b486678290
Library -Artifacts
205 lines
9.5 KiB
C#
205 lines
9.5 KiB
C#
#if UNITY_INPUT_SYSTEM_ENABLE_UI && UNITY_EDITOR
|
|
using System;
|
|
using System.Linq;
|
|
using UnityEditor;
|
|
|
|
////TODO: add button to automatically set up gamepad mouse cursor support
|
|
|
|
namespace UnityEngine.InputSystem.UI.Editor
|
|
{
|
|
[CustomEditor(typeof(InputSystemUIInputModule))]
|
|
internal class InputSystemUIInputModuleEditor : UnityEditor.Editor
|
|
{
|
|
private static InputActionReference GetActionReferenceFromAssets(InputActionReference[] actions, params string[] actionNames)
|
|
{
|
|
foreach (var actionName in actionNames)
|
|
{
|
|
foreach (var action in actions)
|
|
{
|
|
if (string.Compare(action.action.name, actionName, StringComparison.InvariantCultureIgnoreCase) == 0)
|
|
return action;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private static InputActionReference[] GetAllAssetReferencesFromAssetDatabase(InputActionAsset actions)
|
|
{
|
|
if (actions == null)
|
|
return null;
|
|
|
|
var path = AssetDatabase.GetAssetPath(actions);
|
|
var assets = AssetDatabase.LoadAllAssetsAtPath(path);
|
|
return assets.Where(asset => asset is InputActionReference)
|
|
.Cast<InputActionReference>()
|
|
.OrderBy(x => x.name)
|
|
.ToArray();
|
|
}
|
|
|
|
private static readonly string[] s_ActionNames =
|
|
{
|
|
"Point",
|
|
"LeftClick",
|
|
"MiddleClick",
|
|
"RightClick",
|
|
"ScrollWheel",
|
|
"Move",
|
|
"Submit",
|
|
"Cancel",
|
|
"TrackedDevicePosition",
|
|
"TrackedDeviceOrientation"
|
|
};
|
|
|
|
private static readonly string[] s_ActionNiceNames =
|
|
{
|
|
"Point",
|
|
"Left Click",
|
|
"Middle Click",
|
|
"Right Click",
|
|
"Scroll Wheel",
|
|
"Move",
|
|
"Submit",
|
|
"Cancel",
|
|
"Tracked Position",
|
|
"Tracked Orientation"
|
|
};
|
|
|
|
private SerializedProperty[] m_ReferenceProperties;
|
|
private SerializedProperty m_ActionsAsset;
|
|
private InputActionReference[] m_AvailableActionReferencesInAssetDatabase;
|
|
private string[] m_AvailableActionsInAssetNames;
|
|
private bool m_AdvancedFoldoutState;
|
|
|
|
private string MakeActionReferenceNameUsableInGenericMenu(string name)
|
|
{
|
|
// Ugly hack: GenericMenu interprets "/" as a submenu path. But luckily, "/" is not the only slash we have in Unicode.
|
|
return name.Replace("/", "\uFF0F");
|
|
}
|
|
|
|
public void OnEnable()
|
|
{
|
|
var numActions = s_ActionNames.Length;
|
|
m_ReferenceProperties = new SerializedProperty[numActions];
|
|
for (var i = 0; i < numActions; i++)
|
|
m_ReferenceProperties[i] = serializedObject.FindProperty($"m_{s_ActionNames[i]}Action");
|
|
|
|
m_ActionsAsset = serializedObject.FindProperty("m_ActionsAsset");
|
|
m_AvailableActionReferencesInAssetDatabase = GetAllAssetReferencesFromAssetDatabase(m_ActionsAsset.objectReferenceValue as InputActionAsset);
|
|
m_AvailableActionsInAssetNames = new[] { "None" }
|
|
.Concat(m_AvailableActionReferencesInAssetDatabase?.Select(x => MakeActionReferenceNameUsableInGenericMenu(x.name)) ?? new string[0]).ToArray();
|
|
}
|
|
|
|
public static void ReassignActions(InputSystemUIInputModule module, InputActionAsset action)
|
|
{
|
|
module.actionsAsset = action;
|
|
var assets = GetAllAssetReferencesFromAssetDatabase(action);
|
|
if (assets != null)
|
|
{
|
|
module.point = GetActionReferenceFromAssets(assets, module.point?.action?.name, "Point", "MousePosition", "Mouse Position");
|
|
module.leftClick = GetActionReferenceFromAssets(assets, module.leftClick?.action?.name, "Click", "LeftClick", "Left Click");
|
|
module.rightClick = GetActionReferenceFromAssets(assets, module.rightClick?.action?.name, "RightClick", "Right Click", "ContextClick", "Context Click", "ContextMenu", "Context Menu");
|
|
module.middleClick = GetActionReferenceFromAssets(assets, module.middleClick?.action?.name, "MiddleClick", "Middle Click");
|
|
module.scrollWheel = GetActionReferenceFromAssets(assets, module.scrollWheel?.action?.name, "ScrollWheel", "Scroll Wheel", "Scroll", "Wheel");
|
|
module.move = GetActionReferenceFromAssets(assets, module.move?.action?.name, "Navigate", "Move");
|
|
module.submit = GetActionReferenceFromAssets(assets, module.submit?.action?.name, "Submit");
