IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Actions/InputActionTrace.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

737 lines
31 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.InputSystem.LowLevel;
////REVIEW: why not switch to this being the default mechanism? seems like this could allow us to also solve
//// the actions-update-when-not-expected problem; plus give us access to easy polling
////REVIEW: should this automatically unsubscribe itself on disposal?
////TODO: make it possible to persist this same way that it should be possible to persist InputEventTrace
////TODO: make this one thread-safe
////TODO: add random access capability
////TODO: protect traces against controls changing configuration (if state layouts change, we're affected)
namespace UnityEngine.InputSystem.Utilities
{
/// <summary>
/// Records the triggering of actions into a sequence of events that can be replayed at will.
/// </summary>
/// <remarks>
/// This is an alternate way to the callback-based responses (such as <see cref="InputAction.performed"/>)
/// of <see cref="InputAction">input actions</see>. Instead of executing response code right away whenever
/// an action triggers, an <see cref="RecordAction">event is recorded</see> which can then be queried on demand.
///
/// The recorded data will stay valid even if the bindings on the actions are changed (e.g. by enabling a different
/// set of bindings through altering <see cref="InputAction.bindingMask"/> or <see cref="InputActionMap.devices"/> or
/// when modifying the paths of bindings altogether). Note, however, that when this happens, a trace will have
/// to make a private copy of the data that stores the binding resolution state. This means that there can be
/// GC allocation spike when reconfiguring actions that have recorded data in traces.
///
/// <example>
/// <code>
/// var trace = new InputActionTrace();
///
/// // Subscribe trace to single action.
/// // (Use UnsubscribeFrom to unsubscribe)
/// trace.SubscribeTo(myAction);
///
/// // Subscribe trace to entire action map.
/// // (Use UnsubscribeFrom to unsubscribe)
/// trace.SubscribeTo(myActionMap);
///
/// // Subscribe trace to all actions in the system.
/// trace.SubscribeToAll();
///
/// // Record a single triggering of an action.
/// myAction.performed +=
/// ctx =>
/// {
/// if (ctx.ReadValue&lt;float&gt;() &gt; 0.5f)
/// trace.RecordAction(ctx);
/// };
///
/// // Output trace to console.
/// Debug.Log(string.Join(",\n", trace));
///
/// // Walk through all recorded actions and then clear trace.
/// foreach (var record in trace)
/// {
/// Debug.Log($"{record.action} was {record.phase} by control {record.control} at {record.time}");
///
/// // To read out the value, you either have to know the value type or read the
/// // value out as a generic byte buffer. Here we assume that the value type is
/// // float.
///
/// Debug.Log("Value: " + record.ReadValue&lt;float&gt;());
///
/// // An alternative is read the value as an object. In this case, you don't have
/// // to know the value type but there will be a boxed object allocation.
/// Debug.Log("Value: " + record.ReadValueAsObject());
/// }
/// trace.Clear();
///
/// // Unsubscribe trace from everything.
/// trace.UnsubscribeFromAll();
///
/// // Release memory held by trace.
/// trace.Dispose();
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputAction.started"/>
/// <seealso cref="InputAction.performed"/>
/// <seealso cref="InputAction.canceled"/>
/// <seealso cref="InputSystem.onActionChange"/>
public sealed class InputActionTrace : IEnumerable<InputActionTrace.ActionEventPtr>, IDisposable
{
////REVIEW: this is of limited use without having access to ActionEvent
/// <summary>
/// Directly access the underlying raw memory queue.
/// </summary>
public InputEventBuffer buffer => m_EventBuffer;
/// <summary>
/// Returns the number of events in the associated event buffer.
/// </summary>
public int count => m_EventBuffer.eventCount;
/// <summary>
/// Constructs a new default initialized <c>InputActionTrace</c>.
/// </summary>
/// <remarks>
/// When you use this constructor, the new InputActionTrace object does not start recording any actions.
/// To record actions, you must explicitly set them up after creating the object.
/// Alternatively, you can use one of the other constructor overloads which begin recording actions immediately.
/// </remarks>
/// <seealso cref="SubscribeTo(InputAction)"/>
/// <seealso cref="SubscribeTo(InputActionMap)"/>
/// <seealso cref="SubscribeToAll"/>
public InputActionTrace()
{
}
/// <summary>
/// Constructs a new <c>InputActionTrace</c> that records <paramref name="action"/>.
