53 lines
1.9 KiB
C#
53 lines
1.9 KiB
C#
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#if PACKAGE_INPUT_SYSTEM_EXISTS
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using System;
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using JetBrains.Annotations;
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using Unity.VisualScripting.InputSystem;
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namespace Unity.VisualScripting
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{
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[Widget(typeof(OnInputSystemEvent)), UsedImplicitly]
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public class InputSystemWidget : UnitWidget<OnInputSystemEvent>
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{
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public InputSystemWidget(FlowCanvas canvas, OnInputSystemEvent unit) : base(canvas, unit)
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{
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inputActionInspectorConstructor = metadata => new InputActionInspector(metadata, reference, unit);
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}
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protected override NodeColorMix baseColor => NodeColor.Green;
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private InputActionInspector nameInspector;
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private Func<Metadata, InputActionInspector> inputActionInspectorConstructor;
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public override Inspector GetPortInspector(IUnitPort port, Metadata metadata)
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{
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if (port == unit.InputAction)
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{
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InspectorProvider.instance.Renew(ref nameInspector, metadata, inputActionInspectorConstructor);
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return nameInspector;
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}
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return base.GetPortInspector(port, metadata);
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}
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}
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[Descriptor(typeof(OnInputSystemEvent)), UsedImplicitly]
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public class OnInputSystemButtonDescriptor : UnitDescriptor<OnInputSystemEvent>
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{
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public OnInputSystemButtonDescriptor(OnInputSystemEvent unit) : base(unit) {}
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protected override void DefinedPort(IUnitPort port, UnitPortDescription description)
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{
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base.DefinedPort(port, description);
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if (port == unit.Target)
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description.summary =
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"A player input component used to list available actions and find the referenced InputAction";
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if (port == unit.InputAction)
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description.summary =
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"An input action, either from the linked player input component or directly connected";
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}
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}
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}
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#endif
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