9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
219 lines
9.6 KiB
C#
219 lines
9.6 KiB
C#
using System;
|
|
using System.Linq;
|
|
|
|
////REVIEW: Can we somehow make this a simple struct? The one problem we have is that we can't put struct instances as sub-assets into
|
|
//// the import (i.e. InputActionImporter can't do AddObjectToAsset with them). However, maybe there's a way around that. The thing
|
|
//// is that we really want to store the asset reference plus the action GUID on the *user* side, i.e. the referencing side. Right
|
|
//// now, what happens is that InputActionImporter puts these objects along with the reference and GUID they contain in the
|
|
//// *imported* object, i.e. right with the asset. This partially defeats the whole purpose of having these objects and it means
|
|
//// that now the GUID doesn't really matter anymore. Rather, it's the file ID that now has to be stable.
|
|
////
|
|
//// If we always store the GUID and asset reference on the user side, we can put the serialized data *anywhere* and it'll remain
|
|
//// save and proper no matter what we do in InputActionImporter.
|
|
|
|
////REVIEW: should this throw if you try to assign an action that is not a singleton?
|
|
|
|
////REVIEW: akin to this, also have an InputActionMapReference?
|
|
|
|
namespace UnityEngine.InputSystem
|
|
{
|
|
/// <summary>
|
|
/// References a specific <see cref="InputAction"/> in an <see cref="InputActionMap"/>
|
|
/// stored inside an <see cref="InputActionAsset"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The difference to a plain reference directly to an <see cref="InputAction"/> object is
|
|
/// that an InputActionReference can be serialized without causing the referenced <see cref="InputAction"/>
|
|
/// to be serialized as well. The reference will remain intact even if the action or the map
|
|
/// that contains the action is renamed.
|
|
///
|
|
/// References can be set up graphically in the editor by dropping individual actions from the project
|
|
/// browser onto a reference field.
|
|
/// </remarks>
|
|
/// <seealso cref="InputActionProperty"/>
|
|
/// <seealso cref="InputAction"/>
|
|
/// <seealso cref="InputActionAsset"/>
|
|
public class InputActionReference : ScriptableObject
|
|
{
|
|
/// <summary>
|
|
/// The asset that the referenced action is part of. Null if the reference
|
|
/// is not initialized or if the asset has been deleted.
|
|
/// </summary>
|
|
/// <value>InputActionAsset of the referenced action.</value>
|
|
public InputActionAsset asset => m_Asset;
|
|
|
|
/// <summary>
|
|
/// The action that the reference resolves to. Null if the action
|
|
/// cannot be found.
|
|
/// </summary>
|
|
/// <value>The action that reference points to.</value>
|
|
/// <remarks>
|
|
/// Actions are resolved on demand based on their internally stored IDs.
|
|
/// </remarks>
|
|
public InputAction action
|
|
{
|
|
get
|
|
{
|
|
if (m_Action == null)
|
|
{
|
|
if (m_Asset == null)
|
|
return null;
|
|
|
|
m_Action = m_Asset.FindAction(new Guid(m_ActionId));
|
|
}
|
|
|
|
return m_Action;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initialize the reference to refer to the given action.
|
|
/// </summary>
|
|
/// <param name="action">An input action. Must be contained in an <see cref="InputActionMap"/>
|
|
/// that is itself contained in an <see cref="InputActionAsset"/>. Can be <c>null</c> in which
|
|
/// case the reference is reset to its default state which does not reference an action.</param>
|
|
/// <exception cref="InvalidOperationException"><paramref name="action"/> is not contained in an
|
|
/// <see cref="InputActionMap"/> that is itself contained in an <see cref="InputActionAsset"/>.</exception>
|
|
public void Set(InputAction action)
|
|
{
|
|
if (action == null)
|
|
{
|
|
m_Asset = default;
|
|
m_ActionId = default;
|
|
return;
|
|
}
|
|
|
|
var map = action.actionMap;
|
|
if (map == null || map.asset == null)
|
|
throw new InvalidOperationException(
|
|
$"Action '{action}' must be part of an InputActionAsset in order to be able to create an InputActionReference for it");
|
|
|
|
SetInternal(map.asset, action);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Look up an action in the given asset and initialize the reference to
|
|
/// point to it.