/// </summary>
/// <param name="action">The action to be recorded.</param>
/// <exception cref="System.ArgumentNullException">Thrown if <paramref name="action"/> is <c>null</c>.</exception>
public InputActionTrace(InputAction action)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
SubscribeTo(action);
}
/// <summary>
/// Constructs a new <c>InputActionTrace</c> that records all actions in <paramref name="actionMap"/>.
/// </summary>
/// <param name="actionMap">The action-map containing actions to be recorded.</param>
/// <exception cref="System.ArgumentNullException">Thrown if <paramref name="action"/> is <c>null</c>.</exception>
public InputActionTrace(InputActionMap actionMap)
{
if (actionMap == null)
throw new ArgumentNullException(nameof(actionMap));
SubscribeTo(actionMap);
}
/// <summary>
/// Record any action getting triggered anywhere.
/// </summary>
/// <remarks>
/// This does not require the trace to actually hook into every single action or action map in the system.
/// Instead, the trace will listen to <see cref="InputSystem.onActionChange"/> and automatically record
/// every triggered action.
/// </remarks>
/// <seealso cref="SubscribeTo(InputAction)"/>
/// <seealso cref="SubscribeTo(InputActionMap)"/>
public void SubscribeToAll()
{
if (m_SubscribedToAll)
return;
HookOnActionChange();
m_SubscribedToAll = true;
// Remove manually created subscriptions.
while (m_SubscribedActions.length > 0)
UnsubscribeFrom(m_SubscribedActions[m_SubscribedActions.length - 1]);
while (m_SubscribedActionMaps.length > 0)
UnsubscribeFrom(m_SubscribedActionMaps[m_SubscribedActionMaps.length - 1]);
}
/// <summary>
/// Unsubscribes from all actions currently being recorded.
/// </summary>
/// <seealso cref="UnsubscribeFrom(InputAction)"/>
/// <seealso cref="UnsubscribeFrom(InputActionMap)"/>
public void UnsubscribeFromAll()
{
// Only unhook from OnActionChange if we don't have any recorded actions. If we do have
// any, we still need the callback to be notified about when binding data changes.
if (count == 0)
UnhookOnActionChange();
m_SubscribedToAll = false;
while (m_SubscribedActions.length > 0)
UnsubscribeFrom(m_SubscribedActions[m_SubscribedActions.length - 1]);
while (m_SubscribedActionMaps.length > 0)
UnsubscribeFrom(m_SubscribedActionMaps[m_SubscribedActionMaps.length - 1]);
}
/// <summary>
/// Subscribes to <paramref name="action"/>.
/// </summary>
/// <param name="action">The action to be recorded.</param>
/// <remarks>
/// **Note:** This method does not prevent you from subscribing to the same action multiple times.
/// If you subscribe to the same action multiple times, your event buffer will contain duplicate entries.
/// </remarks>
/// <exception cref="ArgumentNullException">If <paramref name="action"/> is <c>null</c>.</exception>
/// <seealso cref="SubscribeTo(InputActionMap)"/>
/// <seealso cref="SubscribeToAll"/>
public void SubscribeTo(InputAction action)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
if (m_CallbackDelegate == null)
m_CallbackDelegate = RecordAction;
action.performed += m_CallbackDelegate;
action.started += m_CallbackDelegate;
action.canceled += m_CallbackDelegate;
m_SubscribedActions.AppendWithCapacity(action);
}
/// <summary>
/// Subscribes to all actions contained within <paramref name="actionMap"/>.
/// </summary>
/// <param name="actionMap">The action-map containing all actions to be recorded.</param>
/// <remarks>
/// **Note:** This method does not prevent you from subscribing to the same action multiple times.
/// If you subscribe to the same action multiple times, your event buffer will contain duplicate entries.
/// </remarks>
/// <exception cref="ArgumentNullException">Thrown if <paramref name="actionMap"/> is null.</exception>
/// <seealso cref="SubscribeTo(InputAction)"/>
/// <seealso cref="SubscribeToAll"/>
public void SubscribeTo(InputActionMap actionMap)
{
if (actionMap == null)
throw new ArgumentNullException(nameof(actionMap));
if (m_CallbackDelegate == null)
m_CallbackDelegate = RecordAction;
actionMap.actionTriggered += m_CallbackDelegate;
m_SubscribedActionMaps.AppendWithCapacity(actionMap);
}
/// <summary>
/// Unsubscribes from an action, if that action was previously subscribed to.
