b486678290
Library -Artifacts
960 lines
43 KiB
C#
960 lines
43 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.InputSystem.Utilities;
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////TODO: make the FindAction logic available on any IEnumerable<InputAction> and IInputActionCollection via extension methods
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////TODO: control schemes, like actions and maps, should have stable IDs so that they can be renamed
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////REVIEW: have some way of expressing 'contracts' on action maps? I.e. something like
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//// "I expect a 'look' and a 'move' action in here"
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////REVIEW: rename this from "InputActionAsset" to something else that emphasizes the asset aspect less
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//// and instead emphasizes the map collection aspect more?
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// An asset that contains action maps and control schemes.
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/// </summary>
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/// <remarks>
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/// InputActionAssets can be created in code but are usually stored in JSON format on
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/// disk with the ".inputactions" extension. Unity imports them with a custom
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/// importer.
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///
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/// To create an InputActionAsset in code, use the <c>Singleton</c> API and populate the
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/// asset with the methods found in <see cref="InputActionSetupExtensions"/>. Alternatively,
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/// you can use <see cref="FromJson"/> to load an InputActionAsset directly from a string in JSON format.
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///
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/// <example>
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/// <code>
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/// // Create and configure an asset in code.
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/// var asset1 = ScriptableObject.CreateInstance<InputActionAsset>();
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/// var actionMap1 = asset1.AddActionMap("map1");
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/// action1Map.AddAction("action1", binding: "<Keyboard>/space");
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/// </code>
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/// </example>
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///
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/// If you use the API to modify an InputActionAsset while in Play mode,
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/// it does not survive the transition back to Edit Mode. Unity tracks and reloads modified assets
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/// from disk when exiting Play mode. This is done so that you can realistically test the input
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/// related functionality of your application i.e. control rebinding etc, without inadvertently changing
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/// the input asset.
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///
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/// Each asset can contain arbitrary many action maps that you can enable and disable individually
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/// (see <see cref="InputActionMap.Enable"/> and <see cref="InputActionMap.Disable"/>) or in bulk
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/// (see <see cref="Enable"/> and <see cref="Disable"/>). The name of each action map must be unique.
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/// The list of action maps can be queried from <see cref="actionMaps"/>.
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///
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/// InputActionAssets can only define <see cref="InputControlScheme"/>s. They can be added to
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/// an asset with <see cref="InputActionSetupExtensions.AddControlScheme(InputActionAsset,string)"/>
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/// and can be queried from <see cref="controlSchemes"/>.
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///
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/// Be aware that input action assets do not separate between static (configuration) data and dynamic
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/// (instance) data. For audio, for example, <c>AudioClip</c> represents the static,
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/// shared data portion of audio playback whereas <c>AudioSource"</c> represents the
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/// dynamic, per-instance audio playback portion (referencing the clip through <c>AudioSource.clip</c>).
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///
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/// For input, such a split is less beneficial as the same input is generally not exercised
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/// multiple times in parallel. Keeping both static and dynamic data together simplifies
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/// using the system.
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///
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/// However, there are scenarios where you indeed want to take the same input action and
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/// exercise it multiple times in parallel. A prominent example of such a use case is
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/// local multiplayer where each player gets the same set of actions but is controlling
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/// them with a different device (or devices) each. This is easily achieved by simply
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/// using <c>UnityEngine.Object.Instantiate</c> to instantiate the input action
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/// asset multiple times. <see cref="PlayerInput"/> will automatically do so in its
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/// internals.
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///
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/// Note also that all action maps in an asset share binding state. This means that if
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/// one map in an asset has to resolve its bindings, all maps in the asset have to.
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/// </remarks>
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public class InputActionAsset : ScriptableObject, IInputActionCollection2
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{
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/// <summary>
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/// File extension (without the dot) for InputActionAssets in JSON format.
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/// </summary>
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/// <value>File extension for InputActionAsset source files.</value>
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/// <remarks>
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/// Files with this extension will automatically be imported by Unity as
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/// InputActionAssets.
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/// </remarks>
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public const string Extension = "inputactions";
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/// <summary>
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/// True if any action in the asset is currently enabled.
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/// </summary>
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/// <seealso cref="InputAction.enabled"/>
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/// <seealso cref="InputActionMap.enabled"/>
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/// <seealso cref="InputAction.Enable"/>
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/// <seealso cref="InputActionMap.Enable"/>
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/// <seealso cref="Enable"/>
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public bool enabled
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{
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get
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{
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foreach (var actionMap in actionMaps)
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if (actionMap.enabled)
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return true;
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return false;
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}
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}
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/// <summary>
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/// List of action maps defined in the asset.
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/// </summary>
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/// <value>Action maps contained in the asset.</value>
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/// <seealso cref="InputActionSetupExtensions.AddActionMap(InputActionAsset,string)"/>
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/// <seealso cref="InputActionSetupExtensions.RemoveActionMap(InputActionAsset,InputActionMap)"/>
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/// <seealso cref="FindActionMap(string,bool)"/>
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public ReadOnlyArray<InputActionMap> actionMaps => new ReadOnlyArray<InputActionMap>(m_ActionMaps);
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/// <summary>
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/// List of control schemes defined in the asset.
