VariableMovement Added
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{
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"name": "Movement"
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"name": "Movement",
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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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using UnityEngine.Events;
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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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UnityEvent<IVariableMovement> OnVariableMovementChanged { get; }
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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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using UnityEngine.Events;
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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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UnityEvent<bool> OnToggleStateChanged { get; }
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}
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}
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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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fileFormatVersion: 2
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guid: 675d01134857a5b4aa8278985b7d2c09
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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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fileFormatVersion: 2
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guid: b6d52a12481917c4b877c026fa81dfef
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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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fileFormatVersion: 2
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guid: 35f90754856e0cf43a33a1a6bc5e0423
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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 VMAsset DefaultAsset;
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public VMAsset[] VMAssets;
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public VMCollection(VMAsset defaultAsset, VMAsset[] vMAssets)
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{
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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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fileFormatVersion: 2
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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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fileFormatVersion: 2
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guid: 9fa3a5e4edf40ce42a96a32da76de626
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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.Events;
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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 UnityEvent<IVariableMovement> OnVariableMovementChanged { get; protected set; } = null;
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public IInputActionCollection InputActionCollection { get; set; } = null;
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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 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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OnVariableMovementChanged = new UnityEvent<IVariableMovement>();
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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.OnMovementChanged.AddListener(SetMultiplierToActiveMovement);
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}
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protected void SetMultiplierToActiveMovement(IMovement currentMovement)
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=> currentMovement.MovementMultiplier = ActiveVariableMovement.Asset.Multiplier;
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public void LoadVariableMovementCollection(VMCollection collection)
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{
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if (InputActionCollection == null)
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throw new System.NullReferenceException("InputActionCollection must be set on the VariableMovementController to load a collection!");
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this.collection = collection;
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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.AddListener(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.RemoveListener(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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@ -0,0 +1,63 @@
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using UnityEngine.Events;
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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 UnityEvent<bool> OnToggleStateChanged { get; protected 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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if (actionReference != null)
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{
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actionReference.performed -= Performed;
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actionReference.canceled -= Cancelled;
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}
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foreach (InputAction action in inputClass)
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if (action.name == value.Name)
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{
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actionReference = action;
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actionReference.performed += Performed;
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actionReference.canceled += Cancelled;
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break;
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}
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_asset = value;
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Enabled = false;
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}
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}
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protected readonly IInputActionCollection inputClass;
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protected InputAction actionReference = null;
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public VariableMovementWithState(VMAsset asset, IInputActionCollection inputClass)
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{
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this.inputClass = inputClass;
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OnToggleStateChanged = new UnityEvent<bool>();
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Asset = asset;
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}
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protected void Cancelled(InputAction.CallbackContext obj) => Enabled = false;
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protected void Performed(InputAction.CallbackContext obj) => Enabled = true;
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}
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}
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