/// </summary>
/// <param name="action">The action to unsubscribe from.</param>
/// <remarks>
/// **Note:** This method has no side effects if you attempt to unsubscribe from an action that you have not previously subscribed to.
/// </remarks>
/// <exception cref="ArgumentNullException">Thrown if <paramref name="action"/> is <c>null</c>.</exception>
/// <seealso cref="UnsubscribeFrom(InputActionMap)"/>
/// <seealso cref="UnsubscribeFromAll"/>
public void UnsubscribeFrom(InputAction action)
{
if (action == null)
throw new ArgumentNullException(nameof(action));
if (m_CallbackDelegate == null)
return;
action.performed -= m_CallbackDelegate;
action.started -= m_CallbackDelegate;
action.canceled -= m_CallbackDelegate;
var index = m_SubscribedActions.IndexOfReference(action);
if (index != -1)
m_SubscribedActions.RemoveAtWithCapacity(index);
}
/// <summary>
/// Unsubscribes from all actions included in <paramref name="actionMap"/>.
/// </summary>
/// <param name="actionMap">The action-map containing actions to unsubscribe from.</param>
/// <remarks>
/// **Note:** This method has no side effects if you attempt to unsubscribe from an action-map that you have not previously subscribed to.
/// </remarks>
/// <exception cref="ArgumentNullException">Thrown if <paramref name="actionMap"/> is <c>null</c>.</exception>
/// <seealso cref="UnsubscribeFrom(InputAction)"/>
/// <seealso cref="UnsubscribeFromAll"/>
public void UnsubscribeFrom(InputActionMap actionMap)
{
if (actionMap == null)
throw new ArgumentNullException(nameof(actionMap));
if (m_CallbackDelegate == null)
return;
actionMap.actionTriggered -= m_CallbackDelegate;
var index = m_SubscribedActionMaps.IndexOfReference(actionMap);
if (index != -1)
m_SubscribedActionMaps.RemoveAtWithCapacity(index);
}
/// <summary>
/// Record the triggering of an action as an <see cref="ActionEventPtr">action event</see>.
/// </summary>
/// <param name="context"></param>
/// <see cref="InputAction.performed"/>
/// <see cref="InputAction.started"/>
/// <see cref="InputAction.canceled"/>
/// <see cref="InputActionMap.actionTriggered"/>
public unsafe void RecordAction(InputAction.CallbackContext context)
{
// Find/add state.
var stateIndex = m_ActionMapStates.IndexOfReference(context.m_State);
if (stateIndex == -1)
stateIndex = m_ActionMapStates.AppendWithCapacity(context.m_State);
// Make sure we get notified if there's a change to binding setups.
HookOnActionChange();
// Allocate event.
var valueSizeInBytes = context.valueSizeInBytes;
var eventPtr =
(ActionEvent*)m_EventBuffer.AllocateEvent(ActionEvent.GetEventSizeWithValueSize(valueSizeInBytes));
// Initialize event.
ref var triggerState = ref context.m_State.actionStates[context.m_ActionIndex];
eventPtr->baseEvent.type = ActionEvent.Type;
eventPtr->baseEvent.time = triggerState.time;
eventPtr->stateIndex = stateIndex;
eventPtr->controlIndex = triggerState.controlIndex;
eventPtr->bindingIndex = triggerState.bindingIndex;
eventPtr->interactionIndex = triggerState.interactionIndex;
eventPtr->startTime = triggerState.startTime;
eventPtr->phase = triggerState.phase;
// Store value.
// NOTE: If the action triggered from a composite, this stores the value as
// read from the composite.
// NOTE: Also, the value we store is a fully processed value.
var valueBuffer = eventPtr->valueData;
context.ReadValue(valueBuffer, valueSizeInBytes);
}
/// <summary>
/// Clears all recorded data.
/// </summary>
/// <remarks>
/// **Note:** This method does not unsubscribe any actions that the instance is listening to, so after clearing the recorded data, new input on those subscribed actions will continue to be recorded.
