forked from BilalY/Rasagar
219 lines
9.1 KiB
C#
219 lines
9.1 KiB
C#
#if UNITY_EDITOR || PACKAGE_DOCS_GENERATION
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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 System.Reflection;
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using UnityEditor;
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using UnityEngine.InputSystem.Layouts;
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namespace UnityEngine.InputSystem.Editor
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{
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/// <summary>
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/// Custom editor UI for editing control paths.
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/// </summary>
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/// <remarks>
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/// This is the implementation underlying <see cref="InputControlPathDrawer"/>. It is useful primarily when
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/// greater control is required than is offered by the <see cref="PropertyDrawer"/> mechanism. In particular,
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/// it allows applying additional constraints such as requiring control paths to match ...
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/// </remarks>
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public sealed class InputControlPathEditor : IDisposable
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{
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/// <summary>
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/// Initialize the control path editor.
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/// </summary>
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/// <param name="pathProperty"><see cref="string"/> type property that will receive the picked input control path.</param>
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/// <param name="pickerState">Persistent editing state of the path editor. Used to retain state across domain reloads.</param>
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/// <param name="onModified">Delegate that is called when the path has been modified.</param>
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/// <param name="label">Optional label to display instead of display name of <paramref name="pathProperty"/>.</param>
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/// <exception cref="ArgumentNullException"><paramref name="pathProperty"/> is <c>null</c>.</exception>
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public InputControlPathEditor(SerializedProperty pathProperty, InputControlPickerState pickerState, Action onModified, GUIContent label = null)
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{
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if (pathProperty == null)
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throw new ArgumentNullException(nameof(pathProperty));
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this.pathProperty = pathProperty;
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this.onModified = onModified;
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m_PickerState = pickerState ?? new InputControlPickerState();
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m_PathLabel = label ?? new GUIContent(pathProperty.displayName, pathProperty.GetTooltip());
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}
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public void Dispose()
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{
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m_PickerDropdown?.Dispose();
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}
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public void SetControlPathsToMatch(IEnumerable<string> controlPaths)
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{
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m_ControlPathsToMatch = controlPaths.ToArray();
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m_PickerDropdown?.SetControlPathsToMatch(m_ControlPathsToMatch);
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}
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/// <summary>
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/// Constrain the type of control layout that can be picked.
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/// </summary>
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/// <param name="expectedControlLayout">Name of the layout. This it the name as registered with
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/// <see cref="InputSystem.RegisterLayout"/>.</param>.
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/// <remarks>
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/// <example>
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/// <code>
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/// // Pick only button controls.
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/// editor.SetExpectedControlLayout("Button");
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/// </code>
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/// </example>
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/// </remarks>
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public void SetExpectedControlLayout(string expectedControlLayout)
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{
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m_ExpectedControlLayout = expectedControlLayout;
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m_PickerDropdown?.SetExpectedControlLayout(m_ExpectedControlLayout);
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}
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public void SetExpectedControlLayoutFromAttribute()
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{
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var field = pathProperty.GetField();
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if (field == null)
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return;
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var attribute = field.GetCustomAttribute<InputControlAttribute>();
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if (attribute != null)
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SetExpectedControlLayout(attribute.layout);
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}
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public void OnGUI()
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{
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EditorGUILayout.BeginHorizontal();
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////FIXME: for some reason, the left edge doesn't align properly in GetRect()'s result; indentation issue?
