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!
445 lines
16 KiB
C#
445 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.Events;
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using UnityEngine.UI;
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////TODO: localization support
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////TODO: deal with composites that have parts bound in different control schemes
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namespace UnityEngine.InputSystem.Samples.RebindUI
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{
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/// <summary>
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/// A reusable component with a self-contained UI for rebinding a single action.
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/// </summary>
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public class RebindActionUI : MonoBehaviour
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{
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/// <summary>
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/// Reference to the action that is to be rebound.
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/// </summary>
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public InputActionReference actionReference
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{
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get => m_Action;
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set
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{
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m_Action = value;
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UpdateActionLabel();
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UpdateBindingDisplay();
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}
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}
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/// <summary>
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/// ID (in string form) of the binding that is to be rebound on the action.
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/// </summary>
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/// <seealso cref="InputBinding.id"/>
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public string bindingId
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{
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get => m_BindingId;
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set
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{
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m_BindingId = value;
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UpdateBindingDisplay();
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}
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}
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public InputBinding.DisplayStringOptions displayStringOptions
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{
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get => m_DisplayStringOptions;
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set
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{
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m_DisplayStringOptions = value;
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UpdateBindingDisplay();
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}
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}
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/// <summary>
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/// Text component that receives the name of the action. Optional.
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/// </summary>
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public Text actionLabel
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{
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get => m_ActionLabel;
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set
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{
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m_ActionLabel = value;
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UpdateActionLabel();
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}
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}
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/// <summary>
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/// Text component that receives the display string of the binding. Can be <c>null</c> in which
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/// case the component entirely relies on <see cref="updateBindingUIEvent"/>.
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/// </summary>
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public Text bindingText
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{
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get => m_BindingText;
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set
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{
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m_BindingText = value;
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UpdateBindingDisplay();
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}
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}
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/// <summary>
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/// Optional text component that receives a text prompt when waiting for a control to be actuated.
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/// </summary>
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/// <seealso cref="startRebindEvent"/>
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/// <seealso cref="rebindOverlay"/>
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public Text rebindPrompt
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{
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get => m_RebindText;
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set => m_RebindText = value;
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}
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/// <summary>
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/// Optional UI that is activated when an interactive rebind is started and deactivated when the rebind
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/// is finished. This is normally used to display an overlay over the current UI while the system is
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/// waiting for a control to be actuated.
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/// </summary>
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/// <remarks>
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/// If neither <see cref="rebindPrompt"/> nor <c>rebindOverlay</c> is set, the component will temporarily
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/// replaced the <see cref="bindingText"/> (if not <c>null</c>) with <c>"Waiting..."</c>.
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/// </remarks>
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/// <seealso cref="startRebindEvent"/>
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/// <seealso cref="rebindPrompt"/>
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public GameObject rebindOverlay
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{
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get => m_RebindOverlay;
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set => m_RebindOverlay = value;
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}
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/// <summary>
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/// Event that is triggered every time the UI updates to reflect the current binding.
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/// This can be used to tie custom visualizations to bindings.
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/// </summary>
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public UpdateBindingUIEvent updateBindingUIEvent
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{
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get
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{
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if (m_UpdateBindingUIEvent == null)
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m_UpdateBindingUIEvent = new UpdateBindingUIEvent();
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return m_UpdateBindingUIEvent;
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}
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}
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/// <summary>
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/// Event that is triggered when an interactive rebind is started on the action.
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/// </summary>
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public InteractiveRebindEvent startRebindEvent
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{
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get
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{
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if (m_RebindStartEvent == null)
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m_RebindStartEvent = new InteractiveRebindEvent();
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return m_RebindStartEvent;
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}
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}
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/// <summary>
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/// Event that is triggered when an interactive rebind has been completed or canceled.
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/// </summary>
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public InteractiveRebindEvent stopRebindEvent
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{
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get
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{
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if (m_RebindStopEvent == null)
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m_RebindStopEvent = new InteractiveRebindEvent();
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return m_RebindStopEvent;
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}
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}
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/// <summary>
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/// When an interactive rebind is in progress, this is the rebind operation controller.
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/// Otherwise, it is <c>null</c>.
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/// </summary>
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public InputActionRebindingExtensions.RebindingOperation ongoingRebind => m_RebindOperation;
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/// <summary>
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/// Return the action and binding index for the binding that is targeted by the component
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/// according to
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/// </summary>
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/// <param name="action"></param>
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/// <param name="bindingIndex"></param>
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/// <returns></returns>
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public bool ResolveActionAndBinding(out InputAction action, out int bindingIndex)
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{
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bindingIndex = -1;
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action = m_Action?.action;
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if (action == null)
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return false;
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if (string.IsNullOrEmpty(m_BindingId))
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return false;
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// Look up binding index.