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/// </summary>
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/// <value>Control schemes defined for the asset.</value>
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/// <seealso cref="InputActionSetupExtensions.AddControlScheme(InputActionAsset,string)"/>
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/// <seealso cref="InputActionSetupExtensions.RemoveControlScheme"/>
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public ReadOnlyArray<InputControlScheme> controlSchemes => new ReadOnlyArray<InputControlScheme>(m_ControlSchemes);
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/// <summary>
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/// Iterate over all bindings in the asset.
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/// </summary>
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/// <remarks>
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/// This iterates over all action maps in <see cref="actionMaps"/> and, within each
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/// map, over the set of <see cref="InputActionMap.bindings"/>.
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/// </remarks>
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/// <seealso cref="InputActionMap.bindings"/>
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public IEnumerable<InputBinding> bindings
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{
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get
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{
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var numActionMaps = m_ActionMaps.LengthSafe();
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if (numActionMaps == 0)
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yield break;
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for (var i = 0; i < numActionMaps; ++i)
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{
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var actionMap = m_ActionMaps[i];
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var bindings = actionMap.m_Bindings;
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var numBindings = bindings.LengthSafe();
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for (var n = 0; n < numBindings; ++n)
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yield return bindings[n];
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}
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}
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}
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/// <summary>
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/// Binding mask to apply to all action maps and actions in the asset.
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/// </summary>
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/// <value>Optional mask that determines which bindings in the asset to enable.</value>
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/// <remarks>
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/// Binding masks can be applied at three different levels: for an entire asset through
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/// this property, for a specific map through <see cref="InputActionMap.bindingMask"/>,
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/// and for single actions through <see cref="InputAction.bindingMask"/>. By default,
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/// none of the masks will be set (i.e. they will be <c>null</c>).
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///
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/// When an action is enabled, all the binding masks that apply to it are taken into
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/// account. Specifically, this means that any given binding on the action will be
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/// enabled only if it matches the mask applied to the asset, the mask applied
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/// to the map that contains the action, and the mask applied to the action itself.
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/// All the masks are individually optional.
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///
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/// Masks are matched against bindings using <see cref="InputBinding.Matches"/>.
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///
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/// Note that if you modify the masks applicable to an action while it is
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/// enabled, the action's <see cref="InputAction.controls"/> will get updated immediately to
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/// respect the mask. To avoid repeated binding resolution, it is most efficient
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/// to apply binding masks before enabling actions.
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///
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/// Binding masks are non-destructive. All the bindings on the action are left
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/// in place. Setting a mask will not affect the value of the <see cref="InputAction.bindings"/>
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/// and <see cref="InputActionMap.bindings"/> properties.
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/// </remarks>
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/// <seealso cref="InputBinding.MaskByGroup"/>
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/// <seealso cref="InputAction.bindingMask"/>
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/// <seealso cref="InputActionMap.bindingMask"/>
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public InputBinding? bindingMask
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{
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get => m_BindingMask;
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set
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{
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if (m_BindingMask == value)
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return;
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m_BindingMask = value;
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ReResolveIfNecessary(fullResolve: true);
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}
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}
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/// <summary>
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/// Set of devices that bindings in the asset can bind to.
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/// </summary>
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/// <value>Optional set of devices to use by bindings in the asset.</value>
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/// <remarks>
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/// By default (with this property being <c>null</c>), bindings will bind to any of the
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/// controls available through <see cref="InputSystem.devices"/>, i.e. controls from all
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/// devices in the system will be used.
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///
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/// By setting this property, binding resolution can instead be restricted to just specific
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/// devices. This restriction can either be applied to an entire asset using this property
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/// or to specific action maps by using <see cref="InputActionMap.devices"/>. Note that if
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/// both this property and <see cref="InputActionMap.devices"/> is set for a specific action
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/// map, the list of devices on the action map will take precedence and the list on the
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/// asset will be ignored for bindings in that action map.
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///
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/// <example>
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/// <code>
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/// // Create an asset with a single action map and a single action with a
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/// // gamepad binding.
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/// var asset = ScriptableObject.CreateInstance<InputActionAsset>();
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/// var actionMap = new InputActionMap();
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/// var fireAction = actionMap.AddAction("Fire", binding: "<Gamepad>/buttonSouth");
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/// asset.AddActionMap(actionMap);
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///
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/// // Let's assume we have two gamepads connected. If we enable the
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/// // action map now, the 'Fire' action will bind to both.
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/// actionMap.Enable();
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///
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/// // This will print two controls.
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/// Debug.Log(string.Join("\n", fireAction.controls));
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///
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/// // To restrict the setup to just the first gamepad, we can assign
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/// // to the 'devices' property (in this case, we could do so on either
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/// // the action map or on the asset; we choose the latter here).
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/// asset.devices = new InputDevice[] { Gamepad.all[0] };
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///
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/// // Now this will print only one control.
