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