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Namespace mobisim.Actors.PlayerGameplay

Namespaces​

Classes​

A snapshot of every action in one InputActionMap, captured as a flat list of InputData entries and aggregated into PlayerInputDataLog.

Message published to indicate the player's progression through a level.

Represents a message containing navigation data, specifically the angle between the object's forward direction and the direction toward the target waypoint.

Contains message types used for navigation waypoint operations, such as changing the current waypoint index, offsetting the index, and requesting the position of the current waypoint.

One node in a branching navigation route managed by NavigationWaypointManager. Holds outgoing links to its possible successor waypoints and fires an activation event when the player reaches it, which the manager uses to advance the route to this node's successors.

Manages a linear sequence of NavigationWaypoints and responds to event-aggregator messages that request or update the current position in that sequence.

A layer between the player's input controller and the car's physics system. It adapts raw Unity Input System values from PlayerController into the throttle, steering, and gear signals consumed by CarController.

Manages player input and delegates actions to the associated controllable component.

Top-level serialisable container for one snapshot of all player input, matching the JSON schema expected by the PHP backend endpoint that receives study telemetry.

An IDataLoggable that snapshots all active Unity Input System action maps at the moment the Collect method is called, producing a PlayerInputDataLog that captures every input value coherently.

Translates Unity Input System values from PlayerController into movement and rotation commands for a Unity CharacterController-based pedestrian pawn.

Centralized manager responsible for selecting and initializing the player entity, camera, and UI components.

A progression checkpoint that connects to other checkpoints to track player progress through a level. Unlike a navigation waypoint, this checkpoint primarily serves to notify and record how far the player has progressed. It can be used alongside navigation waypoints to manage both movement paths and progression tracking. When triggered, it notifies the ProgressionCheckpointManager of its activation.

Tracks and manages progression checkpoints in a level-based scene.

This component collects all ProgressionCheckpoint instances in the scene during Start() and subscribes to their activation events. Each time a checkpoint is activated, the internal count of completed checkpoints is updated.

The component calculates the current level progression (as a value between 0 and 1) every frame and publishes it via an IEventAggregator using a LevelProgressionMessage. This allows other systems (e.g., UI progress bars, achievement triggers) to react to the player's progress through the level.

Note: This class assumes that all checkpoints are available at Start() and remain static during gameplay.

A component that listens for a specified input action and restarts the current level when the action is performed. Attach this to a GameObject and assign an InputActionReference.

Message to change the current waypoint index.

Message to offset the current waypoint index by a specified amount.

Each frame, queries NavigationWaypointManager for the current waypoint position and publishes a NavigationDirectionMessage containing the signed bearing angle to that waypoint, so a compass UI can rotate to guide the participant to the next navigation target.

Request message to obtain the current waypoint position.

Structs​

structInputData

The smallest unit of logged input: a named action and its sampled value.