/// </remarks>
public void Clear()
{
m_EventBuffer.Reset();
m_ActionMapStates.ClearWithCapacity();
}
~InputActionTrace()
{
DisposeInternal();
}
/// <inheritdoc/>
public override string ToString()
{
if (count == 0)
return "[]";
var str = new StringBuilder();
str.Append('[');
var isFirst = true;
foreach (var eventPtr in this)
{
if (!isFirst)
str.Append(",\n");
str.Append(eventPtr.ToString());
isFirst = false;
}
str.Append(']');
return str.ToString();
}
/// <inheritdoc/>
public void Dispose()
{
UnsubscribeFromAll();
DisposeInternal();
}
private void DisposeInternal()
{
// Nuke clones we made of InputActionMapStates.
for (var i = 0; i < m_ActionMapStateClones.length; ++i)
m_ActionMapStateClones[i].Dispose();
m_EventBuffer.Dispose();
m_ActionMapStates.Clear();
m_ActionMapStateClones.Clear();
if (m_ActionChangeDelegate != null)
{
InputSystem.onActionChange -= m_ActionChangeDelegate;
m_ActionChangeDelegate = null;
}
}
/// <summary>
/// Returns an enumerator that enumerates all action events recorded for this instance.
/// </summary>
/// <returns>Enumerator instance, never <c>null</c>.</returns>
/// <seealso cref="ActionEventPtr"/>
public IEnumerator<ActionEventPtr> GetEnumerator()
{
return new Enumerator(this);
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
private bool m_SubscribedToAll;
private bool m_OnActionChangeHooked;
private InlinedArray<InputAction> m_SubscribedActions;
private InlinedArray<InputActionMap> m_SubscribedActionMaps;
private InputEventBuffer m_EventBuffer;
private InlinedArray<InputActionState> m_ActionMapStates;
private InlinedArray<InputActionState> m_ActionMapStateClones;
private Action<InputAction.CallbackContext> m_CallbackDelegate;
private Action<object, InputActionChange> m_ActionChangeDelegate;
private void HookOnActionChange()
{
if (m_OnActionChangeHooked)
return;
if (m_ActionChangeDelegate == null)
m_ActionChangeDelegate = OnActionChange;
InputSystem.onActionChange += m_ActionChangeDelegate;
m_OnActionChangeHooked = true;
}
private void UnhookOnActionChange()
{
if (!m_OnActionChangeHooked)
return;
InputSystem.onActionChange -= m_ActionChangeDelegate;
m_OnActionChangeHooked = false;
}
private void OnActionChange(object actionOrMapOrAsset, InputActionChange change)
{
// If we're subscribed to all actions, check if an action got triggered.
if (m_SubscribedToAll)
{
switch (change)
{
case InputActionChange.ActionStarted:
case InputActionChange.ActionPerformed:
case InputActionChange.ActionCanceled:
Debug.Assert(actionOrMapOrAsset is InputAction, "Expected an action");
var triggeredAction = (InputAction)actionOrMapOrAsset;
var actionIndex = triggeredAction.m_ActionIndexInState;
var stateForAction = triggeredAction.m_ActionMap.m_State;
var context = new InputAction.CallbackContext
{
m_State = stateForAction,
m_ActionIndex = actionIndex,
};
RecordAction(context);
return;
}
}
// We're only interested in changes to the binding resolution state of actions.
if (change != InputActionChange.BoundControlsAboutToChange)
return;
// Grab the associated action map(s).
if (actionOrMapOrAsset is InputAction action)
CloneActionStateBeforeBindingsChange(action.m_ActionMap);
else if (actionOrMapOrAsset is InputActionMap actionMap)
CloneActionStateBeforeBindingsChange(actionMap);
else if (actionOrMapOrAsset is InputActionAsset actionAsset)
foreach (var actionMapInAsset in actionAsset.actionMaps)
CloneActionStateBeforeBindingsChange(actionMapInAsset);
else
Debug.Assert(false, "Expected InputAction, InputActionMap or InputActionAsset");
}
private void CloneActionStateBeforeBindingsChange(InputActionMap actionMap)
{
// Grab the state.
var state = actionMap.m_State;
if (state == null)
{
// Bindings have not been resolved yet for this action map. We shouldn't even be
// on the notification list in this case, but just in case, ignore.
return;
}
// See if we're using the given state.
var stateIndex = m_ActionMapStates.IndexOfReference(state);
if (stateIndex == -1)
return;
// Yes, we are so make our own private copy of its current state.
