Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/InputSystem/Plugins/PlayerInput/PlayerInputEditor.cs
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

572 lines
27 KiB
C#

#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine.InputSystem.Users;
using UnityEngine.InputSystem.Utilities;
#if UNITY_INPUT_SYSTEM_ENABLE_UI
using UnityEngine.InputSystem.UI;
using UnityEngine.InputSystem.UI.Editor;
#endif
////TODO: detect if new input system isn't enabled and provide UI to enable it
#pragma warning disable 0414
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// A custom inspector for the <see cref="PlayerInput"/> component.
/// </summary>
[CustomEditor(typeof(PlayerInput))]
internal class PlayerInputEditor : UnityEditor.Editor
{
public const string kDefaultInputActionsAssetPath =
"Packages/com.unity.inputsystem/InputSystem/Plugins/PlayerInput/DefaultInputActions.inputactions";
public void OnEnable()
{
InputActionImporter.onImport += Refresh;
InputUser.onChange += OnUserChange;
// Look up properties.
m_ActionsProperty = serializedObject.FindProperty(nameof(PlayerInput.m_Actions));
m_DefaultControlSchemeProperty = serializedObject.FindProperty(nameof(PlayerInput.m_DefaultControlScheme));
m_NeverAutoSwitchControlSchemesProperty = serializedObject.FindProperty(nameof(PlayerInput.m_NeverAutoSwitchControlSchemes));
m_DefaultActionMapProperty = serializedObject.FindProperty(nameof(PlayerInput.m_DefaultActionMap));
m_NotificationBehaviorProperty = serializedObject.FindProperty(nameof(PlayerInput.m_NotificationBehavior));
m_CameraProperty = serializedObject.FindProperty(nameof(PlayerInput.m_Camera));
m_ActionEventsProperty = serializedObject.FindProperty(nameof(PlayerInput.m_ActionEvents));
m_DeviceLostEventProperty = serializedObject.FindProperty(nameof(PlayerInput.m_DeviceLostEvent));
m_DeviceRegainedEventProperty = serializedObject.FindProperty(nameof(PlayerInput.m_DeviceRegainedEvent));
m_ControlsChangedEventProperty = serializedObject.FindProperty(nameof(PlayerInput.m_ControlsChangedEvent));
#if UNITY_INPUT_SYSTEM_ENABLE_UI
m_UIInputModuleProperty = serializedObject.FindProperty(nameof(PlayerInput.m_UIInputModule));
#endif
}
public void OnDestroy()
{
InputActionImporter.onImport -= Refresh;
InputUser.onChange -= OnUserChange;
}
private void Refresh()
{
////FIXME: doesn't seem like we're picking up the results of the latest import
m_ActionAssetInitialized = false;
Repaint();
}
private void OnUserChange(InputUser user, InputUserChange change, InputDevice device)
{
Repaint();
}
public override void OnInspectorGUI()
{
EditorGUI.BeginChangeCheck();
// Action config section.
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_ActionsProperty);
var actionsWereChanged = false;
if (EditorGUI.EndChangeCheck() || !m_ActionAssetInitialized)
{
OnActionAssetChange();
actionsWereChanged = true;
}
++EditorGUI.indentLevel;
if (m_ControlSchemeOptions != null && m_ControlSchemeOptions.Length > 1) // Don't show if <Any> is the only option.
{
// Default control scheme picker.
var selected = EditorGUILayout.Popup(m_DefaultControlSchemeText, m_SelectedDefaultControlScheme,
m_ControlSchemeOptions);
if (selected != m_SelectedDefaultControlScheme)
{
if (selected == 0)
{
m_DefaultControlSchemeProperty.stringValue = null;
}
else
{
m_DefaultControlSchemeProperty.stringValue =
m_ControlSchemeOptions[selected].text;
}
m_SelectedDefaultControlScheme = selected;
}
var neverAutoSwitchValueOld = m_NeverAutoSwitchControlSchemesProperty.boolValue;
var neverAutoSwitchValueNew = !EditorGUILayout.Toggle(m_AutoSwitchText, !neverAutoSwitchValueOld);
if (neverAutoSwitchValueOld != neverAutoSwitchValueNew)
{
m_NeverAutoSwitchControlSchemesProperty.boolValue = neverAutoSwitchValueNew;
serializedObject.ApplyModifiedProperties();
}
}
if (m_ActionMapOptions != null && m_ActionMapOptions.Length > 0)
{
// Default action map picker.
