//====================================================================================================== // 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(); } } }