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/// Debug.Log(string.Join("\n", fireAction.controls));
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/// </code>
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/// </example>
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/// </remarks>
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/// <seealso cref="InputActionMap.devices"/>
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public ReadOnlyArray<InputDevice>? devices
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{
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get => m_Devices.Get();
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set
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{
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if (m_Devices.Set(value))
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ReResolveIfNecessary(fullResolve: false);
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}
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}
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/// <summary>
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/// Look up an action by name or ID.
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/// </summary>
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/// <param name="actionNameOrId">Name of the action as either a "map/action" combination (e.g. "gameplay/fire") or
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/// a simple name. In the former case, the name is split at the '/' slash and the first part is used to find
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/// a map with that name and the second part is used to find an action with that name inside the map. In the
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/// latter case, all maps are searched in order and the first action that has the given name in any of the maps
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/// is returned. Note that name comparisons are case-insensitive.
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///
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/// Alternatively, the given string can be a GUID as given by <see cref="InputAction.id"/>.</param>
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/// <returns>The action with the corresponding name or null if no matching action could be found.</returns>
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/// <remarks>
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/// This method is equivalent to <see cref="FindAction(string,bool)"/> except that it throws
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/// <see cref="KeyNotFoundException"/> if no action with the given name or ID
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/// could be found.
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/// </remarks>
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/// <exception cref="KeyNotFoundException">No action was found matching <paramref name="actionNameOrId"/>.</exception>
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/// <exception cref="ArgumentNullException"><paramref name="actionNameOrId"/> is <c>null</c> or empty.</exception>
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/// <seealso cref="FindAction(string,bool)"/>
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public InputAction this[string actionNameOrId]
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{
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get
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{
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var action = FindAction(actionNameOrId);
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if (action == null)
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throw new KeyNotFoundException($"Cannot find action '{actionNameOrId}' in '{this}'");
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return action;
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}
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}
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/// <summary>
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/// Return a JSON representation of the asset.
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/// </summary>
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/// <returns>A string in JSON format that represents the static/configuration data present
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/// in the asset.</returns>
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/// <remarks>
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/// This will not save dynamic execution state such as callbacks installed on
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/// <see cref="InputAction">actions</see> or enabled/disabled states of individual
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/// maps and actions.
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///
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/// Use <see cref="LoadFromJson"/> to deserialize the JSON data back into an InputActionAsset.
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///
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/// Be aware that the format used by this method is <em>different</em> than what you
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/// get if you call <c>JsonUtility.ToJson</c> on an InputActionAsset instance. In other
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/// words, the JSON format is not identical to the Unity serialized object representation
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/// of the asset.
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/// </remarks>
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/// <seealso cref="FromJson"/>
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public string ToJson()
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{
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var fileJson = new WriteFileJson
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{
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name = name,
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maps = InputActionMap.WriteFileJson.FromMaps(m_ActionMaps).maps,
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controlSchemes = InputControlScheme.SchemeJson.ToJson(m_ControlSchemes),
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};
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return JsonUtility.ToJson(fileJson, true);
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}
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/// <summary>
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/// Replace the contents of the asset with the data in the given JSON string.
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/// </summary>
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/// <param name="json">JSON contents of an <c>.inputactions</c> asset.</param>
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/// <remarks>
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/// <c>.inputactions</c> assets are stored in JSON format. This method allows reading
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/// the JSON source text of such an asset into an existing <c>InputActionMap</c> instance.
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///
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/// <example>
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/// <code>
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/// var asset = ScriptableObject.CreateInstance<InputActionAsset>();
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/// asset.LoadFromJson(@"
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/// {
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/// ""maps"" : [
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/// {
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/// ""name"" : ""gameplay"",
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/// ""actions"" : [
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/// { ""name"" : ""fire"", ""type"" : ""button"" },
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/// { ""name"" : ""look"", ""type"" : ""value"" },
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/// { ""name"" : ""move"", ""type"" : ""value"" }
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/// ],
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/// ""bindings"" : [
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/// { ""path"" : ""<Gamepad>/buttonSouth"", ""action"" : ""fire"", ""groups"" : ""Gamepad"" },
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/// { ""path"" : ""<Gamepad>/leftTrigger"", ""action"" : ""fire"", ""groups"" : ""Gamepad"" },
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/// { ""path"" : ""<Gamepad>/leftStick"", ""action"" : ""move"", ""groups"" : ""Gamepad"" },
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/// { ""path"" : ""<Gamepad>/rightStick"", ""action"" : ""look"", ""groups"" : ""Gamepad"" },
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/// { ""path"" : ""dpad"", ""action"" : ""move"", ""groups"" : ""Gamepad"", ""isComposite"" : true },
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/// { ""path"" : ""<Keyboard>/a"", ""name"" : ""left"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
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/// { ""path"" : ""<Keyboard>/d"", ""name"" : ""right"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