var selected = EditorGUILayout.Popup(m_DefaultActionMapText, m_SelectedDefaultActionMap,
m_ActionMapOptions);
if (selected != m_SelectedDefaultActionMap)
{
if (selected == 0)
{
m_DefaultActionMapProperty.stringValue = null;
}
else
{
// Use ID rather than name.
var asset = (InputActionAsset)m_ActionsProperty.objectReferenceValue;
var actionMap = asset.FindActionMap(m_ActionMapOptions[selected].text);
if (actionMap != null)
m_DefaultActionMapProperty.stringValue = actionMap.id.ToString();
}
m_SelectedDefaultActionMap = selected;
}
}
--EditorGUI.indentLevel;
DoHelpCreateAssetUI();
#if UNITY_INPUT_SYSTEM_ENABLE_UI
// UI config section.
if (m_UIPropertyText == null)
m_UIPropertyText = EditorGUIUtility.TrTextContent("UI Input Module", m_UIInputModuleProperty.GetTooltip());
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_UIInputModuleProperty, m_UIPropertyText);
if (EditorGUI.EndChangeCheck())
serializedObject.ApplyModifiedProperties();
if (m_UIInputModuleProperty.objectReferenceValue != null)
{
var uiModule = m_UIInputModuleProperty.objectReferenceValue as InputSystemUIInputModule;
if (m_ActionsProperty.objectReferenceValue != null && uiModule.actionsAsset != m_ActionsProperty.objectReferenceValue)
{
EditorGUILayout.HelpBox("The referenced InputSystemUIInputModule is configured using different input actions then this PlayerInput. They should match if you want to synchronize PlayerInput actions to the UI input.", MessageType.Warning);
if (GUILayout.Button(m_FixInputModuleText))
InputSystemUIInputModuleEditor.ReassignActions(uiModule, m_ActionsProperty.objectReferenceValue as InputActionAsset);
}
}
#endif
// Camera section.
if (m_CameraPropertyText == null)
m_CameraPropertyText = EditorGUIUtility.TrTextContent("Camera", m_CameraProperty.GetTooltip());
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_CameraProperty, m_CameraPropertyText);
if (EditorGUI.EndChangeCheck())
serializedObject.ApplyModifiedProperties();
// Notifications/event section.
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_NotificationBehaviorProperty, m_NotificationBehaviorText);
if (EditorGUI.EndChangeCheck() || actionsWereChanged || !m_NotificationBehaviorInitialized)
OnNotificationBehaviorChange();
switch ((PlayerNotifications)m_NotificationBehaviorProperty.intValue)
{
case PlayerNotifications.SendMessages:
case PlayerNotifications.BroadcastMessages:
Debug.Assert(m_SendMessagesHelpText != null);
EditorGUILayout.HelpBox(m_SendMessagesHelpText);
break;
case PlayerNotifications.InvokeUnityEvents:
m_EventsGroupUnfolded = EditorGUILayout.Foldout(m_EventsGroupUnfolded, m_EventsGroupText, toggleOnLabelClick: true);
if (m_EventsGroupUnfolded)
{
// Action events. Group by action map.
if (m_ActionNames != null)
{
using (new EditorGUI.IndentLevelScope())
{
for (var n = 0; n < m_NumActionMaps; ++n)
{
// Skip action maps that have no names (case 1317735).
if (m_ActionMapNames[n] == null)
continue;
m_ActionMapEventsUnfolded[n] = EditorGUILayout.Foldout(m_ActionMapEventsUnfolded[n],
m_ActionMapNames[n], toggleOnLabelClick: true);
using (new EditorGUI.IndentLevelScope())
{
if (m_ActionMapEventsUnfolded[n])
{
for (var i = 0; i < m_ActionNames.Length; ++i)
{
if (m_ActionMapIndices[i] != n)
continue;
EditorGUILayout.PropertyField(m_ActionEventsProperty.GetArrayElementAtIndex(i), m_ActionNames[i]);
}
}
}
}
}
}
// Misc events.
EditorGUILayout.PropertyField(m_DeviceLostEventProperty);
EditorGUILayout.PropertyField(m_DeviceRegainedEventProperty);
EditorGUILayout.PropertyField(m_ControlsChangedEventProperty);
}
break;
}
// Miscellaneous buttons.
