Variable Movement Removed Temporarily
This commit is contained in:
parent
99f5cf4fa4
commit
364fc6b935
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@ -6,14 +6,12 @@ namespace Syntriax.Modules.Movement.Config
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public struct MovementDefinition
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{
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public string Name;
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public string DefaultVariableMovement;
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public MovementConfig[] MovementConfigs;
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public string[] MonoBehaviours;
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public MovementDefinition(string name, string defaultVariableMovement, MovementConfig[] movementConfigs, string[] monoBehaviours)
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public MovementDefinition(string name, MovementConfig[] movementConfigs, string[] monoBehaviours)
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{
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Name = name;
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DefaultVariableMovement = defaultVariableMovement;
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MovementConfigs = movementConfigs;
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MonoBehaviours = monoBehaviours;
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}
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@ -1,5 +1,4 @@
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using System.Collections.Generic;
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using Syntriax.Modules.Movement.VariableMovement;
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using UnityEngine;
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namespace Syntriax.Modules.Movement.Config
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@ -94,13 +93,6 @@ namespace Syntriax.Modules.Movement.Config
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if (definition.MonoBehaviours != null)
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foreach (string monoBehaviours in definition.MonoBehaviours)
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MovementFactory.Instance.AddToGameObject(gameObject, monoBehaviours);
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if (string.IsNullOrEmpty(definition.DefaultVariableMovement))
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return;
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IVariableMovementController variableMovementController = gameObject.GetComponent<IVariableMovementController>();
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VMCollection collection = VariableMovementFactory.Instance.Collections[definition.DefaultVariableMovement];
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variableMovementController?.LoadVariableMovementCollection(collection);
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}
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#if UNITY_EDITOR
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@ -1,106 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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using Syntriax.Modules.Movement.VariableMovement;
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namespace Syntriax.Modules.Movement.Config
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{
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public class VariableMovementFactory : MonoBehaviour
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{
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private const string Name = "Variable Movement Factory";
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private const int InitialCapacity = 64;
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private const string ResourceDirectoryToCollections = "Modules/Syntriax/Movement/Variable Movement/Collections/";
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private static VariableMovementFactory _instance = null;
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public static VariableMovementFactory Instance
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{
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get
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{
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if (_instance == null)
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_instance = new GameObject(Name).AddComponent<VariableMovementFactory>();
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return _instance;
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}
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}
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private Dictionary<string, VMCollection> _collections = null;
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public Dictionary<string, VMCollection> Collections
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{
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get
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{
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if (_collections == null)
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Initialize();
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return _collections;
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}
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}
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private void Start()
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{
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if (_instance == this)
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return;
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Destroy(this);
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}
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public void Initialize()
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{
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if (_collections == null)
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_collections = new Dictionary<string, VMCollection>(InitialCapacity);
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Reset();
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foreach (TextAsset definitionTextAsset in UnityEngine.Resources.LoadAll<TextAsset>(ResourceDirectoryToCollections))
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AddToFactoryWithJSON(definitionTextAsset.text);
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}
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public void AddToFactoryWithJSON(string definitionJSONText)
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{
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VMCollection collectionDefinition = JsonUtility.FromJson<VMCollection>(definitionJSONText);
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AddCollectionToFactory(collectionDefinition);
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}
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public void Reset() => _collections?.Clear();
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public void AddCollectionsToFactory(List<VMCollection> collections)
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{
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foreach (VMCollection collection in collections)
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AddCollectionToFactory(collection);
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}
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public void AddCollectionToFactory(VMCollection collection)
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{
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if (Collections.ContainsKey(collection.Name))
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throw new System.ArgumentException($"{collection.Name} is already in the {Name}");
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Collections.Add(collection.Name, collection);
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}
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// public Component AddToGameObject(GameObject gameObject, string name)
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// {
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// if (!Collections.ContainsKey(name))
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// throw new ArgumentException($"The key \"{ name }\" does not exists in the current Movement Factory");
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// return gameObject.AddComponent(Collections[name]);
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// }
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public string GetTypeName(Type type)
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{
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if (string.IsNullOrEmpty(type.Namespace))
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return type.Name;
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return $"{type.Namespace}.{type.Name}";
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}
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#if UNITY_EDITOR
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public void SaveCollection(VMCollection collection)
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{
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string jsonText = JsonUtility.ToJson(collection, true);
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string path = $"Assets/Resources/{ResourceDirectoryToCollections}{collection.Name}.json";
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System.IO.File.WriteAllText(path, jsonText);
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}