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/// { ""path"" : ""<Keyboard>/w"", ""name"" : ""up"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
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/// { ""path"" : ""<Keyboard>/s"", ""name"" : ""down"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
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/// { ""path"" : ""<Mouse>/delta"", ""action"" : ""look"", ""groups"" : ""Keyboard&Mouse"" },
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/// { ""path"" : ""<Mouse>/leftButton"", ""action"" : ""fire"", ""groups"" : ""Keyboard&Mouse"" }
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/// ]
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/// },
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/// {
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/// ""name"" : ""ui"",
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/// ""actions"" : [
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/// { ""name"" : ""navigate"" }
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/// ],
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/// ""bindings"" : [
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/// { ""path"" : ""<Gamepad>/dpad"", ""action"" : ""navigate"", ""groups"" : ""Gamepad"" }
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/// ]
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/// }
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/// ],
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/// ""controlSchemes"" : [
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/// {
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/// ""name"" : ""Gamepad"",
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/// ""bindingGroup"" : ""Gamepad"",
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/// ""devices"" : [
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/// { ""devicePath"" : ""<Gamepad>"" }
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/// ]
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/// },
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/// {
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/// ""name"" : ""Keyboard&Mouse"",
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/// ""bindingGroup"" : ""Keyboard&Mouse"",
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/// ""devices"" : [
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/// { ""devicePath"" : ""<Keyboard>"" },
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/// { ""devicePath"" : ""<Mouse>"" }
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/// ]
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/// }
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/// ]
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/// }");
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/// </code>
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/// </example>
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/// </remarks>
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/// <exception cref="ArgumentNullException"><paramref name="json"/> is <c>null</c> or empty.</exception>
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/// <seealso cref="FromJson"/>
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/// <seealso cref="ToJson"/>
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public void LoadFromJson(string json)
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{
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if (string.IsNullOrEmpty(json))
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throw new ArgumentNullException(nameof(json));
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var parsedJson = JsonUtility.FromJson<ReadFileJson>(json);
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parsedJson.ToAsset(this);
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}
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/// <summary>
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/// Replace the contents of the asset with the data in the given JSON string.
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/// </summary>
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/// <param name="json">JSON contents of an <c>.inputactions</c> asset.</param>
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/// <returns>The InputActionAsset instance created from the given JSON string.</returns>
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/// <remarks>
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/// <c>.inputactions</c> assets are stored in JSON format. This method allows turning
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/// the JSON source text of such an asset into a new <c>InputActionMap</c> instance.
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///
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/// Be aware that the format used by this method is <em>different</em> than what you
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/// get if you call <c>JsonUtility.ToJson</c> on an InputActionAsset instance. In other
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/// words, the JSON format is not identical to the Unity serialized object representation
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/// of the asset.
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///
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/// <example>
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/// <code>
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/// var asset = InputActionAsset.FromJson(@"
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/// {
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/// ""maps"" : [
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/// {
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/// ""name"" : ""gameplay"",
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/// ""actions"" : [
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/// { ""name"" : ""fire"", ""type"" : ""button"" },
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/// { ""name"" : ""look"", ""type"" : ""value"" },
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/// { ""name"" : ""move"", ""type"" : ""value"" }
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/// ],
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/// ""bindings"" : [
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/// { ""path"" : ""<Gamepad>/buttonSouth"", ""action"" : ""fire"", ""groups"" : ""Gamepad"" },
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/// { ""path"" : ""<Gamepad>/leftTrigger"", ""action"" : ""fire"", ""groups"" : ""Gamepad"" },
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/// { ""path"" : ""<Gamepad>/leftStick"", ""action"" : ""move"", ""groups"" : ""Gamepad"" },
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/// { ""path"" : ""<Gamepad>/rightStick"", ""action"" : ""look"", ""groups"" : ""Gamepad"" },
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/// { ""path"" : ""dpad"", ""action"" : ""move"", ""groups"" : ""Gamepad"", ""isComposite"" : true },
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/// { ""path"" : ""<Keyboard>/a"", ""name"" : ""left"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
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/// { ""path"" : ""<Keyboard>/d"", ""name"" : ""right"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
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/// { ""path"" : ""<Keyboard>/w"", ""name"" : ""up"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
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/// { ""path"" : ""<Keyboard>/s"", ""name"" : ""down"", ""action"" : ""move"", ""groups"" : ""Keyboard&Mouse"", ""isPartOfComposite"" : true },
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/// { ""path"" : ""<Mouse>/delta"", ""action"" : ""look"", ""groups"" : ""Keyboard&Mouse"" },
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/// { ""path"" : ""<Mouse>/leftButton"", ""action"" : ""fire"", ""groups"" : ""Keyboard&Mouse"" }
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/// ]
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/// },
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|
/// {
|
|
/// ""name"" : ""ui"",
|
|
/// ""actions"" : [
|
|
/// { ""name"" : ""navigate"" }
|
|
/// ],
|
|
/// ""bindings"" : [
|
|
/// { ""path"" : ""<Gamepad>/dpad"", ""action"" : ""navigate"", ""groups"" : ""Gamepad"" }
|
|
/// ]
|
|
/// }
|
|
/// ],
|
|
/// ""controlSchemes"" : [
|
|
/// {
|
|
/// ""name"" : ""Gamepad"",
|
|
/// ""bindingGroup"" : ""Gamepad"",
|
|
/// ""devices"" : [
|
|
/// { ""devicePath"" : ""<Gamepad>"" }
|
|
/// ]
|
|
/// },
|
|
/// {
|
|
/// ""name"" : ""Keyboard&Mouse"",
|
|
/// ""bindingGroup"" : ""Keyboard&Mouse"",
|
|
/// ""devices"" : [
|
|
/// { ""devicePath"" : ""<Keyboard>"" },
|
|
/// { ""devicePath"" : ""<Mouse>"" }
|
|
/// ]
|
|
/// }
|
|
/// ]
|
|
/// }");
|
|
/// </code>
|
|
/// </example>
|
|
/// </remarks>
|
|
/// <exception cref="ArgumentNullException"><paramref name="json"/> is <c>null</c> or empty.</exception>
|
|
/// <seealso cref="LoadFromJson"/>
|
|
/// <seealso cref="ToJson"/>
|
|
public static InputActionAsset FromJson(string json)
|
|
{
|
|
if (string.IsNullOrEmpty(json))
|
|
throw new ArgumentNullException(nameof(json));
|
|
|
|
var asset = CreateInstance<InputActionAsset>();
|
|
asset.LoadFromJson(json);
|
|
return asset;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find an <see cref="InputAction"/> by its name in one of the <see cref="InputActionMap"/>s
|
|
/// in the asset.