DoUtilityButtonsUI();
if (EditorGUI.EndChangeCheck())
serializedObject.ApplyModifiedProperties();
// Debug UI.
if (EditorApplication.isPlaying)
DoDebugUI();
}
private void DoHelpCreateAssetUI()
{
if (m_ActionsProperty.objectReferenceValue != null)
{
// All good. We already have an asset.
return;
}
EditorGUILayout.HelpBox("There are no input actions associated with this input component yet. Click the button below to create "
+ "a new set of input actions or drag an existing input actions asset into the field above.", MessageType.Info);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.Space();
if (GUILayout.Button(m_CreateActionsText, EditorStyles.miniButton, GUILayout.MaxWidth(120)))
{
// Request save file location.
var defaultFileName = Application.productName;
var fileName = EditorUtility.SaveFilePanel("Create Input Actions Asset", "Assets", defaultFileName,
InputActionAsset.Extension);
////TODO: take current Supported Devices into account when creating this
// Create and import asset and open editor.
if (!string.IsNullOrEmpty(fileName))
{
if (!fileName.StartsWith(Application.dataPath))
{
Debug.LogError($"Path must be located in Assets/ folder (got: '{fileName}')");
EditorGUILayout.EndHorizontal();
return;
}
if (!fileName.EndsWith("." + InputActionAsset.Extension))
fileName += "." + InputActionAsset.Extension;
// Load default actions and update all GUIDs.
var defaultActionsText = File.ReadAllText(kDefaultInputActionsAssetPath);
var newActions = InputActionAsset.FromJson(defaultActionsText);
foreach (var map in newActions.actionMaps)
{
map.m_Id = Guid.NewGuid().ToString();
foreach (var action in map.actions)
action.m_Id = Guid.NewGuid().ToString();
}
newActions.name = Path.GetFileNameWithoutExtension(fileName);
var newActionsText = newActions.ToJson();
// Write it out and tell the asset DB to pick it up.
File.WriteAllText(fileName, newActionsText);
// Import the new asset
var relativePath = "Assets/" + fileName.Substring(Application.dataPath.Length + 1);
AssetDatabase.ImportAsset(relativePath, ImportAssetOptions.ForceSynchronousImport);
// Load imported object.
var importedObject = AssetDatabase.LoadAssetAtPath<InputActionAsset>(relativePath);
// Set it on the PlayerInput component.
m_ActionsProperty.objectReferenceValue = importedObject;
serializedObject.ApplyModifiedProperties();
// Open the asset.
AssetDatabase.OpenAsset(importedObject);
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Separator();
}
private void DoUtilityButtonsUI()
{
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button(m_OpenSettingsText, EditorStyles.miniButton))
InputSettingsProvider.Open();
if (GUILayout.Button(m_OpenDebuggerText, EditorStyles.miniButton))
InputDebuggerWindow.CreateOrShow();
EditorGUILayout.EndHorizontal();
}
private void DoDebugUI()
{
var playerInput = (PlayerInput)target;
if (!playerInput.user.valid)
return;
////TODO: show actions when they happen
var user = playerInput.user.index.ToString();
var controlScheme = playerInput.user.controlScheme?.name;
var devices = string.Join(", ", playerInput.user.pairedDevices);
EditorGUILayout.Space();
EditorGUILayout.LabelField(m_DebugText, EditorStyles.boldLabel);
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.LabelField("User", user);
EditorGUILayout.LabelField("Control Scheme", controlScheme);
EditorGUILayout.LabelField("Devices", devices);
EditorGUI.EndDisabledGroup();
}
private void OnNotificationBehaviorChange()
{
Debug.Assert(m_ActionAssetInitialized);
serializedObject.ApplyModifiedProperties();
var notificationBehavior = (PlayerNotifications)m_NotificationBehaviorProperty.intValue;
switch (notificationBehavior)
{
// Create text that lists all the messages sent by the component.
case PlayerNotifications.BroadcastMessages:
case PlayerNotifications.SendMessages:
{
var builder = new StringBuilder();
builder.Append("Will ");
if (notificationBehavior == PlayerNotifications.BroadcastMessages)
builder.Append("BroadcastMessage()");
else
builder.Append("SendMessage()");
builder.Append(" to GameObject: ");
builder.Append(PlayerInput.DeviceLostMessage);
builder.Append(", ");
builder.Append(PlayerInput.DeviceRegainedMessage);
builder.Append(", ");
builder.Append(PlayerInput.ControlsChangedMessage);
var playerInput = (PlayerInput)target;
var asset = playerInput.m_Actions;
if (asset != null)
{
foreach (var action in asset)
{
builder.Append(", On");
builder.Append(CSharpCodeHelpers.MakeTypeName(action.name));
}
}
m_SendMessagesHelpText = new GUIContent(builder.ToString());
break;
}
case PlayerNotifications.InvokeUnityEvents:
{
var playerInput = (PlayerInput)target;
if (playerInput.m_DeviceLostEvent == null)
playerInput.m_DeviceLostEvent = new PlayerInput.DeviceLostEvent();
if (playerInput.m_DeviceRegainedEvent == null)
playerInput.m_DeviceRegainedEvent = new PlayerInput.DeviceRegainedEvent();
if (playerInput.m_ControlsChangedEvent == null)
playerInput.m_ControlsChangedEvent = new PlayerInput.ControlsChangedEvent();
serializedObject.Update();
// Force action refresh.