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#endif
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 514a385e4a5f87b47ae0f508bc253fb9
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 726dbb7aaeb452e42b1faf1318513cdb
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folderAsset: yes
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DefaultImporter:
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userData:
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@ -1,7 +0,0 @@
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namespace Syntriax.Modules.Movement.VariableMovement
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{
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public interface IVariableMovement
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{
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VMAsset Asset { get; set; }
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 6cdf8a548c241e0419fcf7e95c760cae
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MonoImporter:
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userData:
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@ -1,14 +0,0 @@
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using System;
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using UnityEngine.InputSystem;
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namespace Syntriax.Modules.Movement.VariableMovement
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{
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public interface IVariableMovementController
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{
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IVariableMovement ActiveVariableMovement { get; }
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Action<IVariableMovement> OnVariableMovementChanged { get; set; }
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IInputActionCollection InputActionCollection { get; set; }
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void LoadVariableMovementCollection(VMCollection collection);
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 8626f2dd751462548adce79ccb84d6d3
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@ -1,12 +0,0 @@
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using System;
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using UnityEngine.InputSystem;
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namespace Syntriax.Modules.Movement.VariableMovement
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{
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public interface IVariableMovementWithState : IVariableMovement
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{
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bool Enabled { get; set; }
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Action<bool> OnToggleStateChanged { get; set; }
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IInputActionCollection InputCollection { set; }
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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@ -1,8 +0,0 @@
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@ -1,10 +0,0 @@
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using UnityEngine;
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namespace Syntriax.Modules.Movement.VariableMovement
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{
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[CreateAssetMenu(fileName = "VMAsset", menuName = "Syntriax/Modules/Movement/Variable Movement/Asset", order = 0)]
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public class VMAssetSO : ScriptableObject
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{
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public VMAsset asset;
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 675d01134857a5b4aa8278985b7d2c09
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@ -1,10 +0,0 @@
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using UnityEngine;
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namespace Syntriax.Modules.Movement.VariableMovement
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{
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[CreateAssetMenu(fileName = "VMCollection", menuName = "Syntriax/Modules/Movement/Variable Movement/Collection", order = 0)]
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public class VMCollectionSO : ScriptableObject
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{
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public VMCollection collection;
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: b6d52a12481917c4b877c026fa81dfef
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@ -1,19 +0,0 @@
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using System;
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namespace Syntriax.Modules.Movement.VariableMovement
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{
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[Serializable]
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public struct VMAsset
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{
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public string Name;
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public float Multiplier;
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public string ActionReference;
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public VMAsset(string name, float multiplier, string actionReference)
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{
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Name = name;
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Multiplier = multiplier;
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ActionReference = actionReference;
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 35f90754856e0cf43a33a1a6bc5e0423
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@ -1,19 +0,0 @@
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using System;
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namespace Syntriax.Modules.Movement.VariableMovement
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{
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[Serializable]
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public struct VMCollection
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{
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public string Name;
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public VMAsset DefaultAsset;
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public VMAsset[] VMAssets;
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public VMCollection(string name, VMAsset defaultAsset, VMAsset[] vMAssets)
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{
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Name = name;
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DefaultAsset = defaultAsset;
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VMAssets = vMAssets;
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 6c9addcc3980a2948b5c2e493f8f1642
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userData:
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@ -1,11 +0,0 @@
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namespace Syntriax.Modules.Movement.VariableMovement
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{
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public class VariableMovement : IVariableMovement
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{
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public VMAsset Asset { get; set; }
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public VariableMovement() { }
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public VariableMovement(VMAsset asset)
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=> Asset = asset;
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 9fa3a5e4edf40ce42a96a32da76de626
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MonoImporter:
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defaultReferences: []
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userData:
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assetBundleVariant:
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@ -1,114 +0,0 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Syntriax.Modules.Movement.VariableMovement
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{
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public class VariableMovementController : MonoBehaviour, IVariableMovementController
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{
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public Action<IVariableMovement> OnVariableMovementChanged { get; set; } = null;
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private IInputActionCollection _inputActionCollection = null;
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public IInputActionCollection InputActionCollection
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{
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get => _inputActionCollection;
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set
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{
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_inputActionCollection = value;
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foreach (IVariableMovementWithState variableMovement in variableMovementsWithState)
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variableMovement.InputCollection = value;
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}
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}
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private IVariableMovement _activeVariableMovement = null;