|
|
/// </summary>
|
|
/// <param name="asset">An .inputactions asset.</param>
|
|
/// <param name="mapName">Name of the <see cref="InputActionMap"/> in <paramref name="asset"/>
|
|
/// (see <see cref="InputActionAsset.actionMaps"/>). Case-insensitive.</param>
|
|
/// <param name="actionName">Name of the action in <paramref name="mapName"/>. Case-insensitive.</param>
|
|
/// <exception cref="ArgumentNullException"><paramref name="asset"/> is <c>null</c> -or-
|
|
/// <paramref name="mapName"/> is <c>null</c> or empty -or- <paramref name="actionName"/>
|
|
/// is <c>null</c> or empty.</exception>
|
|
/// <exception cref="ArgumentException">No action map called <paramref name="mapName"/> could
|
|
/// be found in <paramref name="asset"/> -or- no action called <paramref name="actionName"/>
|
|
/// could be found in the action map called <paramref name="mapName"/> in <paramref name="asset"/>.</exception>
|
|
public void Set(InputActionAsset asset, string mapName, string actionName)
|
|
{
|
|
if (asset == null)
|
|
throw new ArgumentNullException(nameof(asset));
|
|
if (string.IsNullOrEmpty(mapName))
|
|
throw new ArgumentNullException(nameof(mapName));
|
|
if (string.IsNullOrEmpty(actionName))
|
|
throw new ArgumentNullException(nameof(actionName));
|
|
|
|
var actionMap = asset.FindActionMap(mapName);
|
|
if (actionMap == null)
|
|
throw new ArgumentException($"No action map '{mapName}' in '{asset}'", nameof(mapName));
|
|
|
|
var action = actionMap.FindAction(actionName);
|
|
if (action == null)
|
|
throw new ArgumentException($"No action '{actionName}' in map '{mapName}' of asset '{asset}'",
|
|
nameof(actionName));
|
|
|
|
SetInternal(asset, action);
|
|
}
|
|
|
|
private void SetInternal(InputActionAsset asset, InputAction action)
|
|
{
|
|
var actionMap = action.actionMap;
|
|
if (!asset.actionMaps.Contains(actionMap))
|
|
throw new ArgumentException(
|
|
$"Action '{action}' is not contained in asset '{asset}'", nameof(action));
|
|
|
|
m_Asset = asset;
|
|
m_ActionId = action.id.ToString();
|
|
name = GetDisplayName(action);
|
|
|
|
////REVIEW: should this dirty the asset if IDs had not been generated yet?
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return a string representation of the reference useful for debugging.
|
|
/// </summary>
|
|
/// <returns>A string representation of the reference.</returns>
|
|
public override string ToString()
|
|
{
|
|
try
|
|
{
|
|
var action = this.action;
|
|
return $"{m_Asset.name}:{action.actionMap.name}/{action.name}";
|
|
}
|
|
catch
|
|
{
|
|
if (m_Asset != null)
|
|
return $"{m_Asset.name}:{m_ActionId}";
|
|
}
|
|
|
|
return base.ToString();
|
|
}
|
|
|
|
private static string GetDisplayName(InputAction action)
|
|
{
|
|
return !string.IsNullOrEmpty(action?.actionMap?.name) ? $"{action.actionMap?.name}/{action.name}" : action?.name;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return a string representation useful for showing in UI.
|
|
/// </summary>
|
|
internal string ToDisplayName()
|
|
{
|
|
return string.IsNullOrEmpty(name) ? GetDisplayName(action) : name;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convert an InputActionReference to the InputAction it points to.
|
|
/// </summary>
|
|
/// <param name="reference">An InputActionReference object. Can be null.</param>
|
|
/// <returns>The value of <see cref="action"/> from <paramref name="reference"/>. Can be null.</returns>
|
|
public static implicit operator InputAction(InputActionReference reference)
|
|
{
|
|
return reference?.action;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a new InputActionReference object that references the given action.
|
|
/// </summary>
|
|
/// <param name="action">An input action. Must be contained in an <see cref="InputActionMap"/>
|
|
/// that is itself contained in an <see cref="InputActionAsset"/>. Can be <c>null</c> in which
|
|
/// case the reference is reset to its default state which does not reference an action.</param>
|
|
/// <returns>A new InputActionReference referencing <paramref name="action"/>.</returns>
|
|
public static InputActionReference Create(InputAction action)
|
|
{
|
|
if (action == null)
|
|
return null;
|
|
var reference = CreateInstance<InputActionReference>();
|
|
reference.Set(action);
|
|
return reference;
|
|
}
|
|
|
|
[SerializeField] internal InputActionAsset m_Asset;
|
|
// Can't serialize System.Guid and Unity's GUID is editor only so these
|
|
// go out as strings.
|
|
[SerializeField] internal string m_ActionId;
|
|
|
|
/// <summary>
|
|
/// The resolved, cached input action.
|
|
/// </summary>
|
|
[NonSerialized] private InputAction m_Action;
|
|
|
|
// Make annoying Microsoft code analyzer happy.
|
|
public InputAction ToInputAction()
|
|
{
|
|
return action;
|
|
}
|
|
}
|
|
}
|