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var bindingId = new Guid(m_BindingId);
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bindingIndex = action.bindings.IndexOf(x => x.id == bindingId);
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if (bindingIndex == -1)
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{
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Debug.LogError($"Cannot find binding with ID '{bindingId}' on '{action}'", this);
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return false;
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}
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return true;
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}
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/// <summary>
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/// Trigger a refresh of the currently displayed binding.
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/// </summary>
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public void UpdateBindingDisplay()
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{
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var displayString = string.Empty;
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var deviceLayoutName = default(string);
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var controlPath = default(string);
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// Get display string from action.
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var action = m_Action?.action;
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if (action != null)
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{
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var bindingIndex = action.bindings.IndexOf(x => x.id.ToString() == m_BindingId);
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if (bindingIndex != -1)
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displayString = action.GetBindingDisplayString(bindingIndex, out deviceLayoutName, out controlPath, displayStringOptions);
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}
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// Set on label (if any).
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if (m_BindingText != null)
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m_BindingText.text = displayString;
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// Give listeners a chance to configure UI in response.
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m_UpdateBindingUIEvent?.Invoke(this, displayString, deviceLayoutName, controlPath);
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}
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/// <summary>
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/// Remove currently applied binding overrides.
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/// </summary>
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public void ResetToDefault()
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{
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if (!ResolveActionAndBinding(out var action, out var bindingIndex))
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return;
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if (action.bindings[bindingIndex].isComposite)
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{
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// It's a composite. Remove overrides from part bindings.
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for (var i = bindingIndex + 1; i < action.bindings.Count && action.bindings[i].isPartOfComposite; ++i)
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action.RemoveBindingOverride(i);
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}
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else
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{
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action.RemoveBindingOverride(bindingIndex);
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}
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UpdateBindingDisplay();
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}
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/// <summary>
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/// Initiate an interactive rebind that lets the player actuate a control to choose a new binding
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/// for the action.
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/// </summary>
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public void StartInteractiveRebind()
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{
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if (!ResolveActionAndBinding(out var action, out var bindingIndex))
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return;
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// If the binding is a composite, we need to rebind each part in turn.
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if (action.bindings[bindingIndex].isComposite)
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{
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var firstPartIndex = bindingIndex + 1;
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if (firstPartIndex < action.bindings.Count && action.bindings[firstPartIndex].isPartOfComposite)
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PerformInteractiveRebind(action, firstPartIndex, allCompositeParts: true);
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}
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else
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{
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PerformInteractiveRebind(action, bindingIndex);
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}
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}
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private void PerformInteractiveRebind(InputAction action, int bindingIndex, bool allCompositeParts = false)
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{
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m_RebindOperation?.Cancel(); // Will null out m_RebindOperation.
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void CleanUp()
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{
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m_RebindOperation?.Dispose();
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m_RebindOperation = null;
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}
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// Configure the rebind.
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m_RebindOperation = action.PerformInteractiveRebinding(bindingIndex)
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.OnCancel(
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operation =>
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{
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m_RebindStopEvent?.Invoke(this, operation);
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m_RebindOverlay?.SetActive(false);
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UpdateBindingDisplay();
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CleanUp();
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})
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.OnComplete(
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operation =>
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{
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m_RebindOverlay?.SetActive(false);
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m_RebindStopEvent?.Invoke(this, operation);
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UpdateBindingDisplay();
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CleanUp();
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// If there's more composite parts we should bind, initiate a rebind
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// for the next part.
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if (allCompositeParts)
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{
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var nextBindingIndex = bindingIndex + 1;
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if (nextBindingIndex < action.bindings.Count && action.bindings[nextBindingIndex].isPartOfComposite)
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PerformInteractiveRebind(action, nextBindingIndex, true);
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}
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});
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// If it's a part binding, show the name of the part in the UI.
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var partName = default(string);
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if (action.bindings[bindingIndex].isPartOfComposite)
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partName = $"Binding '{action.bindings[bindingIndex].name}'. ";
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// Bring up rebind overlay, if we have one.
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m_RebindOverlay?.SetActive(true);
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if (m_RebindText != null)
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{
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var text = !string.IsNullOrEmpty(m_RebindOperation.expectedControlType)
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? $"{partName}Waiting for {m_RebindOperation.expectedControlType} input..."
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: $"{partName}Waiting for input...";
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m_RebindText.text = text;
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}
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// If we have no rebind overlay and no callback but we have a binding text label,
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// temporarily set the binding text label to "<Waiting>".
