forked from BilalY/Rasagar
226 lines
9.2 KiB
C#
226 lines
9.2 KiB
C#
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using System;
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using System.ComponentModel;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Utilities;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine.InputSystem.Editor;
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using UnityEngine.UIElements;
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#endif
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////TODO: add support for ramp up/down
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namespace UnityEngine.InputSystem.Composites
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{
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/// <summary>
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/// A 2D planar motion vector computed from an up+down button pair and a left+right
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/// button pair.
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/// </summary>
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/// <remarks>
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/// This composite allows to grab arbitrary buttons from a device and arrange them in
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/// a D-Pad like configuration. Based on button presses, the composite will return a
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/// normalized direction vector (normalization can be turned off via <see cref="mode"/>).
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///
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/// Opposing motions cancel each other out. This means that if, for example, both the left
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/// and right horizontal button are pressed, the resulting horizontal movement value will
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/// be zero.
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///
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/// <example>
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/// <code>
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/// // Set up WASD style keyboard controls.
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/// action.AddCompositeBinding("2DVector")
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/// .With("Up", "<Keyboard>/w")
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/// .With("Left", "<Keyboard>/a")
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/// .With("Down", "<Keyboard>/s")
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/// .With("Right", "<Keyboard>/d");
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="Vector3Composite"/>
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[DisplayStringFormat("{up}/{left}/{down}/{right}")] // This results in WASD.
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[DisplayName("Up/Down/Left/Right Composite")]
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public class Vector2Composite : InputBindingComposite<Vector2>
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{
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/// <summary>
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/// Binding for the button that represents the up (that is, <c>(0,1)</c>) direction of the vector.
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/// </summary>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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[InputControl(layout = "Axis")] public int up;
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/// <summary>
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/// Binding for the button represents the down (that is, <c>(0,-1)</c>) direction of the vector.
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/// </summary>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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[InputControl(layout = "Axis")] public int down;
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/// <summary>
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/// Binding for the button represents the left (that is, <c>(-1,0)</c>) direction of the vector.
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/// </summary>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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// ReSharper disable once MemberCanBePrivate.Global
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// ReSharper disable once FieldCanBeMadeReadOnly.Global
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[InputControl(layout = "Axis")] public int left;
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/// <summary>
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/// Binding for the button that represents the right (that is, <c>(1,0)</c>) direction of the vector.
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/// </summary>
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/// <remarks>
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/// This property is automatically assigned by the input system.
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/// </remarks>
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[InputControl(layout = "Axis")] public int right;
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[Obsolete("Use Mode.DigitalNormalized with 'mode' instead")]
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public bool normalize = true;
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/// <summary>
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/// How to synthesize a <c>Vector2</c> from the values read from <see cref="up"/>, <see cref="down"/>,
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/// <see cref="left"/>, and <see cref="right"/>.
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/// </summary>
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/// <value>Determines how X and Y of the resulting <c>Vector2</c> are formed from input values.</value>
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/// <remarks>
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/// <example>
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/// <code>
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/// var action = new InputAction();
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///
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/// // DigitalNormalized composite (the default). Turns gamepad left stick into
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/// // control equivalent to the D-Pad.
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/// action.AddCompositeBinding("2DVector(mode=0)")
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/// .With("up", "<Gamepad>/leftStick/up")
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/// .With("down", "<Gamepad>/leftStick/down")
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/// .With("left", "<Gamepad>/leftStick/left")
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/// .With("right", "<Gamepad>/leftStick/right");
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///
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/// // Digital composite. Turns gamepad left stick into control equivalent
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/// // to the D-Pad except that diagonals will not be normalized.
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/// action.AddCompositeBinding("2DVector(mode=1)")
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/// .With("up", "<Gamepad>/leftStick/up")
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/// .With("down", "<Gamepad>/leftStick/down")
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/// .With("left", "<Gamepad>/leftStick/left")
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/// .With("right", "<Gamepad>/leftStick/right");
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///
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/// // Analog composite. In this case results in setup that behaves exactly
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/// // the same as leftStick already does. But you could use it, for example,
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/// // to swap directions by binding "up" to leftStick/down and "down" to
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/// // leftStick/up.
