using System; namespace UnityEngine.InputSystem { /// <summary> /// A serializable property type that can either reference an action externally defined /// in an <see cref="InputActionAsset"/> or define a new action directly on the property. /// </summary> /// <remarks> /// This struct is meant to be used for serialized fields in <c>MonoBehaviour</c> and /// <c>ScriptableObject</c> classes. It has a custom property drawer attached to it /// that allows to switch between using the property as a reference and using it /// to define an action in place. /// /// <example> /// <code> /// public class MyBehavior : MonoBehaviour /// { /// // This can be edited in the inspector to either reference an existing /// // action or to define an action directly on the component. /// public InputActionProperty myAction; /// } /// </code> /// </example> /// </remarks> /// <seealso cref="InputAction"/> /// <seealso cref="InputActionReference"/> [Serializable] public struct InputActionProperty : IEquatable<InputActionProperty>, IEquatable<InputAction>, IEquatable<InputActionReference> { /// <summary> /// The action held on to by the property. /// </summary> /// <value>The action object contained in the property.</value> /// <remarks> /// This property will return <c>null</c> if the property is using a <see cref="reference"/> and /// the referenced action cannot be found. Also, it will be <c>null</c> if the property /// has been manually initialized with a <c>null</c> <see cref="InputAction"/> using /// <see cref="InputActionProperty(InputAction)"/>. /// </remarks> public InputAction action => m_UseReference ? m_Reference != null ? m_Reference.action : null : m_Action; /// <summary> /// If the property contains a reference to the action, this property returns /// the reference. Otherwise it returns <c>null</c>. /// </summary> /// <value>Reference to external input action, if defined.</value> public InputActionReference reference => m_UseReference ? m_Reference : null; /// <summary> /// Initialize the property to contain the given action. /// </summary> /// <param name="action">An action.</param> /// <remarks> /// When the struct is serialized, it will serialize the given action as part of it. /// The <see cref="reference"/> property will return <c>null</c>. /// </remarks> public InputActionProperty(InputAction action) { m_UseReference = false; m_Action = action; m_Reference = null; } /// <summary> /// Initialize the property to use the given action reference. /// </summary> /// <param name="reference">Reference to an <see cref="InputAction"/>.</param> /// <remarks> /// When the struct is serialized, it will only serialize a reference to /// the given <paramref name="reference"/> object. /// </remarks> public InputActionProperty(InputActionReference reference) { m_UseReference = true; m_Action = null; m_Reference = reference; } /// <summary> /// Compare two action properties to see whether they refer to the same action. /// </summary> /// <param name="other">Another action property.</param> /// <returns>True if both properties refer to the same action.</returns> public bool Equals(InputActionProperty other) { return m_Reference == other.m_Reference && m_UseReference == other.m_UseReference && m_Action == other.m_Action; } /// <summary> /// Check whether the property refers to the same action. /// </summary> /// <param name="other">An action.</param> /// <returns>True if <see cref="action"/> is the same as <paramref name="other"/>.</returns> public bool Equals(InputAction other) { return ReferenceEquals(action, other); } /// <summary> /// Check whether the property references the same action. /// </summary> /// <param name="other">An action reference.</param> /// <returns>True if the property and <paramref name="other"/> reference the same action.</returns> public bool Equals(InputActionReference other) { return m_Reference == other; } /// <summary> /// Check whether the given object is an InputActionProperty referencing the same action. /// </summary> /// <param name="obj">An object or <c>null</c>.</param> /// <returns>True if the given <paramref name="obj"/> is an InputActionProperty equivalent to this one.</returns> /// <seealso cref="Equals(InputActionProperty)"/> public override bool Equals(object obj) { if (m_UseReference) return Equals(obj as InputActionReference); return Equals(obj as InputAction); } /// <summary> /// Compute a hash code for the object. /// </summary> /// <returns>A hash code.</returns> public override int GetHashCode() { if (m_UseReference) return m_Reference != null ? m_Reference.GetHashCode() : 0; return m_Action != null ? m_Action.GetHashCode() : 0; } /// <summary> /// Compare the two properties for equivalence. /// </summary> /// <param name="left">The first property.</param> /// <param name="right">The second property.</param> /// <returns>True if the two action properties are equivalent.</returns> /// <seealso cref="Equals(InputActionProperty)"/> public static bool operator==(InputActionProperty left, InputActionProperty right) { return left.Equals(right); } /// <summary> /// Compare the two properties for not being equivalent. /// </summary> /// <param name="left">The first property.</param> /// <param name="right">The second property.</param> /// <returns>True if the two action properties are not equivalent.</returns> /// <seealso cref="Equals(InputActionProperty)"/> public static bool operator!=(InputActionProperty left, InputActionProperty right) { return !left.Equals(right); } [SerializeField] private bool m_UseReference; [SerializeField] private InputAction m_Action; [SerializeField] private InputActionReference m_Reference; } }