projectEli/Assets/NeoFPS/Core/Input/FpsInputButton.cs

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2022-11-07 01:28:33 +00:00
//======================================================================================================
// WARNING: This file is auto-generated. Any manual changes might be lost.
//======================================================================================================
using System;
using UnityEngine;
namespace NeoFPS
{
[Serializable]
public struct FpsInputButton
{
public const int None = 0;
public const int Menu = 1;
public const int Back = 2;
public const int Cancel = 3;
public const int Forward = 4;
public const int Backward = 5;
public const int Left = 6;
public const int Right = 7;
public const int Jump = 8;
public const int Sprint = 9;
public const int SprintToggle = 10;
public const int Crouch = 11;
public const int CrouchToggle = 12;
public const int LeanLeft = 13;
public const int LeanRight = 14;
public const int Use = 15;
public const int PickUp = 16;
public const int PrimaryFire = 17;
public const int SecondaryFire = 18;
public const int SwitchWeaponModes = 19;
public const int Reload = 20;
public const int Aim = 21;
public const int AimToggle = 22;
public const int Quickslot1 = 23;
public const int Quickslot2 = 24;
public const int Quickslot3 = 25;
public const int Quickslot4 = 26;
public const int Quickslot5 = 27;
public const int Quickslot6 = 28;
public const int Quickslot7 = 29;
public const int Quickslot8 = 30;
public const int Quickslot9 = 31;
public const int Quickslot10 = 32;
public const int PrevWeapon = 33;
public const int NextWeapon = 34;
public const int SwitchWeapon = 35;
public const int DropWeapon = 36;
public const int Inspect = 37;
public const int Holster = 38;
public const int QuickMenu = 39;
public const int Stats = 40;
public const int Inventory = 41;
public const int Character = 42;
public const int Crafting = 43;
public const int Journal = 44;
public const int Map = 45;
public const int QuickSave = 46;
public const int QuickLoad = 47;
public const int Ability = 48;
public const int Flashlight = 49;
public const int OpticsLightPlus = 50;
public const int OpticsLightMinus = 51;
public const int count = 52;
public static readonly string[] names = new string[]
{
"None",
"Menu",
"Back",
"Cancel",
"Forward",
"Backward",
"Left",
"Right",
"Jump",
"Sprint",
"SprintToggle",
"Crouch",
"CrouchToggle",
"LeanLeft",
"LeanRight",
"Use",
"PickUp",
"PrimaryFire",
"SecondaryFire",
"SwitchWeaponModes",
"Reload",
"Aim",
"AimToggle",
"Quickslot1",
"Quickslot2",
"Quickslot3",
"Quickslot4",
"Quickslot5",
"Quickslot6",
"Quickslot7",
"Quickslot8",
"Quickslot9",
"Quickslot10",
"PrevWeapon",
"NextWeapon",
"SwitchWeapon",
"DropWeapon",
"Inspect",
"Holster",
"QuickMenu",
"Stats",
"Inventory",
"Character",
"Crafting",
"Journal",
"Map",
"QuickSave",
"QuickLoad",
"Ability",
"Flashlight",
"OpticsLightPlus",
"OpticsLightMinus"
};
[SerializeField]
private int m_Value;
public int value
{
get { return m_Value; }
set
{
int max = (int)(count - 1);
if (value < 0)
value = 0;
if (value > max)
value = 0; // Reset to default
m_Value = value;
}
}
private FpsInputButton (int v)
{
m_Value = v;
}
public static bool IsWithinBounds (int v)
{
int cast = (int)v;
return (cast >= 0) && (cast < count);
}
// Checks
public static bool operator ==(FpsInputButton x, FpsInputButton y)
{
return (x.value == y.value);
}
public static bool operator ==(FpsInputButton x, int y)
{
return (x.value == y);
}
public static bool operator !=(FpsInputButton x, FpsInputButton y)
{
return (x.value != y.value);
}
public static bool operator !=(FpsInputButton x, int y)
{
return (x.value != y);
}
public override bool Equals (object obj)
{
if (obj is FpsInputButton)
return value == ((FpsInputButton)obj).value;
if (obj is int)
return value == (int)value;
return false;
}
// Implicit conversions
public static implicit operator FpsInputButton (int v)
{
int max = count - 1;
if (v < 0)
v = 0;
if (v > max)
v = 0; // Reset to default
return new FpsInputButton (v);
}
public static implicit operator int (FpsInputButton dam)
{
return dam.value;
}
public override string ToString ()
{
return names [value];
}
public override int GetHashCode()
{
return value.GetHashCode();
}
}
}