// NOTE: We do not put these local InputActionMapStates on the global list.
var clone = state.Clone();
m_ActionMapStateClones.Append(clone);
m_ActionMapStates[stateIndex] = clone;
}
/// <summary>
/// A wrapper around <see cref="ActionEvent"/> that automatically translates all the
/// information in events into their high-level representations.
/// </summary>
/// <remarks>
/// For example, instead of returning <see cref="ActionEvent.controlIndex">control indices</see>,
/// it automatically resolves and returns the respective <see cref="InputControl">controls</see>.
/// </remarks>
public unsafe struct ActionEventPtr
{
internal InputActionState m_State;
internal ActionEvent* m_Ptr;
/// <summary>
/// The <see cref="InputAction"/> associated with this action event.
/// </summary>
public InputAction action => m_State.GetActionOrNull(m_Ptr->bindingIndex);
/// <summary>
/// The <see cref="InputActionPhase"/> associated with this action event.
/// </summary>
/// <seealso cref="InputAction.phase"/>
/// <seealso cref="InputAction.CallbackContext.phase"/>
public InputActionPhase phase => m_Ptr->phase;
/// <summary>
/// The <see cref="InputControl"/> instance associated with this action event.
/// </summary>
public InputControl control => m_State.controls[m_Ptr->controlIndex];
/// <summary>
/// The <see cref="IInputInteraction"/> instance associated with this action event if applicable, or <c>null</c> if the action event is not associated with an input interaction.
/// </summary>
public IInputInteraction interaction
{
get
{
var index = m_Ptr->interactionIndex;
if (index == InputActionState.kInvalidIndex)
return null;
return m_State.interactions[index];
}
}
/// <summary>
/// The time, in seconds since your game or app started, that the event occurred.
/// </summary>
/// <remarks>
/// Times are in seconds and progress linearly in real-time. The timeline is the same as for <see cref="Time.realtimeSinceStartup"/>.
/// </remarks>
public double time => m_Ptr->baseEvent.time;
/// <summary>
/// The time, in seconds since your game or app started, that the <see cref="phase"/> transitioned into <see cref="InputActionPhase.Started"/>.
/// </summary>
public double startTime => m_Ptr->startTime;
/// <summary>
/// The duration, in seconds, that has elapsed between when this event was generated and when the
/// action <see cref="phase"/> transitioned to <see cref="InputActionPhase.Started"/> and has remained active.
/// </summary>
public double duration => time - startTime;
/// <summary>
/// The size, in bytes, of the value associated with this action event.
/// </summary>
public int valueSizeInBytes => m_Ptr->valueSizeInBytes;
/// <summary>
/// Reads the value associated with this event as an <c>object</c>.
/// </summary>
/// <returns><c>object</c> representing the value of this action event.</returns>
/// <seealso cref="ReadOnlyArray{TValue}"/>
/// <seealso cref="ReadValue(void*, int)"/>
public object ReadValueAsObject()
{
if (m_Ptr == null)
throw new InvalidOperationException("ActionEventPtr is invalid");
var valuePtr = m_Ptr->valueData;
// Check if the value came from a composite.
var bindingIndex = m_Ptr->bindingIndex;
if (m_State.bindingStates[bindingIndex].isPartOfComposite)
{
// Yes, so have to put the value/struct data we read into a boxed
// object based on the value type of the composite.
var compositeBindingIndex = m_State.bindingStates[bindingIndex].compositeOrCompositeBindingIndex;
var compositeIndex = m_State.bindingStates[compositeBindingIndex].compositeOrCompositeBindingIndex;
var composite = m_State.composites[compositeIndex];
Debug.Assert(composite != null, "NULL composite instance");
var valueType = composite.valueType;
if (valueType == null)
throw new InvalidOperationException($"Cannot read value from Composite '{composite}' which does not have a valueType set");
return Marshal.PtrToStructure(new IntPtr(valuePtr), valueType);
}
// Expecting action to only trigger from part bindings or bindings outside of composites.
Debug.Assert(!m_State.bindingStates[bindingIndex].isComposite, "Action should not have triggered directly from a composite binding");
// Read value through InputControl.
var valueSizeInBytes = m_Ptr->valueSizeInBytes;
return control.ReadValueFromBufferAsObject(valuePtr, valueSizeInBytes);
}
/// <summary>
/// Reads the value associated with this event into the contiguous memory buffer defined by <c>[buffer, buffer + bufferSize)</c>.