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if (m_RebindOverlay == null && m_RebindText == null && m_RebindStartEvent == null && m_BindingText != null)
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m_BindingText.text = "<Waiting...>";
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// Give listeners a chance to act on the rebind starting.
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m_RebindStartEvent?.Invoke(this, m_RebindOperation);
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m_RebindOperation.Start();
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}
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protected void OnEnable()
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{
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if (s_RebindActionUIs == null)
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s_RebindActionUIs = new List<RebindActionUI>();
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s_RebindActionUIs.Add(this);
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if (s_RebindActionUIs.Count == 1)
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InputSystem.onActionChange += OnActionChange;
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}
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protected void OnDisable()
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{
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m_RebindOperation?.Dispose();
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m_RebindOperation = null;
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s_RebindActionUIs.Remove(this);
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if (s_RebindActionUIs.Count == 0)
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{
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s_RebindActionUIs = null;
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InputSystem.onActionChange -= OnActionChange;
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}
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}
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// When the action system re-resolves bindings, we want to update our UI in response. While this will
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// also trigger from changes we made ourselves, it ensures that we react to changes made elsewhere. If
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// the user changes keyboard layout, for example, we will get a BoundControlsChanged notification and
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// will update our UI to reflect the current keyboard layout.
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private static void OnActionChange(object obj, InputActionChange change)
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{
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if (change != InputActionChange.BoundControlsChanged)
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return;
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var action = obj as InputAction;
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var actionMap = action?.actionMap ?? obj as InputActionMap;
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var actionAsset = actionMap?.asset ?? obj as InputActionAsset;
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for (var i = 0; i < s_RebindActionUIs.Count; ++i)
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{
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var component = s_RebindActionUIs[i];
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var referencedAction = component.actionReference?.action;
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if (referencedAction == null)
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continue;
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if (referencedAction == action ||
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referencedAction.actionMap == actionMap ||
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referencedAction.actionMap?.asset == actionAsset)
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component.UpdateBindingDisplay();
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}
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}
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[Tooltip("Reference to action that is to be rebound from the UI.")]
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[SerializeField]
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private InputActionReference m_Action;
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[SerializeField]
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private string m_BindingId;
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[SerializeField]
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private InputBinding.DisplayStringOptions m_DisplayStringOptions;
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[Tooltip("Text label that will receive the name of the action. Optional. Set to None to have the "
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+ "rebind UI not show a label for the action.")]
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[SerializeField]
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private Text m_ActionLabel;
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[Tooltip("Text label that will receive the current, formatted binding string.")]
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[SerializeField]
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private Text m_BindingText;
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[Tooltip("Optional UI that will be shown while a rebind is in progress.")]
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[SerializeField]
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private GameObject m_RebindOverlay;
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[Tooltip("Optional text label that will be updated with prompt for user input.")]
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[SerializeField]
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private Text m_RebindText;
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[Tooltip("Event that is triggered when the way the binding is display should be updated. This allows displaying "
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+ "bindings in custom ways, e.g. using images instead of text.")]
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[SerializeField]
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private UpdateBindingUIEvent m_UpdateBindingUIEvent;
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[Tooltip("Event that is triggered when an interactive rebind is being initiated. This can be used, for example, "
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+ "to implement custom UI behavior while a rebind is in progress. It can also be used to further "
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+ "customize the rebind.")]
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[SerializeField]
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private InteractiveRebindEvent m_RebindStartEvent;
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[Tooltip("Event that is triggered when an interactive rebind is complete or has been aborted.")]
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[SerializeField]
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private InteractiveRebindEvent m_RebindStopEvent;
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private InputActionRebindingExtensions.RebindingOperation m_RebindOperation;
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private static List<RebindActionUI> s_RebindActionUIs;
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// We want the label for the action name to update in edit mode, too, so
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// we kick that off from here.
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#if UNITY_EDITOR
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protected void OnValidate()
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{
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UpdateActionLabel();
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UpdateBindingDisplay();
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}
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#endif
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private void UpdateActionLabel()
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{
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if (m_ActionLabel != null)
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{
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var action = m_Action?.action;
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m_ActionLabel.text = action != null ? action.name : string.Empty;
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}
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}
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[Serializable]
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public class UpdateBindingUIEvent : UnityEvent<RebindActionUI, string, string, string>
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{
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}
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[Serializable]
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public class InteractiveRebindEvent : UnityEvent<RebindActionUI, InputActionRebindingExtensions.RebindingOperation>
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{
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}
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}
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}
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