m_ActionAssetInitialized = false;
Refresh();
break;
}
}
m_NotificationBehaviorInitialized = true;
}
private void OnActionAssetChange()
{
serializedObject.ApplyModifiedProperties();
m_ActionAssetInitialized = true;
var playerInput = (PlayerInput)target;
var asset = (InputActionAsset)m_ActionsProperty.objectReferenceValue;
if (asset == null)
{
m_ControlSchemeOptions = null;
m_ActionMapOptions = null;
m_ActionNames = null;
m_SelectedDefaultActionMap = -1;
m_SelectedDefaultControlScheme = -1;
return;
}
// If we're sending Unity events, read out the event list.
if ((PlayerNotifications)m_NotificationBehaviorProperty.intValue ==
PlayerNotifications.InvokeUnityEvents)
{
////FIXME: this should preserve the same order that we have in the asset
var newActionNames = new List<GUIContent>();
var newActionEvents = new List<PlayerInput.ActionEvent>();
var newActionMapIndices = new List<int>();
m_NumActionMaps = 0;
m_ActionMapNames = null;
void AddEntry(InputAction action, PlayerInput.ActionEvent actionEvent)
{
newActionNames.Add(new GUIContent(action.name));
newActionEvents.Add(actionEvent);
var actionMapIndex = asset.actionMaps.IndexOfReference(action.actionMap);
newActionMapIndices.Add(actionMapIndex);
if (actionMapIndex >= m_NumActionMaps)
m_NumActionMaps = actionMapIndex + 1;
ArrayHelpers.PutAtIfNotSet(ref m_ActionMapNames, actionMapIndex,
() => new GUIContent(action.actionMap.name));
}
// Bring over any action events that we already have and that are still in the asset.
var oldActionEvents = playerInput.m_ActionEvents;
if (oldActionEvents != null)
{
foreach (var entry in oldActionEvents)
{
var guid = entry.actionId;
var action = asset.FindAction(guid);
if (action != null)
AddEntry(action, entry);
}
}
// Add any new actions.
foreach (var action in asset)
{
// Skip if it was already in there.
if (oldActionEvents != null && oldActionEvents.Any(x => x.actionId == action.id.ToString()))
continue;
////FIXME: adds bindings to the name
AddEntry(action, new PlayerInput.ActionEvent(action.id, action.ToString()));
}
m_ActionNames = newActionNames.ToArray();
m_ActionMapIndices = newActionMapIndices.ToArray();
Array.Resize(ref m_ActionMapEventsUnfolded, m_NumActionMaps);
playerInput.m_ActionEvents = newActionEvents.ToArray();
}
// Read out control schemes.
var selectedDefaultControlScheme = playerInput.defaultControlScheme;
m_SelectedDefaultControlScheme = 0;
var controlSchemes = asset.controlSchemes;
m_ControlSchemeOptions = new GUIContent[controlSchemes.Count + 1];
m_ControlSchemeOptions[0] = new GUIContent(EditorGUIUtility.TrTextContent("<Any>"));
////TODO: sort alphabetically
for (var i = 0; i < controlSchemes.Count; ++i)
{
var name = controlSchemes[i].name;
m_ControlSchemeOptions[i + 1] = new GUIContent(name);
if (selectedDefaultControlScheme != null && string.Compare(name, selectedDefaultControlScheme,
StringComparison.InvariantCultureIgnoreCase) == 0)
m_SelectedDefaultControlScheme = i + 1;
}
if (m_SelectedDefaultControlScheme <= 0)
playerInput.defaultControlScheme = null;
// Read out action maps.