|
|
/// </summary>
|
|
/// <param name="actionNameOrId">Name of the action as either a "map/action" combination (e.g. "gameplay/fire") or
|
|
/// a simple name. In the former case, the name is split at the '/' slash and the first part is used to find
|
|
/// a map with that name and the second part is used to find an action with that name inside the map. In the
|
|
/// latter case, all maps are searched in order and the first action that has the given name in any of the maps
|
|
/// is returned. Note that name comparisons are case-insensitive.
|
|
///
|
|
/// Alternatively, the given string can be a GUID as given by <see cref="InputAction.id"/>.</param>
|
|
/// <param name="throwIfNotFound">If <c>true</c>, instead of returning <c>null</c> when the action
|
|
/// cannot be found, throw <c>ArgumentException</c>.</param>
|
|
/// <returns>The action with the corresponding name or <c>null</c> if no matching action could be found.</returns>
|
|
/// <remarks>
|
|
/// Note that no lookup structures are used internally to speed the operation up. Instead, the search is done
|
|
/// linearly. For repeated access of an action, it is thus generally best to look up actions once ahead of
|
|
/// time and cache the result.
|
|
///
|
|
/// If multiple actions have the same name and <paramref name="actionNameOrId"/> is not an ID and not an
|
|
/// action name qualified by a map name (that is, in the form of <c>"mapName/actionName"</c>), the action that
|
|
/// is returned will be from the first map in <see cref="actionMaps"/> that has an action with the given name.
|
|
/// An exception is if, of the multiple actions with the same name, some are enabled and some are disabled. In
|
|
/// this case, the first action that is enabled is returned.
|
|
///
|
|
/// <example>
|
|
/// <code>
|
|
/// var asset = ScriptableObject.CreateInstance<InputActionAsset>();
|
|
///
|
|
/// var map1 = new InputActionMap("map1");
|
|
/// var map2 = new InputActionMap("map2");
|
|
///
|
|
/// asset.AddActionMap(map1);
|
|
/// asset.AddActionMap(map2);
|
|
///
|
|
/// var action1 = map1.AddAction("action1");
|
|
/// var action2 = map1.AddAction("action2");
|
|
/// var action3 = map2.AddAction("action3");
|
|
///
|
|
/// // Search all maps in the asset for any action that has the given name.
|
|
/// asset.FindAction("action1") // Returns action1.
|
|
/// asset.FindAction("action2") // Returns action2
|
|
/// asset.FindAction("action3") // Returns action3.
|
|
///
|
|
/// // Search for a specific action in a specific map.
|
|
/// asset.FindAction("map1/action1") // Returns action1.
|
|
/// asset.FindAction("map2/action2") // Returns action2.
|
|
/// asset.FindAction("map3/action3") // Returns action3.
|
|
///
|
|
/// // Search by unique action ID.
|
|
/// asset.FindAction(action1.id.ToString()) // Returns action1.
|
|
/// asset.FindAction(action2.id.ToString()) // Returns action2.
|
|
/// asset.FindAction(action3.id.ToString()) // Returns action3.
|
|
/// </code>
|
|
/// </example>
|
|
/// </remarks>
|
|
/// <exception cref="ArgumentNullException"><paramref name="actionNameOrId"/> is <c>null</c>.</exception>
|
|
/// <exception cref="ArgumentException">Thrown if <paramref name="throwIfNotFound"/> is true and the
|
|
/// action could not be found. -Or- If <paramref name="actionNameOrId"/> contains a slash but is missing
|
|
/// either the action or the map name.</exception>
|
|
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
|
|
{
|
|
if (actionNameOrId == null)
|
|
throw new ArgumentNullException(nameof(actionNameOrId));
|
|
|
|
if (m_ActionMaps != null)
|
|
{
|
|
// Check if we have a "map/action" path.
|
|
var indexOfSlash = actionNameOrId.IndexOf('/');
|
|
if (indexOfSlash == -1)
|
|
{
|
|
// No slash so it's just a simple action name. Return either first enabled action or, if
|
|
// none are enabled, first action with the given name.
