Singularity/Library/PackageCache/com.unity.visualscripting@1.../Editor/VisualScripting.Flow/Framework/InputSystemWidget.cs

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2024-05-06 14:45:45 -04:00
#if PACKAGE_INPUT_SYSTEM_EXISTS
using System;
using JetBrains.Annotations;
using Unity.VisualScripting.InputSystem;
namespace Unity.VisualScripting
{
[Widget(typeof(OnInputSystemEvent)), UsedImplicitly]
public class InputSystemWidget : UnitWidget<OnInputSystemEvent>
{
public InputSystemWidget(FlowCanvas canvas, OnInputSystemEvent unit) : base(canvas, unit)
{
inputActionInspectorConstructor = metadata => new InputActionInspector(metadata, reference, unit);
}
protected override NodeColorMix baseColor => NodeColor.Green;
private InputActionInspector nameInspector;
private Func<Metadata, InputActionInspector> inputActionInspectorConstructor;
public override Inspector GetPortInspector(IUnitPort port, Metadata metadata)
{
if (port == unit.InputAction)
{
InspectorProvider.instance.Renew(ref nameInspector, metadata, inputActionInspectorConstructor);
return nameInspector;
}
return base.GetPortInspector(port, metadata);
}
}
[Descriptor(typeof(OnInputSystemEvent)), UsedImplicitly]
public class OnInputSystemButtonDescriptor : UnitDescriptor<OnInputSystemEvent>
{
public OnInputSystemButtonDescriptor(OnInputSystemEvent unit) : base(unit) {}
protected override void DefinedPort(IUnitPort port, UnitPortDescription description)
{
base.DefinedPort(port, description);
if (port == unit.Target)
description.summary =
"A player input component used to list available actions and find the referenced InputAction";
if (port == unit.InputAction)
description.summary =
"An input action, either from the linked player input component or directly connected";
}
}
}
#endif