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public IVariableMovement ActiveVariableMovement
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{
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get => _activeVariableMovement;
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protected set
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{
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_activeVariableMovement = value;
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OnVariableMovementChanged.Invoke(value);
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if (movementController != null)
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SetMultiplierToActiveMovement(movementController.ActiveMovement);
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}
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}
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protected bool isSet = false;
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protected IMovementController movementController = null;
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protected IVariableMovement defaultVariableMovement = null;
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protected List<IVariableMovementWithState> variableMovementsWithState = null;
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protected VMCollection collection;
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protected virtual void Awake()
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{
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defaultVariableMovement = new VariableMovement();
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variableMovementsWithState = new List<IVariableMovementWithState>(16);
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}
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protected virtual void Start()
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{
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movementController = GetComponent<IMovementController>();
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movementController.OnMovementActivated += SetMultiplierToActiveMovement;
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movementController.OnMovementDeactivated += ResetMultiplierToDefault;
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}
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private void ResetMultiplierToDefault(IMovement currentMovement)
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{
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if (!isSet)
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return;
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currentMovement.MovementMultiplier = defaultVariableMovement.Asset.Multiplier;
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}
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protected void SetMultiplierToActiveMovement(IMovement currentMovement)
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{
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if (!isSet)
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return;
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currentMovement.MovementMultiplier = ActiveVariableMovement.Asset.Multiplier;
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}
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public void LoadVariableMovementCollection(VMCollection collection)
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{
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this.collection = collection;
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isSet = true;
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UnsubscribeFromMovements();
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variableMovementsWithState.Clear();
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foreach (VMAsset asset in collection.VMAssets)
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variableMovementsWithState.Add(new VariableMovementWithState(asset, InputActionCollection));
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defaultVariableMovement.Asset = collection.DefaultAsset;
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SubscribeToMovements();
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UpdateActiveVariableMovement();
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}
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protected virtual void SubscribeToMovements()
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{
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foreach (IVariableMovementWithState variableMovementWithState in variableMovementsWithState)
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variableMovementWithState.OnToggleStateChanged += VariableMovementStateListener;
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}
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protected virtual void UnsubscribeFromMovements()
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{
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foreach (IVariableMovementWithState variableMovementWithState in variableMovementsWithState)
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variableMovementWithState.OnToggleStateChanged -= VariableMovementStateListener;
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}
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private void VariableMovementStateListener(bool arg0) => UpdateActiveVariableMovement();
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protected virtual void UpdateActiveVariableMovement()
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{
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foreach (IVariableMovementWithState variableMovementWithState in variableMovementsWithState)
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if (variableMovementWithState.Enabled)
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{
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ActiveVariableMovement = variableMovementWithState;
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return;
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}
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ActiveVariableMovement = defaultVariableMovement;
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 9c54e2868362dbe4eab92c16ee11fc42
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,80 +0,0 @@
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using System;
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using UnityEngine.InputSystem;
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namespace Syntriax.Modules.Movement.VariableMovement
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{
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public class VariableMovementWithState : IVariableMovementWithState
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{
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public Action<bool> OnToggleStateChanged { get; set; } = null;
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private bool _enabled = false;
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public bool Enabled
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{
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get => _enabled;
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set
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{
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bool isNewValue = _enabled != value;
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_enabled = value;
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if (isNewValue)
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OnToggleStateChanged.Invoke(value);
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}
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}
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private VMAsset _asset;
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public VMAsset Asset
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{
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get => _asset;
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set
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{
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UpdateBindings();
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_asset = value;
|
||||
|
||||
Enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
private IInputActionCollection _inputCollection = null;
|
||||
public IInputActionCollection InputCollection
|
||||
{
|
||||
set
|
||||
{
|
||||
if (_inputCollection == value)
|
||||
return;
|
||||
|
||||
_inputCollection = value;
|
||||
UpdateBindings();
|
||||
}
|
||||
}
|
||||
|
||||
protected InputAction actionReference = null;
|
||||
|
||||
public VariableMovementWithState(VMAsset asset, IInputActionCollection inputCollection)
|
||||
{
|
||||
InputCollection = inputCollection;
|
||||
Asset = asset;
|
||||
}
|
||||
|
||||
protected void Cancelled(InputAction.CallbackContext obj) => Enabled = false;
|
||||
protected void Performed(InputAction.CallbackContext obj) => Enabled = true;
|
||||
|
||||
protected void UpdateBindings()
|
||||
{
|
||||
if (actionReference != null)
|
||||
{
|
||||
actionReference.performed -= Performed;
|
||||
actionReference.canceled -= Cancelled;
|
||||
}
|
||||
|
||||
if (_inputCollection != null)
|
||||
foreach (InputAction action in _inputCollection)
|
||||
if (action.name == Asset.ActionReference)
|
||||
{
|
||||
actionReference = action;
|
||||
actionReference.performed += Performed;
|
||||
actionReference.canceled += Cancelled;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 95216561eb395f54596b439538c1c691
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue