forked from BilalY/Rasagar
131 lines
6.1 KiB
C#
131 lines
6.1 KiB
C#
#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.Editor
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{
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/// <summary>
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/// UI that edits the properties of an <see cref="InputAction"/>.
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/// </summary>
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/// <remarks>
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/// Right-most pane in <see cref="InputActionEditorWindow"/> when an action is selected.
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/// </remarks>
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internal class InputActionPropertiesView : PropertiesViewBase
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{
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public static FourCC k_PropertiesChanged => new FourCC("PROP");
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public InputActionPropertiesView(SerializedProperty actionProperty, Action<FourCC> onChange = null)
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: base("Action", actionProperty, onChange, actionProperty.FindPropertyRelative("m_ExpectedControlType").stringValue)
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{
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m_ExpectedControlTypeProperty = actionProperty.FindPropertyRelative(nameof(InputAction.m_ExpectedControlType));
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m_ActionTypeProperty = actionProperty.FindPropertyRelative(nameof(InputAction.m_Type));
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m_ActionFlagsProperty = actionProperty.FindPropertyRelative(nameof(InputAction.m_Flags));
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m_SelectedActionType = (InputActionType)m_ActionTypeProperty.intValue;
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m_WantsInitialStateCheck = (m_ActionFlagsProperty.intValue & (int)InputAction.ActionFlags.WantsInitialStateCheck) != 0;
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BuildControlTypeList();
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m_SelectedControlType = Array.IndexOf(m_ControlTypeList, m_ExpectedControlTypeProperty.stringValue);
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if (m_SelectedControlType == -1)
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m_SelectedControlType = 0;
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if (s_ControlTypeLabel == null)
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s_ControlTypeLabel = EditorGUIUtility.TrTextContent("Control Type", m_ExpectedControlTypeProperty.GetTooltip());
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if (s_ActionTypeLabel == null)
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s_ActionTypeLabel = EditorGUIUtility.TrTextContent("Action Type", m_ActionTypeProperty.GetTooltip());
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if (s_WantsInitialStateCheckLabel == null)
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s_WantsInitialStateCheckLabel = EditorGUIUtility.TrTextContent("Initial State Check",
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"Whether in the next input update after the action was enabled, the action should "
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+ "immediately trigger if any of its bound controls are currently in a non-default state. "
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+ "This check happens implicitly for Value actions but can be explicitly enabled for Button and Pass-Through actions.");
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}
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protected override void DrawGeneralProperties()
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{
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EditorGUI.BeginChangeCheck();
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m_SelectedActionType = EditorGUILayout.EnumPopup(s_ActionTypeLabel, m_SelectedActionType);
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if ((InputActionType)m_SelectedActionType != InputActionType.Button)
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m_SelectedControlType = EditorGUILayout.Popup(s_ControlTypeLabel, m_SelectedControlType, m_ControlTypeOptions);
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if ((InputActionType)m_SelectedActionType != InputActionType.Value)
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m_WantsInitialStateCheck = EditorGUILayout.Toggle(s_WantsInitialStateCheckLabel, m_WantsInitialStateCheck);
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if (EditorGUI.EndChangeCheck())
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{
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if ((InputActionType)m_SelectedActionType == InputActionType.Button)
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m_ExpectedControlTypeProperty.stringValue = "Button";
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else if (m_SelectedControlType == 0)
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m_ExpectedControlTypeProperty.stringValue = string.Empty;
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else
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m_ExpectedControlTypeProperty.stringValue = m_ControlTypeList[m_SelectedControlType];
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m_ActionTypeProperty.intValue = (int)(InputActionType)m_SelectedActionType;
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if (m_WantsInitialStateCheck)
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m_ActionFlagsProperty.intValue |= (int)InputAction.ActionFlags.WantsInitialStateCheck;
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else
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m_ActionFlagsProperty.intValue &= ~(int)InputAction.ActionFlags.WantsInitialStateCheck;
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m_ActionTypeProperty.serializedObject.ApplyModifiedProperties();
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UpdateProcessors(m_ExpectedControlTypeProperty.stringValue);
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onChange(k_PropertiesChanged);
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}
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}
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private void BuildControlTypeList()
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{
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var types = new List<string>();
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var allLayouts = InputSystem.s_Manager.m_Layouts;
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foreach (var layoutName in allLayouts.layoutTypes.Keys)
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{
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if (EditorInputControlLayoutCache.TryGetLayout(layoutName).hideInUI)
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continue;
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// If the action type is InputActionType.Value, skip button controls.
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var type = allLayouts.layoutTypes[layoutName];
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if ((InputActionType)m_SelectedActionType == InputActionType.Value &&
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typeof(ButtonControl).IsAssignableFrom(type))
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continue;
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////TODO: skip aliases
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if (typeof(InputControl).IsAssignableFrom(type) &&
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!typeof(InputDevice).IsAssignableFrom(type))
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{
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types.Add(layoutName);
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}
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}
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// Sort alphabetically.
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types.Sort((a, b) => string.Compare(a, b, StringComparison.OrdinalIgnoreCase));
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// Make sure "Any" is always topmost entry.
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types.Insert(0, "Any");
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m_ControlTypeList = types.ToArray();
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m_ControlTypeOptions = m_ControlTypeList.Select(x => new GUIContent(ObjectNames.NicifyVariableName(x)))
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.ToArray();
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}
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private readonly SerializedProperty m_ExpectedControlTypeProperty;
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private readonly SerializedProperty m_ActionTypeProperty;
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private readonly SerializedProperty m_ActionFlagsProperty;
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private string m_ExpectedControlLayout;
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private string[] m_ControlTypeList;
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private GUIContent[] m_ControlTypeOptions;
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private int m_SelectedControlType;
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private Enum m_SelectedActionType;
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private bool m_WantsInitialStateCheck;
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private static GUIContent s_ActionTypeLabel;
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private static GUIContent s_ControlTypeLabel;
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private static GUIContent s_WantsInitialStateCheckLabel;
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}
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}
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#endif // UNITY_EDITOR
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