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/// ---------------------------------------------
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/// Ultimate Character Controller
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.UltimateCharacterController.Input
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{
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/// <summary>
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/// The base class for both mobile and standalone (keyboard/mouse and controller) input. This base class exists so UnityInput doesn't need to know if it
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/// is working with mobile controls or standalone controls.
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/// </summary>
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public abstract class InputBase
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{
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/// <summary>
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/// The type of button action to check against.
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/// </summary>
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public enum ButtonAction { GetButton, GetButtonDown, GetButtonUp }
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protected PlayerInput m_PlayerInput;
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/// <summary>
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/// Initializes the UnityInputBase.
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/// </summary>
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/// <param name="unityInput">A reference to the PlayerInput component.</param>
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public void Initialize(PlayerInput playerInput)
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{
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m_PlayerInput = playerInput;
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}
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/// <summary>
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/// Returns if the button is true with the specified ButtonAction.
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/// </summary>
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/// <param name="name">The name of the button.</param>
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/// <param name="action">The type of action to check.</param>
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/// <returns>The status of the action.</returns>
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public abstract bool GetButton(string name, ButtonAction action);
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/// <summary>
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/// Returns the axis of the specified button.
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/// </summary>
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/// <param name="name">The name of the axis.</param>
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/// <returns>The axis value.</returns>
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public abstract float GetAxis(string name);
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/// <summary>
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/// Returns the raw axis of the specified button.
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/// </summary>
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/// <param name="axisName">The name of the axis.</param>
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/// <returns>The raw axis value.</returns>
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public abstract float GetAxisRaw(string axisName);
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}
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}
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