|
|
InputAction firstActionFound = null;
|
|
for (var i = 0; i < m_ActionMaps.Length; ++i)
|
|
{
|
|
var action = m_ActionMaps[i].FindAction(actionNameOrId);
|
|
if (action != null)
|
|
{
|
|
if (action.enabled || action.m_Id == actionNameOrId) // Match by ID is always exact.
|
|
return action;
|
|
if (firstActionFound == null)
|
|
firstActionFound = action;
|
|
}
|
|
}
|
|
if (firstActionFound != null)
|
|
return firstActionFound;
|
|
}
|
|
else
|
|
{
|
|
// Have a path. First search for the map, then for the action.
|
|
var mapName = new Substring(actionNameOrId, 0, indexOfSlash);
|
|
var actionName = new Substring(actionNameOrId, indexOfSlash + 1);
|
|
|
|
if (mapName.isEmpty || actionName.isEmpty)
|
|
throw new ArgumentException("Malformed action path: " + actionNameOrId, nameof(actionNameOrId));
|
|
|
|
for (var i = 0; i < m_ActionMaps.Length; ++i)
|
|
{
|
|
var map = m_ActionMaps[i];
|
|
if (Substring.Compare(map.name, mapName, StringComparison.InvariantCultureIgnoreCase) != 0)
|
|
continue;
|
|
|
|
var actions = map.m_Actions;
|
|
for (var n = 0; n < actions.Length; ++n)
|
|
{
|
|
var action = actions[n];
|
|
if (Substring.Compare(action.name, actionName,
|
|
StringComparison.InvariantCultureIgnoreCase) == 0)
|
|
return action;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (throwIfNotFound)
|
|
throw new ArgumentException($"No action '{actionNameOrId}' in '{this}'");
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public int FindBinding(InputBinding mask, out InputAction action)
|
|
{
|
|
var numMaps = m_ActionMaps.LengthSafe();
|
|
|
|
for (var i = 0; i < numMaps; ++i)
|
|
{
|
|
var actionMap = m_ActionMaps[i];
|
|
|
|
var bindingIndex = actionMap.FindBinding(mask, out action);
|
|
if (bindingIndex >= 0)
|
|
return bindingIndex;
|
|
}
|
|
|
|
action = null;
|
|
return -1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find an <see cref="InputActionMap"/> in the asset by its name or ID.
|
|
/// </summary>
|
|
/// <param name="nameOrId">Name or ID (see <see cref="InputActionMap.id"/>) of the action map
|
|
/// to look for. Matching is case-insensitive.</param>
|
|
/// <param name="throwIfNotFound">If true, instead of returning <c>null</c>, throw <c>ArgumentException</c>.</param>
|
|
/// <returns>The <see cref="InputActionMap"/> with a name or ID matching <paramref name="nameOrId"/> or
|
|
/// <c>null</c> if no matching map could be found.</returns>
|
|
/// <exception cref="ArgumentNullException"><paramref name="nameOrId"/> is <c>null</c>.</exception>
|
|
/// <exception cref="ArgumentException">If <paramref name="throwIfNotFound"/> is <c>true</c>, thrown if
|
|
/// the action map cannot be found.</exception>
|
|
/// <seealso cref="actionMaps"/>
|
|
/// <seealso cref="FindActionMap(System.Guid)"/>
|
|
public InputActionMap FindActionMap(string nameOrId, bool throwIfNotFound = false)
|
|
{
|
|
if (nameOrId == null)
|
|
throw new ArgumentNullException(nameof(nameOrId));
|
|
|
|
if (m_ActionMaps == null)
|
|
return null;
|
|
|
|
// If the name contains a hyphen, it may be a GUID.
|
|
if (nameOrId.Contains('-') && Guid.TryParse(nameOrId, out var id))
|
|
{
|
|
for (var i = 0; i < m_ActionMaps.Length; ++i)
|
|
{
|
|
var map = m_ActionMaps[i];
|
|
if (map.idDontGenerate == id)
|
|
return map;
|
|
}
|
|
}
|
|
|
|
// Default lookup is by name (case-insensitive).
|
|
for (var i = 0; i < m_ActionMaps.Length; ++i)
|
|
{
|
|
var map = m_ActionMaps[i];
|
|
if (string.Compare(nameOrId, map.name, StringComparison.InvariantCultureIgnoreCase) == 0)
|
|
return map;
|
|
}
|
|
|
|
if (throwIfNotFound)
|
|
throw new ArgumentException($"Cannot find action map '{nameOrId}' in '{this}'");
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find an <see cref="InputActionMap"/> in the asset by its ID.
|
|
/// </summary>
|
|
/// <param name="id">ID (see <see cref="InputActionMap.id"/>) of the action map
|
|
/// to look for.</param>
|
|
/// <returns>The <see cref="InputActionMap"/> with ID matching <paramref name="id"/> or
|
|
/// <c>null</c> if no map in the asset has the given ID.</returns>
|
|
/// <seealso cref="actionMaps"/>
|
|
/// <seealso cref="FindActionMap"/>
|
|
public InputActionMap FindActionMap(Guid id)
|
|
{
|
|
if (m_ActionMaps == null)
|
|
return null;
|
|
|
|
for (var i = 0; i < m_ActionMaps.Length; ++i)
|
|
{
|
|
var map = m_ActionMaps[i];
|
|
if (map.idDontGenerate == id)
|
|
return map;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find an action by its ID (see <see cref="InputAction.id"/>).
