forked from BilalY/Rasagar
53 lines
1.8 KiB
C#
53 lines
1.8 KiB
C#
#if UNITY_EDITOR
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using System;
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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 property drawer for string type fields that represent input control paths.
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/// </summary>
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/// <remarks>
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/// To use this drawer on a property, apply <see cref="InputControlAttribute"/> on it. To constrain
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/// what type of control is picked, set the <see cref="InputControlAttribute.layout"/> field on the
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/// attribute.
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///
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/// <example>
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/// <code>
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/// // A string representing a control path. Constrain it to picking Button-type controls.
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/// [InputControl(layout = "Button")]
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/// [SerializeField] private string m_ControlPath;
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/// </code>
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/// </example>
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/// </remarks>
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[CustomPropertyDrawer(typeof(InputControlAttribute))]
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internal sealed class InputControlPathDrawer : PropertyDrawer, IDisposable
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{
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private InputControlPickerState m_PickerState;
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private InputControlPathEditor m_Editor;
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public void Dispose()
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{
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m_Editor?.Dispose();
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}
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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if (m_PickerState == null)
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m_PickerState = new InputControlPickerState();
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if (m_Editor == null)
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{
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m_Editor = new InputControlPathEditor(property, m_PickerState,
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() => property.serializedObject.ApplyModifiedProperties(),
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label: label);
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}
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EditorGUI.BeginProperty(position, label, property);
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m_Editor.OnGUI(position, label, property, () => property.serializedObject.ApplyModifiedProperties());
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EditorGUI.EndProperty();
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}
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}
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}
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#endif // UNITY_EDITOR
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