forked from BilalY/Rasagar
64 lines
2.7 KiB
C#
64 lines
2.7 KiB
C#
#if UNITY_EDITOR
|
|
using System;
|
|
using UnityEditor;
|
|
using UnityEditor.IMGUI.Controls;
|
|
|
|
namespace UnityEngine.InputSystem.Editor
|
|
{
|
|
/// <summary>
|
|
/// Property drawer for <see cref="InputAction"/>.
|
|
/// </summary>
|
|
[CustomPropertyDrawer(typeof(InputAction))]
|
|
internal class InputActionDrawer : InputActionDrawerBase
|
|
{
|
|
protected override TreeViewItem BuildTree(SerializedProperty property)
|
|
{
|
|
return InputActionTreeView.BuildWithJustBindingsFromAction(property);
|
|
}
|
|
|
|
protected override string GetSuffixToRemoveFromPropertyDisplayName()
|
|
{
|
|
return " Action";
|
|
}
|
|
|
|
protected override bool IsPropertyAClone(SerializedProperty property)
|
|
{
|
|
// When a new item is added to a collection through the inspector, the default behaviour is
|
|
// to create a clone of the previous item. Here we look at all InputActions that appear before
|
|
// the current one and compare their Ids to determine if we have a clone. We don't look past
|
|
// the current item because Unity will be calling this property drawer for each input action
|
|
// in the collection in turn. If the user just added a new input action, and it's a clone, as
|
|
// we work our way down the list, we'd end up thinking that an existing input action was a clone
|
|
// of the newly added one, instead of the other way around. If we do have a clone, we need to
|
|
// clear out some properties of the InputAction (id, name, and singleton action bindings) and
|
|
// recreate the tree view.
|
|
|
|
if (property?.GetParentProperty() == null || property.GetParentProperty().isArray == false)
|
|
return false;
|
|
|
|
var array = property.GetArrayPropertyFromElement();
|
|
var index = property.GetIndexOfArrayElement();
|
|
|
|
for (var i = 0; i < index; i++)
|
|
{
|
|
if (property.FindPropertyRelative(nameof(InputAction.m_Id))?.stringValue ==
|
|
array.GetArrayElementAtIndex(i)?.FindPropertyRelative(nameof(InputAction.m_Id))?.stringValue)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
protected override void ResetProperty(SerializedProperty property)
|
|
{
|
|
if (property == null) return;
|
|
|
|
property.SetStringValue(nameof(InputAction.m_Id), Guid.NewGuid().ToString());
|
|
property.SetStringValue(nameof(InputAction.m_Name), "Input Action");
|
|
property.FindPropertyRelative(nameof(InputAction.m_SingletonActionBindings))?.ClearArray();
|
|
property.serializedObject?.ApplyModifiedPropertiesWithoutUndo();
|
|
}
|
|
}
|
|
}
|
|
#endif // UNITY_EDITOR
|