|
|
/// </summary>
|
|
/// <param name="guid">ID of the action to look for.</param>
|
|
/// <returns>The action in the asset with the given ID or null if no action
|
|
/// in the asset has the given ID.</returns>
|
|
public InputAction FindAction(Guid guid)
|
|
{
|
|
if (m_ActionMaps == null)
|
|
return null;
|
|
|
|
for (var i = 0; i < m_ActionMaps.Length; ++i)
|
|
{
|
|
var map = m_ActionMaps[i];
|
|
var action = map.FindAction(guid);
|
|
if (action != null)
|
|
return action;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find the control scheme with the given name and return its index
|
|
/// in <see cref="controlSchemes"/>.
|
|
/// </summary>
|
|
/// <param name="name">Name of the control scheme. Matching is case-insensitive.</param>
|
|
/// <returns>The index of the given control scheme or -1 if no control scheme
|
|
/// with the given name could be found.</returns>
|
|
/// <exception cref="ArgumentNullException"><paramref name="name"/> is <c>null</c>
|
|
/// or empty.</exception>
|
|
public int FindControlSchemeIndex(string name)
|
|
{
|
|
if (string.IsNullOrEmpty(name))
|
|
throw new ArgumentNullException(nameof(name));
|
|
|
|
if (m_ControlSchemes == null)
|
|
return -1;
|
|
|
|
for (var i = 0; i < m_ControlSchemes.Length; ++i)
|
|
if (string.Compare(name, m_ControlSchemes[i].name, StringComparison.InvariantCultureIgnoreCase) == 0)
|
|
return i;
|
|
|
|
return -1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find the control scheme with the given name and return it.
|
|
/// </summary>
|
|
/// <param name="name">Name of the control scheme. Matching is case-insensitive.</param>
|
|
/// <returns>The control scheme with the given name or null if no scheme
|
|
/// with the given name could be found in the asset.</returns>
|
|
/// <exception cref="ArgumentNullException"><paramref name="name"/> is <c>null</c>
|
|
/// or empty.</exception>
|
|
public InputControlScheme? FindControlScheme(string name)
|
|
{
|
|
if (string.IsNullOrEmpty(name))
|
|
throw new ArgumentNullException(nameof(name));
|
|
|
|
var index = FindControlSchemeIndex(name);
|
|
if (index == -1)
|
|
return null;
|
|
|
|
return m_ControlSchemes[index];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return true if the asset contains bindings (in any of its action maps) that are usable
|
|
/// with the given <paramref name="device"/>.
|
|
/// </summary>
|
|
/// <param name="device">An arbitrary input device.</param>
|
|
/// <returns></returns>
|
|
/// <exception cref="ArgumentNullException"><paramref name="device"/> is <c>null</c>.</exception>
|
|
/// <remarks>
|
|
/// <example>
|
|
/// <code>
|
|
/// // Find out if the actions of the given PlayerInput can be used with
|
|
/// // a gamepad.
|
|
/// if (playerInput.actions.IsUsableWithDevice(Gamepad.all[0]))
|
|
/// /* ... */;
|
|
/// </code>
|
|
/// </example>
|
|
/// </remarks>
|
|
/// <seealso cref="InputActionMap.IsUsableWithDevice"/>
|
|
/// <seealso cref="InputControlScheme.SupportsDevice"/>
|
|
public bool IsUsableWithDevice(InputDevice device)
|
|
{
|
|
if (device == null)
|
|
throw new ArgumentNullException(nameof(device));
|
|
|
|
// If we have control schemes, we let those dictate our search.
|
|
var numControlSchemes = m_ControlSchemes.LengthSafe();
|
|
if (numControlSchemes > 0)
|
|
{
|
|
for (var i = 0; i < numControlSchemes; ++i)
|
|
{
|
|
if (m_ControlSchemes[i].SupportsDevice(device))
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, we'll go search bindings. Slow.
|
|
var actionMapCount = m_ActionMaps.LengthSafe();
|
|
for (var i = 0; i < actionMapCount; ++i)
|
|
if (m_ActionMaps[i].IsUsableWithDevice(device))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Enable all action maps in the asset.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This method is equivalent to calling <see cref="InputActionMap.Enable"/> on
|
|
/// all maps in <see cref="actionMaps"/>.
|
|
/// </remarks>
|
|
public void Enable()
|
|
{
|
|
foreach (var map in actionMaps)
|
|
map.Enable();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disable all action maps in the asset.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This method is equivalent to calling <see cref="InputActionMap.Disable"/> on
|
|
/// all maps in <see cref="actionMaps"/>.
|
|
/// </remarks>
|
|
public void Disable()
|
|
{
|
|
foreach (var map in actionMaps)
|
|
map.Disable();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return <c>true</c> if the given action is part of the asset.