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/// action.AddCompositeBinding("2DVector(mode=2)")
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/// .With("up", "<Gamepad>/leftStick/up")
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/// .With("down", "<Gamepad>/leftStick/down")
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/// .With("left", "<Gamepad>/leftStick/left")
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/// .With("right", "<Gamepad>/leftStick/right");
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/// </code>
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/// </example>
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/// </remarks>
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public Mode mode;
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/// <inheritdoc />
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public override Vector2 ReadValue(ref InputBindingCompositeContext context)
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{
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var mode = this.mode;
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if (mode == Mode.Analog)
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{
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var upValue = context.ReadValue<float>(up);
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var downValue = context.ReadValue<float>(down);
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var leftValue = context.ReadValue<float>(left);
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var rightValue = context.ReadValue<float>(right);
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return DpadControl.MakeDpadVector(upValue, downValue, leftValue, rightValue);
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}
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var upIsPressed = context.ReadValueAsButton(up);
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var downIsPressed = context.ReadValueAsButton(down);
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var leftIsPressed = context.ReadValueAsButton(left);
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var rightIsPressed = context.ReadValueAsButton(right);
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// Legacy. We need to reference the obsolete member here so temporarily
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// turn of the warning.
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#pragma warning disable CS0618
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if (!normalize) // Was on by default.
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mode = Mode.Digital;
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#pragma warning restore CS0618
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return DpadControl.MakeDpadVector(upIsPressed, downIsPressed, leftIsPressed, rightIsPressed, mode == Mode.DigitalNormalized);
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}
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/// <inheritdoc />
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public override float EvaluateMagnitude(ref InputBindingCompositeContext context)
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{
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var value = ReadValue(ref context);
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return value.magnitude;
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}
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/// <summary>
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/// Determines how a <c>Vector2</c> is synthesized from part controls.
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/// </summary>
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public enum Mode
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{
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/// <summary>
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/// Part controls are treated as analog meaning that the floating-point values read from controls
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/// will come through as is (minus the fact that the down and left direction values are negated).
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/// </summary>
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Analog = 2,
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/// <summary>
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/// Part controls are treated as buttons (on/off) and the resulting vector is normalized. This means
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/// that if, for example, both left and up are pressed, instead of returning a vector (-1,1), a vector
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/// of roughly (-0.7,0.7) (that is, corresponding to <c>new Vector2(-1,1).normalized</c>) is returned instead.
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/// The resulting 2D area is diamond-shaped.
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/// </summary>
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DigitalNormalized = 0,
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/// <summary>
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/// Part controls are treated as buttons (on/off) and the resulting vector is not normalized. This means
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/// that if, for example, both left and up are pressed, the resulting vector is (-1,1) and has a length
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/// greater than 1. The resulting 2D area is box-shaped.
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/// </summary>
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Digital = 1
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}
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}
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#if UNITY_EDITOR
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internal class Vector2CompositeEditor : InputParameterEditor<Vector2Composite>
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{
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private GUIContent m_ModeLabel = new GUIContent("Mode",
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"How to synthesize a Vector2 from the inputs. Digital "
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+ "treats part bindings as buttons (on/off) whereas Analog preserves "
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+ "floating-point magnitudes as read from controls.");
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public override void OnGUI()
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{
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target.mode = (Vector2Composite.Mode)EditorGUILayout.EnumPopup(m_ModeLabel, target.mode);
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}
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
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{
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var modeField = new EnumField(m_ModeLabel.text, target.mode)
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{
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tooltip = m_ModeLabel.tooltip
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};
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modeField.RegisterValueChangedCallback(evt =>
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{
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target.mode = (Vector2Composite.Mode)evt.newValue;
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onChangedCallback();
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});
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root.Add(modeField);
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}
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#endif
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}
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#endif
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}
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