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https://github.com/Bragin-Stepan/project-entity.git
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update
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using System;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Utils.InputManagement
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{
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public interface IPlayerInput : IInput
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{
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InputState<Vector2> Move { get; }
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InputState<Vector2> Look { get; }
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InputState<float> Jump { get; }
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InputState<float> Sprint { get; }
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InputState<float> Interact { get; }
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InputState<float> Crouch { get; }
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InputState<float> Previous { get; }
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InputState<float> Next { get; }
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 26e35755eaef45dc9366a75a77333fae
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timeCreated: 1770408646
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@@ -0,0 +1,15 @@
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using System;
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using UnityEngine;
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namespace _Project.Develop.Runtime.Utils.InputManagement
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{
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public interface IUIInput : IInput
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{
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InputState<Vector2> Point { get; }
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InputState<Vector2> Navigate { get; }
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InputState<float> Click { get; }
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InputState<float> RightClick { get; }
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InputState<float> MiddleClick { get; }
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InputState<Vector2> ScrollWheel { get; }
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 68276677297d4ea2b4cf908903e2f927
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timeCreated: 1770408654
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@@ -0,0 +1,52 @@
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using UnityEngine;
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using PlayerActions = UserInputAction.PlayerActions;
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namespace _Project.Develop.Runtime.Utils.InputManagement.Inputs
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{
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public class PlayerInput : InputBase, IPlayerInput
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{
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public InputState<Vector2> Move { get; }
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public InputState<Vector2> Look { get; }
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public InputState<float> Jump { get; }
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public InputState<float> Sprint { get; }
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public InputState<float> Interact { get; }
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public InputState<float> Crouch { get; }
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public InputState<float> Previous { get; }
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public InputState<float> Next { get; }
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private readonly PlayerActions _playerActions;
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public PlayerInput(PlayerActions playerActions)
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{
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_playerActions = playerActions;
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Move = Register<Vector2>(_playerActions.Move);
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Look = Register<Vector2>(_playerActions.Look);
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Jump = Register<float>(_playerActions.Jump);
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Sprint = Register<float>(_playerActions.Sprint);
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Interact = Register<float>(_playerActions.Interact);
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Crouch = Register<float>(_playerActions.Crouch);
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Previous = Register<float>(_playerActions.Previous);
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Next = Register<float>(_playerActions.Next);
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}
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public void Initialize()
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{
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Disable();
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}
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public override void Enable()
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{
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base.Enable();
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_playerActions.Enable();
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}
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public override void Disable()
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{
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base.Disable();
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_playerActions.Disable();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 3f24c94d005646f18e40368665121d62
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timeCreated: 1770408676
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@@ -0,0 +1,49 @@
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using UnityEngine;
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using UIActions = UserInputAction.UIActions;
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namespace _Project.Develop.Runtime.Utils.InputManagement.Inputs
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{
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public class UIInput : InputBase, IUIInput
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{
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public InputState<Vector2> Point { get; }
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public InputState<Vector2> Navigate { get; }
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public InputState<float> Click { get; }
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public InputState<float> RightClick { get; }
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public InputState<float> MiddleClick { get; }
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public InputState<Vector2> ScrollWheel { get; }
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// public InputState<Vector2> DeviceOrientation { get; }
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private readonly UIActions _uiActions;
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public UIInput(UIActions uiActions)
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{
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_uiActions = uiActions;
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Point = Register<Vector2>(_uiActions.Point);
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Navigate = Register<Vector2>(_uiActions.Navigate);
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Click = Register<float>(_uiActions.Click);
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RightClick = Register<float>(_uiActions.RightClick);
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MiddleClick = Register<float>(_uiActions.MiddleClick);
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ScrollWheel = Register<Vector2>(_uiActions.ScrollWheel);
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// DeviceOrientation = Register<Vector2>(_uiActions.TrackedDeviceOrientation);
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}
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public void Initialize()
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{
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Disable();
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}
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public override void Enable()
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{
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base.Enable();
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_uiActions.Enable();
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}
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public override void Disable()
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{
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base.Disable();
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_uiActions.Disable();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: bdb01f1b865b461f816e8d4dff0c0aeb
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timeCreated: 1770414125
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