var selectedDefaultActionMap = !string.IsNullOrEmpty(playerInput.defaultActionMap)
? asset.FindActionMap(playerInput.defaultActionMap)
: null;
m_SelectedDefaultActionMap = asset.actionMaps.Count > 0 ? 1 : 0;
var actionMaps = asset.actionMaps;
m_ActionMapOptions = new GUIContent[actionMaps.Count + 1];
m_ActionMapOptions[0] = new GUIContent(EditorGUIUtility.TrTextContent("<None>"));
////TODO: sort alphabetically
for (var i = 0; i < actionMaps.Count; ++i)
{
var actionMap = actionMaps[i];
m_ActionMapOptions[i + 1] = new GUIContent(actionMap.name);
if (selectedDefaultActionMap != null && actionMap == selectedDefaultActionMap)
m_SelectedDefaultActionMap = i + 1;
}
if (m_SelectedDefaultActionMap <= 0)
playerInput.defaultActionMap = null;
else
playerInput.defaultActionMap = m_ActionMapOptions[m_SelectedDefaultActionMap].text;
serializedObject.Update();
}
[SerializeField] private bool m_EventsGroupUnfolded;
[SerializeField] private bool[] m_ActionMapEventsUnfolded;
[NonSerialized] private readonly GUIContent m_CreateActionsText = EditorGUIUtility.TrTextContent("Create Actions...");
[NonSerialized] private readonly GUIContent m_FixInputModuleText = EditorGUIUtility.TrTextContent("Fix UI Input Module");
[NonSerialized] private readonly GUIContent m_OpenSettingsText = EditorGUIUtility.TrTextContent("Open Input Settings");
[NonSerialized] private readonly GUIContent m_OpenDebuggerText = EditorGUIUtility.TrTextContent("Open Input Debugger");
[NonSerialized] private readonly GUIContent m_EventsGroupText =
EditorGUIUtility.TrTextContent("Events", "UnityEvents triggered by the PlayerInput component");
[NonSerialized] private readonly GUIContent m_NotificationBehaviorText =
EditorGUIUtility.TrTextContent("Behavior",
"Determine how notifications should be sent when an input-related event associated with the player happens.");
[NonSerialized] private readonly GUIContent m_DefaultControlSchemeText =
EditorGUIUtility.TrTextContent("Default Scheme", "Which control scheme to try by default. If not set, PlayerInput "
+ "will simply go through all control schemes in the action asset and try one after the other. If set, PlayerInput will try "
+ "the given scheme first but if using that fails (e.g. when not required devices are missing) will fall back to trying the other "
+ "control schemes in order.");
[NonSerialized] private readonly GUIContent m_DefaultActionMapText =
EditorGUIUtility.TrTextContent("Default Map", "Action map to enable by default. If not set, no actions will be enabled by default.");
[NonSerialized] private readonly GUIContent m_AutoSwitchText =
EditorGUIUtility.TrTextContent("Auto-Switch",
"By default, when there is only a single PlayerInput, the player "
+ "is allowed to freely switch between control schemes simply by starting to use a different device. By toggling this property off, this "
+ "behavior is disabled and even with a single player, the player will stay locked onto the explicitly selected control scheme. Note "
+ "that you can still change control schemes explicitly through the PlayerInput API.\n\nWhen there are multiple PlayerInputs in the game, auto-switching is disabled automatically regardless of the value of this property.");
[NonSerialized] private readonly GUIContent m_DebugText = EditorGUIUtility.TrTextContent("Debug");
[NonSerialized] private GUIContent m_UIPropertyText;
[NonSerialized] private GUIContent m_CameraPropertyText;
[NonSerialized] private GUIContent m_SendMessagesHelpText;
[NonSerialized] private GUIContent[] m_ActionNames;
[NonSerialized] private GUIContent[] m_ActionMapNames;
[NonSerialized] private int[] m_ActionMapIndices;
[NonSerialized] private int m_NumActionMaps;
[NonSerialized] private int m_SelectedDefaultControlScheme;
[NonSerialized] private GUIContent[] m_ControlSchemeOptions;
[NonSerialized] private int m_SelectedDefaultActionMap;
[NonSerialized] private GUIContent[] m_ActionMapOptions;
[NonSerialized] private SerializedProperty m_ActionsProperty;
[NonSerialized] private SerializedProperty m_DefaultControlSchemeProperty;
[NonSerialized] private SerializedProperty m_DefaultActionMapProperty;
[NonSerialized] private SerializedProperty m_NeverAutoSwitchControlSchemesProperty;
[NonSerialized] private SerializedProperty m_NotificationBehaviorProperty;
#if UNITY_INPUT_SYSTEM_ENABLE_UI
[NonSerialized] private SerializedProperty m_UIInputModuleProperty;
#endif
[NonSerialized] private SerializedProperty m_ActionEventsProperty;
[NonSerialized] private SerializedProperty m_CameraProperty;
[NonSerialized] private SerializedProperty m_DeviceLostEventProperty;
[NonSerialized] private SerializedProperty m_DeviceRegainedEventProperty;
[NonSerialized] private SerializedProperty m_ControlsChangedEventProperty;
[NonSerialized] private bool m_NotificationBehaviorInitialized;
[NonSerialized] private bool m_ActionAssetInitialized;
}
}
#endif // UNITY_EDITOR