Add player action state and abnormality debug workflow

This commit is contained in:
2026-03-19 18:21:39 +09:00
parent d39e13f032
commit 12e37dc1c7
23 changed files with 1286 additions and 25 deletions

View File

@@ -217,6 +217,15 @@ public partial class @InputSystem_Actions: IInputActionCollection2, IDisposable
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""DebugHUD"",
""type"": ""Button"",
""id"": ""ae37625e-86d3-4579-8129-64ea49cf7e78"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
@@ -593,6 +602,17 @@ public partial class @InputSystem_Actions: IInputActionCollection2, IDisposable
""action"": ""Evade"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""bb3c1259-8e98-4602-82f0-3fc4e8d74f0e"",
""path"": ""<Keyboard>/backquote"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""DebugHUD"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},
@@ -1192,6 +1212,7 @@ public partial class @InputSystem_Actions: IInputActionCollection2, IDisposable
m_Player_Skill5 = m_Player.FindAction("Skill 5", throwIfNotFound: true);
m_Player_Skill6 = m_Player.FindAction("Skill 6", throwIfNotFound: true);
m_Player_Evade = m_Player.FindAction("Evade", throwIfNotFound: true);
m_Player_DebugHUD = m_Player.FindAction("DebugHUD", throwIfNotFound: true);
// UI
m_UI = asset.FindActionMap("UI", throwIfNotFound: true);
m_UI_Navigate = m_UI.FindAction("Navigate", throwIfNotFound: true);
@@ -1299,6 +1320,7 @@ public partial class @InputSystem_Actions: IInputActionCollection2, IDisposable
private readonly InputAction m_Player_Skill5;
private readonly InputAction m_Player_Skill6;
private readonly InputAction m_Player_Evade;
private readonly InputAction m_Player_DebugHUD;
/// <summary>
/// Provides access to input actions defined in input action map "Player".
/// </summary>
@@ -1367,6 +1389,10 @@ public partial class @InputSystem_Actions: IInputActionCollection2, IDisposable
/// </summary>
public InputAction @Evade => m_Wrapper.m_Player_Evade;
/// <summary>
/// Provides access to the underlying input action "Player/DebugHUD".
/// </summary>
public InputAction @DebugHUD => m_Wrapper.m_Player_DebugHUD;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_Player; }
@@ -1434,6 +1460,9 @@ public partial class @InputSystem_Actions: IInputActionCollection2, IDisposable
@Evade.started += instance.OnEvade;
@Evade.performed += instance.OnEvade;
@Evade.canceled += instance.OnEvade;
@DebugHUD.started += instance.OnDebugHUD;
@DebugHUD.performed += instance.OnDebugHUD;
@DebugHUD.canceled += instance.OnDebugHUD;
}
/// <summary>
@@ -1487,6 +1516,9 @@ public partial class @InputSystem_Actions: IInputActionCollection2, IDisposable
@Evade.started -= instance.OnEvade;
@Evade.performed -= instance.OnEvade;
@Evade.canceled -= instance.OnEvade;
@DebugHUD.started -= instance.OnDebugHUD;
@DebugHUD.performed -= instance.OnDebugHUD;
@DebugHUD.canceled -= instance.OnDebugHUD;
}
/// <summary>
@@ -1885,6 +1917,13 @@ public partial class @InputSystem_Actions: IInputActionCollection2, IDisposable
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnEvade(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "DebugHUD" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnDebugHUD(InputAction.CallbackContext context);
}
/// <summary>
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "UI" which allows adding and removing callbacks.