forked from BilalY/Rasagar
177 lines
7.2 KiB
C#
177 lines
7.2 KiB
C#
using System;
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// A serializable property type that can either reference an action externally defined
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/// in an <see cref="InputActionAsset"/> or define a new action directly on the property.
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/// </summary>
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/// <remarks>
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/// This struct is meant to be used for serialized fields in <c>MonoBehaviour</c> and
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/// <c>ScriptableObject</c> classes. It has a custom property drawer attached to it
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/// that allows to switch between using the property as a reference and using it
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/// to define an action in place.
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///
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/// <example>
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/// <code>
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/// public class MyBehavior : MonoBehaviour
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/// {
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/// // This can be edited in the inspector to either reference an existing
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/// // action or to define an action directly on the component.
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/// public InputActionProperty myAction;
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/// }
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputAction"/>
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/// <seealso cref="InputActionReference"/>
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[Serializable]
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public struct InputActionProperty : IEquatable<InputActionProperty>, IEquatable<InputAction>, IEquatable<InputActionReference>
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{
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/// <summary>
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/// The effective action held on to by the property.
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/// </summary>
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/// <value>The effective action object contained in the property.</value>
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/// <remarks>
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/// This property will return <c>null</c> if the property is using a <see cref="reference"/> and
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/// the referenced action cannot be found. Also, it will be <c>null</c> if the property
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/// has been manually initialized with a <c>null</c> <see cref="InputAction"/> using
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/// <see cref="InputActionProperty(InputAction)"/>.
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/// </remarks>
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public InputAction action => m_UseReference ? m_Reference != null ? m_Reference.action : null : m_Action;
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/// <summary>
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/// If the property is set to use a reference to the action, this property returns
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/// the reference. Otherwise it returns <c>null</c>.
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/// </summary>
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/// <value>Reference to external input action, if defined.</value>
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public InputActionReference reference => m_UseReference ? m_Reference : null;
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/// <summary>
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/// The serialized loose action created in code serialized with this property.
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/// </summary>
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/// <value>The serialized action field.</value>
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internal InputAction serializedAction => m_Action;
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/// <summary>
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/// The serialized reference to an external action.
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/// </summary>
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/// <value>The serialized reference field.</value>
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internal InputActionReference serializedReference => m_Reference;
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/// <summary>
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/// Initialize the property to contain the given action.
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/// </summary>
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/// <param name="action">An action.</param>
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/// <remarks>
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/// When the struct is serialized, it will serialize the given action as part of it.
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/// The <see cref="reference"/> property will return <c>null</c>.
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/// </remarks>
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public InputActionProperty(InputAction action)
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{
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m_UseReference = false;
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m_Action = action;
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m_Reference = null;
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}
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/// <summary>
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/// Initialize the property to use the given action reference.
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/// </summary>
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/// <param name="reference">Reference to an <see cref="InputAction"/>.</param>
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/// <remarks>
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/// When the struct is serialized, it will only serialize a reference to
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/// the given <paramref name="reference"/> object.
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/// </remarks>
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public InputActionProperty(InputActionReference reference)
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{
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m_UseReference = true;
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m_Action = null;
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m_Reference = reference;
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}
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/// <summary>
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/// Compare two action properties to see whether they refer to the same action.
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/// </summary>
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/// <param name="other">Another action property.</param>
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/// <returns>True if both properties refer to the same action.</returns>
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public bool Equals(InputActionProperty other)
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{
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return m_Reference == other.m_Reference &&
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m_UseReference == other.m_UseReference &&
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m_Action == other.m_Action;
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}
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/// <summary>
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/// Check whether the property refers to the same action.
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/// </summary>
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/// <param name="other">An action.</param>
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/// <returns>True if <see cref="action"/> is the same as <paramref name="other"/>.</returns>
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public bool Equals(InputAction other)
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{
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return ReferenceEquals(action, other);
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}
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/// <summary>
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/// Check whether the property references the same action.
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/// </summary>
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/// <param name="other">An action reference.</param>
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/// <returns>True if the property and <paramref name="other"/> reference the same action.</returns>
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public bool Equals(InputActionReference other)
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{
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return m_Reference == other;
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}
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/// <summary>
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/// Check whether the given object is an InputActionProperty referencing the same action.
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/// </summary>
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/// <param name="obj">An object or <c>null</c>.</param>
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/// <returns>True if the given <paramref name="obj"/> is an InputActionProperty equivalent to this one.</returns>
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/// <seealso cref="Equals(InputActionProperty)"/>
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public override bool Equals(object obj)
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{
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if (m_UseReference)
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return Equals(obj as InputActionReference);
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return Equals(obj as InputAction);
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}
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/// <summary>
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/// Compute a hash code for the object.
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/// </summary>
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/// <returns>A hash code.</returns>
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public override int GetHashCode()
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{
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if (m_UseReference)
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return m_Reference != null ? m_Reference.GetHashCode() : 0;
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return m_Action != null ? m_Action.GetHashCode() : 0;
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}
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/// <summary>
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/// Compare the two properties for equivalence.
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/// </summary>
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/// <param name="left">The first property.</param>
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/// <param name="right">The second property.</param>
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/// <returns>True if the two action properties are equivalent.</returns>
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/// <seealso cref="Equals(InputActionProperty)"/>
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public static bool operator==(InputActionProperty left, InputActionProperty right)
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{
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return left.Equals(right);
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}
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/// <summary>
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/// Compare the two properties for not being equivalent.
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/// </summary>
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/// <param name="left">The first property.</param>
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/// <param name="right">The second property.</param>
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/// <returns>True if the two action properties are not equivalent.</returns>
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/// <seealso cref="Equals(InputActionProperty)"/>
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public static bool operator!=(InputActionProperty left, InputActionProperty right)
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{
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return !left.Equals(right);
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}
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[SerializeField] private bool m_UseReference;
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[SerializeField] private InputAction m_Action;
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[SerializeField] private InputActionReference m_Reference;
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}
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}
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