int DropWeapon = 36;
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public const int Inspect = 37;
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public const int Holster = 38;
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public const int QuickMenu = 39;
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public const int Stats = 40;
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public const int Inventory = 41;
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public const int Character = 42;
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public const int Crafting = 43;
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public const int Journal = 44;
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public const int Map = 45;
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public const int QuickSave = 46;
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public const int QuickLoad = 47;
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public const int Ability = 48;
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public const int Flashlight = 49;
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public const int OpticsLightPlus = 50;
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public const int OpticsLightMinus = 51;
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public const int count = 52;
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public static readonly string[] names = new string[]
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{
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"None",
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"Menu",
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"Back",
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"Cancel",
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"Forward",
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"Backward",
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"Left",
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"Right",
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"Jump",
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"Sprint",
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"SprintToggle",
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"Crouch",
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"CrouchToggle",
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"LeanLeft",
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"LeanRight",
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"Use",
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"PickUp",
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"PrimaryFire",
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"SecondaryFire",
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"SwitchWeaponModes",
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"Reload",
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"Aim",
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"AimToggle",
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"Quickslot1",
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"Quickslot2",
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"Quickslot3",
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"Quickslot4",
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"Quickslot5",
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"Quickslot6",
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"Quickslot7",
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"Quickslot8",
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"Quickslot9",
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"Quickslot10",
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"PrevWeapon",
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"NextWeapon",
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"SwitchWeapon",
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"DropWeapon",
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"Inspect",
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"Holster",
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"QuickMenu",
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"Stats",
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"Inventory",
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"Character",
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"Crafting",
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"Journal",
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"Map",
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"QuickSave",
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"QuickLoad",
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"Ability",
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"Flashlight",
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"OpticsLightPlus",
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"OpticsLightMinus"
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};
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[SerializeField]
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private int m_Value;
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public int value
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{
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get { return m_Value; }
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set
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{
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int max = (int)(count - 1);
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if (value < 0)
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value = 0;
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if (value > max)
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value = 0; // Reset to default
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m_Value = value;
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}
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}
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private FpsInputButton (int v)
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{
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m_Value = v;
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}
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public static bool IsWithinBounds (int v)
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{
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int cast = (int)v;
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return (cast >= 0) && (cast < count);
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}
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// Checks
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public static bool operator ==(FpsInputButton x, FpsInputButton y)
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{
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return (x.value == y.value);
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}
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public static bool operator ==(FpsInputButton x, int y)
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{
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return (x.value == y);
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}
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public static bool operator !=(FpsInputButton x, FpsInputButton y)
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{
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return (x.value != y.value);
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}
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public static bool operator !=(FpsInputButton x, int y)
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{
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return (x.value != y);
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}
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public override bool Equals (object obj)
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{
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if (obj is FpsInputButton)
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return value == ((FpsInputButton)obj).value;
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if (obj is int)
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return value == (int)value;
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return false;
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}
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// Implicit conversions
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public static implicit operator FpsInputButton (int v)
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{
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int max = count - 1;
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if (v < 0)
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v = 0;
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if (v > max)
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v = 0; // Reset to default
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return new FpsInputButton (v);
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}
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public static implicit operator int (FpsInputButton dam)
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{
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return dam.value;
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}
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public override string ToString ()
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{
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return names [value];
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}
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public override int GetHashCode()
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{
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return value.GetHashCode();
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}
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}
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}
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