added reload animation and bullet limit
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@@ -127,6 +127,15 @@ public partial class @GameInputAction: IInputActionCollection2, IDisposable
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""processors"": """",
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""interactions"": """",
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""initialStateCheck"": false
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},
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{
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""name"": ""ADS Camera"",
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""type"": ""Button"",
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""id"": ""bc014086-71fa-432a-8e3c-3e2003c5244b"",
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""expectedControlType"": """",
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""processors"": """",
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""interactions"": """",
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""initialStateCheck"": false
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}
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],
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""bindings"": [
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@@ -217,6 +226,17 @@ public partial class @GameInputAction: IInputActionCollection2, IDisposable
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""action"": ""Shoot"",
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""isComposite"": false,
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""isPartOfComposite"": false
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},
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{
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""name"": """",
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""id"": ""f5bad540-cf37-4957-ad4a-1e5a5e723890"",
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""path"": ""<Mouse>/rightButton"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""ADS Camera"",
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""isComposite"": false,
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""isPartOfComposite"": false
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}
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]
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}
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@@ -229,6 +249,7 @@ public partial class @GameInputAction: IInputActionCollection2, IDisposable
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m_Player_Look = m_Player.FindAction("Look", throwIfNotFound: true);
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m_Player_Jump = m_Player.FindAction("Jump", throwIfNotFound: true);
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m_Player_Shoot = m_Player.FindAction("Shoot", throwIfNotFound: true);
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m_Player_ADSCamera = m_Player.FindAction("ADS Camera", throwIfNotFound: true);
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}
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~@GameInputAction()
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@@ -313,6 +334,7 @@ public partial class @GameInputAction: IInputActionCollection2, IDisposable
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private readonly InputAction m_Player_Look;
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private readonly InputAction m_Player_Jump;
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private readonly InputAction m_Player_Shoot;
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private readonly InputAction m_Player_ADSCamera;
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/// <summary>
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/// Provides access to input actions defined in input action map "Player".
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/// </summary>
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@@ -341,6 +363,10 @@ public partial class @GameInputAction: IInputActionCollection2, IDisposable
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/// </summary>
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public InputAction @Shoot => m_Wrapper.m_Player_Shoot;
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/// <summary>
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/// Provides access to the underlying input action "Player/ADSCamera".
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/// </summary>
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public InputAction @ADSCamera => m_Wrapper.m_Player_ADSCamera;
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/// <summary>
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/// Provides access to the underlying input action map instance.
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/// </summary>
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public InputActionMap Get() { return m_Wrapper.m_Player; }
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@@ -378,6 +404,9 @@ public partial class @GameInputAction: IInputActionCollection2, IDisposable
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@Shoot.started += instance.OnShoot;
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@Shoot.performed += instance.OnShoot;
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@Shoot.canceled += instance.OnShoot;
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@ADSCamera.started += instance.OnADSCamera;
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@ADSCamera.performed += instance.OnADSCamera;
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@ADSCamera.canceled += instance.OnADSCamera;
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}
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/// <summary>
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@@ -401,6 +430,9 @@ public partial class @GameInputAction: IInputActionCollection2, IDisposable
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@Shoot.started -= instance.OnShoot;
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@Shoot.performed -= instance.OnShoot;
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@Shoot.canceled -= instance.OnShoot;
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@ADSCamera.started -= instance.OnADSCamera;
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@ADSCamera.performed -= instance.OnADSCamera;
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@ADSCamera.canceled -= instance.OnADSCamera;
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}
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/// <summary>
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@@ -469,5 +501,12 @@ public partial class @GameInputAction: IInputActionCollection2, IDisposable
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnShoot(InputAction.CallbackContext context);
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/// <summary>
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/// Method invoked when associated input action "ADS Camera" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnADSCamera(InputAction.CallbackContext context);
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}
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}
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