moved input controls to addressables
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@@ -99,22 +99,48 @@ namespace RebootKit.Engine.Main {
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}
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// Assets API
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static readonly List<GameModeAsset> s_gameModesAssets = new List<GameModeAsset>();
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static readonly List<WorldConfigAsset> s_worldConfigsAssets = new List<WorldConfigAsset>();
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static readonly List<GameModeAsset> s_GameModesAssets = new List<GameModeAsset>();
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static readonly List<WorldConfigAsset> s_WorldConfigsAssets = new List<WorldConfigAsset>();
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public static IReadOnlyList<GameModeAsset> GameModesAssets => s_gameModesAssets;
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public static IReadOnlyList<WorldConfigAsset> WorldConfigsAssets => s_worldConfigsAssets;
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public static IReadOnlyList<GameModeAsset> GameModesAssets => s_GameModesAssets;
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public static IReadOnlyList<WorldConfigAsset> WorldConfigsAssets => s_WorldConfigsAssets;
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public static async UniTask InitializeAssetsAsync(CancellationToken cancellationToken) {
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s_gameModesAssets.Clear();
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s_worldConfigsAssets.Clear();
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s_GameModesAssets.Clear();
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s_WorldConfigsAssets.Clear();
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s_Logger.Info("Loading game assets");
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await Addressables.LoadAssetsAsync<GameModeAsset>("game_mode", asset => { s_gameModesAssets.Add(asset); }).ToUniTask(cancellationToken: cancellationToken);
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s_Logger.Info($"Loaded {s_gameModesAssets.Count} game modes");
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await Addressables.LoadAssetsAsync<GameModeAsset>("game_mode", asset => { s_GameModesAssets.Add(asset); }).ToUniTask(cancellationToken: cancellationToken);
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s_Logger.Info($"Loaded {s_GameModesAssets.Count} game modes");
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await Addressables.LoadAssetsAsync<WorldConfigAsset>("world", asset => { s_worldConfigsAssets.Add(asset); }).ToUniTask(cancellationToken: cancellationToken);
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await Addressables.LoadAssetsAsync<WorldConfigAsset>("world", asset => { s_WorldConfigsAssets.Add(asset); }).ToUniTask(cancellationToken: cancellationToken);
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}
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public static GameModeAsset GetGameMode(string name) {
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if (string.IsNullOrEmpty(name)) {
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throw new ArgumentException("Game mode name cannot be null or empty", nameof(name));
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}
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GameModeAsset gameMode = s_GameModesAssets.Find(asset => asset.name.Equals(name, StringComparison.Ordinal));
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if (!gameMode) {
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throw new KeyNotFoundException($"Game mode '{name}' not found");
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}
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return gameMode;
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}
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public static WorldConfigAsset GetWorldConfigAsset(string name) {
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if (string.IsNullOrEmpty(name)) {
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throw new ArgumentException("World config name cannot be null or empty", nameof(name));
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}
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WorldConfigAsset worldConfig = s_WorldConfigsAssets.Find(asset => asset.Config.name.Equals(name, StringComparison.Ordinal));
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if (!worldConfig) {
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throw new KeyNotFoundException($"World config '{name}' not found");
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}
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return worldConfig;
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}
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// Game API
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@@ -1,29 +1,45 @@
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using System;
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using RebootKit.Engine.Foundation;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.InputSystem;
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using UnityEngine.ResourceManagement.AsyncOperations;
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namespace RebootKit.Engine.Services.Input {
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public class InputService : IService {
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readonly Config m_Config;
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AsyncOperationHandle<InputActionAsset> m_Handle;
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InputActionAsset m_InputActionAsset;
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public InputService(Config config) {
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m_Config = config;
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m_Handle = Addressables.LoadAssetAsync<InputActionAsset>(m_Config.inputAssetReference);
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m_InputActionAsset = m_Handle.WaitForCompletion();
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}
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public void Dispose() {
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m_InputActionAsset = null;
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Addressables.Release(m_Handle);
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m_Handle = default;
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}
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public void EnableControls() {
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m_Config.inputAsset.Enable();
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m_InputActionAsset.Enable();
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}
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public void DisableControls() {
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m_Config.inputAsset.Disable();
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m_InputActionAsset.Disable();
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}
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public bool AreControlsEnabled() {
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return m_InputActionAsset.enabled;
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}
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public InputAction FindInputAction(string path) {
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return m_Config.inputAsset.FindAction(path);
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return m_InputActionAsset.FindAction(path);
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}
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public void LockCursor() {
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@@ -38,7 +54,7 @@ namespace RebootKit.Engine.Services.Input {
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[Serializable]
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public class Config {
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public InputActionAsset inputAsset;
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public AssetReferenceT<InputActionAsset> inputAssetReference;
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}
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}
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}
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