/// </summary>
/// <param name="buffer">Pointer to the contiguous memory buffer to write value data to.</param>
/// <param name="bufferSize">The size, in bytes, of the contiguous buffer pointed to by <paramref name="buffer"/>.</param>
/// <exception cref="NullReferenceException">If <paramref name="buffer"/> is <c>null</c>.</exception>
/// <exception cref="ArgumentException">If the given <paramref name="bufferSize"/> is less than the number of bytes required to write the event value to <paramref name="buffer"/>.</exception>
/// <seealso cref="ReadValueAsObject"/>
/// <seealso cref="ReadValue{TValue}"/>
public void ReadValue(void* buffer, int bufferSize)
{
var valueSizeInBytes = m_Ptr->valueSizeInBytes;
////REVIEW: do we want more checking than this?
if (bufferSize < valueSizeInBytes)
throw new ArgumentException(
$"Expected buffer of at least {valueSizeInBytes} bytes but got buffer of just {bufferSize} bytes instead",
nameof(bufferSize));
UnsafeUtility.MemCpy(buffer, m_Ptr->valueData, valueSizeInBytes);
}
/// <summary>
/// Reads the value associated with this event as an object of type <typeparamref name="TValue"/>.
/// </summary>
/// <typeparam name="TValue">The event value type to be used.</typeparam>
/// <returns>Object of type <typeparamref name="TValue"/>.</returns>
/// <exception cref="InvalidOperationException">In case the size of <typeparamref name="TValue"/> does not match the size of the value associated with this event.</exception>
public TValue ReadValue<TValue>()
where TValue : struct
{
var valueSizeInBytes = m_Ptr->valueSizeInBytes;
////REVIEW: do we want more checking than this?
if (UnsafeUtility.SizeOf<TValue>() != valueSizeInBytes)
throw new InvalidOperationException(
$"Cannot read a value of type '{typeof(TValue).Name}' with size {UnsafeUtility.SizeOf<TValue>()} from event on action '{action}' with value size {valueSizeInBytes}");
var result = new TValue();
var resultPtr = UnsafeUtility.AddressOf(ref result);
UnsafeUtility.MemCpy(resultPtr, m_Ptr->valueData, valueSizeInBytes);
return result;
}
/// <inheritdoc/>
public override string ToString()
{
if (m_Ptr == null)
return "<null>";
var actionName = action.actionMap != null ? $"{action.actionMap.name}/{action.name}" : action.name;
return $"{{ action={actionName} phase={phase} time={time} control={control} value={ReadValueAsObject()} interaction={interaction} duration={duration} }}";
}
}
private unsafe struct Enumerator : IEnumerator<ActionEventPtr>
{
private readonly InputActionTrace m_Trace;
private readonly ActionEvent* m_Buffer;
private readonly int m_EventCount;
private ActionEvent* m_CurrentEvent;
private int m_CurrentIndex;
public Enumerator(InputActionTrace trace)
{
m_Trace = trace;
m_Buffer = (ActionEvent*)trace.m_EventBuffer.bufferPtr.data;
m_EventCount = trace.m_EventBuffer.eventCount;
m_CurrentEvent = null;
m_CurrentIndex = 0;
}
public bool MoveNext()
{
if (m_CurrentIndex == m_EventCount)
return false;
if (m_CurrentEvent == null)
{
m_CurrentEvent = m_Buffer;
return m_CurrentEvent != null;
}
Debug.Assert(m_CurrentEvent != null);
++m_CurrentIndex;
if (m_CurrentIndex == m_EventCount)
return false;
m_CurrentEvent = (ActionEvent*)InputEvent.GetNextInMemory((InputEvent*)m_CurrentEvent);
return true;
}
public void Reset()
{
m_CurrentEvent = null;
m_CurrentIndex = 0;
}
public void Dispose()
{
}
public ActionEventPtr Current
{
get
{
var state = m_Trace.m_ActionMapStates[m_CurrentEvent->stateIndex];
return new ActionEventPtr
{
m_State = state,
m_Ptr = m_CurrentEvent,
};
}
}
object IEnumerator.Current => Current;
}
}
}