|
|
/// </summary>
|
|
/// <param name="action">An action. Can be null.</param>
|
|
/// <returns>True if the given action is part of the asset, false otherwise.</returns>
|
|
public bool Contains(InputAction action)
|
|
{
|
|
var map = action?.actionMap;
|
|
if (map == null)
|
|
return false;
|
|
|
|
return map.asset == this;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Enumerate all actions in the asset.
|
|
/// </summary>
|
|
/// <returns>Enumerate over all actions in the asset.</returns>
|
|
/// <remarks>
|
|
/// Actions will be enumerated one action map in <see cref="actionMaps"/>
|
|
/// after the other. The actions from each map will be yielded in turn.
|
|
///
|
|
/// This method will allocate GC heap memory.
|
|
/// </remarks>
|
|
public IEnumerator<InputAction> GetEnumerator()
|
|
{
|
|
if (m_ActionMaps == null)
|
|
yield break;
|
|
|
|
for (var i = 0; i < m_ActionMaps.Length; ++i)
|
|
{
|
|
var actions = m_ActionMaps[i].actions;
|
|
var actionCount = actions.Count;
|
|
|
|
for (var n = 0; n < actionCount; ++n)
|
|
yield return actions[n];
|
|
}
|
|
}
|
|
|
|
IEnumerator IEnumerable.GetEnumerator()
|
|
{
|
|
return GetEnumerator();
|
|
}
|
|
|
|
internal void MarkAsDirty()
|
|
{
|
|
#if UNITY_EDITOR
|
|
InputSystem.TrackDirtyInputActionAsset(this);
|
|
#endif
|
|
}
|
|
|
|
internal void OnWantToChangeSetup()
|
|
{
|
|
if (m_ActionMaps.LengthSafe() > 0)
|
|
m_ActionMaps[0].OnWantToChangeSetup();
|
|
}
|
|
|
|
internal void OnSetupChanged()
|
|
{
|
|
MarkAsDirty();
|
|
|
|
if (m_ActionMaps.LengthSafe() > 0)
|
|
m_ActionMaps[0].OnSetupChanged();
|
|
else
|
|
m_SharedStateForAllMaps = null;
|
|
}
|
|
|
|
private void ReResolveIfNecessary(bool fullResolve)
|
|
{
|
|
if (m_SharedStateForAllMaps == null)
|
|
return;
|
|
|
|
Debug.Assert(m_ActionMaps != null && m_ActionMaps.Length > 0);
|
|
// State is share between all action maps in the asset. Resolving bindings for the
|
|
// first map will resolve them for all maps.
|
|
m_ActionMaps[0].LazyResolveBindings(fullResolve);
|
|
}
|
|
|
|
internal void ResolveBindingsIfNecessary()
|
|
{
|
|
if (m_ActionMaps.LengthSafe() > 0)
|
|
foreach (var map in m_ActionMaps)
|
|
if (map.ResolveBindingsIfNecessary())
|
|
break;
|
|
}
|
|
|
|
private void OnDestroy()
|
|
{
|
|
Disable();
|
|
if (m_SharedStateForAllMaps != null)
|
|
{
|
|
m_SharedStateForAllMaps.Dispose(); // Will clean up InputActionMap state.
|
|
m_SharedStateForAllMaps = null;
|
|
}
|
|
}
|
|
|
|
////TODO: ApplyBindingOverrides, RemoveBindingOverrides, RemoveAllBindingOverrides
|
|
|
|
[SerializeField] internal InputActionMap[] m_ActionMaps;
|
|
[SerializeField] internal InputControlScheme[] m_ControlSchemes;
|
|
|
|
////TODO: make this persistent across domain reloads
|
|
/// <summary>
|
|
/// Shared state for all action maps in the asset.
|
|
/// </summary>
|
|
[NonSerialized] internal InputActionState m_SharedStateForAllMaps;
|
|
[NonSerialized] internal InputBinding? m_BindingMask;
|
|
[NonSerialized] internal int m_ParameterOverridesCount;
|
|
[NonSerialized] internal InputActionRebindingExtensions.ParameterOverride[] m_ParameterOverrides;
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[NonSerialized] internal InputActionMap.DeviceArray m_Devices;
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[Serializable]
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internal struct WriteFileJson
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{
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public string name;
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public InputActionMap.WriteMapJson[] maps;
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public InputControlScheme.SchemeJson[] controlSchemes;
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}
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[Serializable]
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internal struct ReadFileJson
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{
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public string name;
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public InputActionMap.ReadMapJson[] maps;
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public InputControlScheme.SchemeJson[] controlSchemes;
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public void ToAsset(InputActionAsset asset)
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{
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asset.name = name;
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asset.m_ActionMaps = new InputActionMap.ReadFileJson {maps = maps}.ToMaps();
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asset.m_ControlSchemes = InputControlScheme.SchemeJson.ToSchemes(controlSchemes);
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// Link maps to their asset.
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if (asset.m_ActionMaps != null)
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foreach (var map in asset.m_ActionMaps)
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map.m_Asset = asset;
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}
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}
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}
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}
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