82 lines
2.5 KiB
C#
82 lines
2.5 KiB
C#
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 InputButtonInfo
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{
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[SerializeField, Tooltip("The name of the button as used in code (must start with a capital letter and only use valid characters - no spaces).")]
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private string m_Name;
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[SerializeField, Tooltip("The primary key or button.")]
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private KeyCode m_DefaultPrimary;
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[SerializeField, Tooltip("The secondary (alternative) key or button.")]
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private KeyCode m_DefaultSecondary;
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[SerializeField, Tooltip("The button context. Used to specify which inputs can share keybindings.")]
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private KeyBindingContext m_Context;
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[SerializeField, Tooltip("The name to show in the key rebinding settings in-game.")]
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private string m_DisplayName;
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[SerializeField, Tooltip("The category to place the input under in the key rebinding settings in-game.")]
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private InputCategory m_Category;
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#if UNITY_EDITOR
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#pragma warning disable 0414
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[SerializeField] private bool m_NameInvalidError;
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[SerializeField] private bool m_NameDuplicateError;
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[SerializeField] private bool m_NameReservedError;
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[SerializeField] private bool m_DisplayNameInvalidError;
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[SerializeField] private bool m_DisplayNameDuplicateError;
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#pragma warning restore 0414
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#endif
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public string name
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{
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get { return m_Name; }
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}
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public string displayName
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{
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get { return m_DisplayName; }
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}
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public InputCategory category
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{
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get { return m_Category; }
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}
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public KeyBindingContext context
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{
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get { return m_Context; }
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}
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public KeyCode defaultPrimary
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{
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get { return m_DefaultPrimary; }
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}
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public KeyCode defaultSecondary
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{
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get { return m_DefaultSecondary; }
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}
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public InputButtonInfo(string n, string d, KeyCode k1, KeyCode k2, InputCategory c, KeyBindingContext keyContext)
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{
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m_Name = n;
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m_DisplayName = d;
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m_Category = c;
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m_DefaultPrimary = k1;
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m_DefaultSecondary = k2;
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m_Context = keyContext;
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#if UNITY_EDITOR
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m_NameInvalidError = false;
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m_NameDuplicateError = false;
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m_NameReservedError = false;
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m_DisplayNameInvalidError = false;
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m_DisplayNameDuplicateError = false;
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#endif
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}
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}
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} |