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var rect = GUILayoutUtility.GetRect(0, EditorGUIUtility.singleLineHeight);
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rect.x += EditorGUIUtility.standardVerticalSpacing + 2;
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rect.width -= EditorGUIUtility.standardVerticalSpacing * 2 + 4;
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OnGUI(rect);
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EditorGUILayout.EndHorizontal();
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}
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public void OnGUI(Rect rect, GUIContent label = null, SerializedProperty property = null, Action modifiedCallback = null)
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{
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var pathLabel = label ?? m_PathLabel;
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var serializedProperty = property ?? pathProperty;
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var lineRect = rect;
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var labelRect = lineRect;
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labelRect.width = EditorGUIUtility.labelWidth;
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EditorGUI.LabelField(labelRect, pathLabel);
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lineRect.x += labelRect.width;
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lineRect.width -= labelRect.width;
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var bindingTextRect = lineRect;
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var editButtonRect = lineRect;
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var bindingTextRectOffset = 80;
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bindingTextRect.width += bindingTextRectOffset;
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bindingTextRect.x -= bindingTextRectOffset + 20;
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editButtonRect.x = bindingTextRect.x + bindingTextRect.width; // Place it directly after the textRect
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editButtonRect.width = 20;
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editButtonRect.height = 15;
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var path = String.Empty;
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try
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{
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path = serializedProperty.stringValue;
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}
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catch
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{
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// This try-catch block is a temporary fix for ISX-1436
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// The plan is to convert InputControlPathEditor entirely to UITK and therefore this fix will
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// no longer be required.
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return;
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}
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////TODO: this should be cached; generates needless GC churn
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var displayName = InputControlPath.ToHumanReadableString(path);
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// Either show dropdown control that opens path picker or show path directly as
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// text, if manual path editing is toggled on.
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if (m_PickerState.manualPathEditMode)
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{
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////FIXME: for some reason the text field does not fill all the rect but rather adds large padding on the left
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bindingTextRect.x -= 15;
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bindingTextRect.width += 15;
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EditorGUI.BeginChangeCheck();
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path = EditorGUI.DelayedTextField(bindingTextRect, path);
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if (EditorGUI.EndChangeCheck())
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{
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serializedProperty.stringValue = path;
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serializedProperty.serializedObject.ApplyModifiedProperties();
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(modifiedCallback ?? onModified).Invoke();
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}
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}
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else
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{
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// Dropdown that shows binding text and allows opening control picker.
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if (EditorGUI.DropdownButton(bindingTextRect, new GUIContent(displayName), FocusType.Keyboard))
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{
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SetExpectedControlLayoutFromAttribute(serializedProperty);
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////TODO: for bindings that are part of composites, use the layout information from the [InputControl] attribute on the field
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ShowDropdown(bindingTextRect, serializedProperty, modifiedCallback ?? onModified);
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}
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}
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// Button to toggle between text edit mode.
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m_PickerState.manualPathEditMode = GUI.Toggle(editButtonRect, m_PickerState.manualPathEditMode, "T",
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EditorStyles.miniButton);
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}
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private void ShowDropdown(Rect rect, SerializedProperty serializedProperty, Action modifiedCallback)
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{
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#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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InputActionsEditorSettingsProvider.SetIMGUIDropdownVisible(true, false);
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#endif
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if (m_PickerDropdown == null)
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{
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m_PickerDropdown = new InputControlPickerDropdown(
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m_PickerState,
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path =>
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{
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serializedProperty.stringValue = path;
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m_PickerState.manualPathEditMode = false;
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modifiedCallback();
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});
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}
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m_PickerDropdown.SetPickedCallback(path =>
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{
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serializedProperty.stringValue = path;
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m_PickerState.manualPathEditMode = false;
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modifiedCallback();
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});
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m_PickerDropdown.SetControlPathsToMatch(m_ControlPathsToMatch);
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m_PickerDropdown.SetExpectedControlLayout(m_ExpectedControlLayout);
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m_PickerDropdown.Show(rect);
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}
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private void SetExpectedControlLayoutFromAttribute(SerializedProperty property)
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{
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var field = property.GetField();
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if (field == null)
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return;
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var attribute = field.GetCustomAttribute<InputControlAttribute>();
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if (attribute != null)
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SetExpectedControlLayout(attribute.layout);
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}
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public SerializedProperty pathProperty { get; }
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public Action onModified { get; }
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private GUIContent m_PathLabel;
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private string m_ExpectedControlLayout;
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private string[] m_ControlPathsToMatch;
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private InputControlScheme[] m_ControlSchemes;
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private bool m_NeedToClearProgressBar;
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private InputControlPickerDropdown m_PickerDropdown;
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private readonly InputControlPickerState m_PickerState;
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private InputActionRebindingExtensions.RebindingOperation m_RebindingOperation;
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}
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}
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#endif // UNITY_EDITOR
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