|
|
module.cancel = GetActionReferenceFromAssets(assets, module.cancel?.action?.name, "Cancel", "Esc", "Escape");
|
|
module.trackedDevicePosition = GetActionReferenceFromAssets(assets, module.trackedDevicePosition?.action?.name, "TrackedDevicePosition", "Position");
|
|
module.trackedDeviceOrientation = GetActionReferenceFromAssets(assets, module.trackedDeviceOrientation?.action?.name, "TrackedDeviceOrientation", "Orientation");
|
|
}
|
|
}
|
|
|
|
public override void OnInspectorGUI()
|
|
{
|
|
base.OnInspectorGUI();
|
|
|
|
EditorGUI.BeginChangeCheck();
|
|
EditorGUILayout.PropertyField(m_ActionsAsset);
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
var actions = m_ActionsAsset.objectReferenceValue as InputActionAsset;
|
|
if (actions != null)
|
|
{
|
|
serializedObject.ApplyModifiedProperties();
|
|
|
|
ReassignActions(target as InputSystemUIInputModule, actions);
|
|
|
|
serializedObject.Update();
|
|
}
|
|
|
|
// reinitialize action types
|
|
OnEnable();
|
|
}
|
|
|
|
var numActions = s_ActionNames.Length;
|
|
if ((m_AvailableActionReferencesInAssetDatabase != null && m_AvailableActionReferencesInAssetDatabase.Length > 0) || m_ActionsAsset.objectReferenceValue == null)
|
|
{
|
|
for (var i = 0; i < numActions; i++)
|
|
{
|
|
// find the input action reference from the asset that matches the input action reference from the
|
|
// InputSystemUIInputModule that is currently selected. Note we can't use reference equality of the
|
|
// two InputActionReference objects here because in ReassignActions above, we create new instances
|
|
// every time it runs.
|
|
var index = IndexOfInputActionInAsset(
|
|
((InputActionReference)m_ReferenceProperties[i]?.objectReferenceValue)?.action);
|
|
|
|
EditorGUI.BeginChangeCheck();
|
|
index = EditorGUILayout.Popup(s_ActionNiceNames[i], index, m_AvailableActionsInAssetNames);
|
|
|
|
if (EditorGUI.EndChangeCheck())
|
|
m_ReferenceProperties[i].objectReferenceValue =
|
|
index > 0 ? m_AvailableActionReferencesInAssetDatabase[index - 1] : null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Somehow we have an asset but no asset references from the database, pull out references manually and show them in read only UI
|
|
EditorGUILayout.HelpBox("Showing fields as read-only because current action asset seems to be created by a script and assigned programmatically.", MessageType.Info);
|
|
|
|
EditorGUI.BeginDisabledGroup(true);
|
|
for (var i = 0; i < numActions; i++)
|
|
{
|
|
var retrievedName = "None";
|
|
if (m_ReferenceProperties[i].objectReferenceValue != null &&
|
|
(m_ReferenceProperties[i].objectReferenceValue is InputActionReference reference))
|
|
retrievedName = MakeActionReferenceNameUsableInGenericMenu(reference.ToDisplayName());
|
|
|
|
EditorGUILayout.Popup(s_ActionNiceNames[i], 0, new[] {retrievedName});
|
|
}
|
|
EditorGUI.EndDisabledGroup();
|
|
}
|
|
|
|
m_AdvancedFoldoutState = EditorGUILayout.Foldout(m_AdvancedFoldoutState, new GUIContent("Advanced"), true);
|
|
if (m_AdvancedFoldoutState)
|
|
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_CursorLockBehavior"),
|
|
EditorGUIUtility.TrTextContent("Cursor Lock Behavior",
|
|
$"Controls the origin point of UI raycasts when the cursor is locked. {InputSystemUIInputModule.CursorLockBehavior.OutsideScreen} " +
|
|
$"is the default behavior and will force the raycast to miss all objects. {InputSystemUIInputModule.CursorLockBehavior.ScreenCenter} " +
|
|
$"will cast the ray from the center of the screen."));
|
|
|
|
if (GUI.changed)
|
|
serializedObject.ApplyModifiedProperties();
|
|
}
|
|
|
|
private int IndexOfInputActionInAsset(InputAction inputAction)
|
|
{
|
|
// return 0 instead of -1 here because the zero-th index refers to the 'None' binding.
|
|
if (inputAction == null)
|
|
return 0;
|
|
|
|
var index = 0;
|
|
for (var j = 0; j < m_AvailableActionReferencesInAssetDatabase.Length; j++)
|
|
{
|
|
if (m_AvailableActionReferencesInAssetDatabase[j].action != null &&
|
|
m_AvailableActionReferencesInAssetDatabase[j].action == inputAction)
|
|
{
|
|
index = j + 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return index;
|
|
}
|
|
}
|
|
}
|
|
#endif
|