using System; using System.Linq; ////REVIEW: Can we somehow make this a simple struct? The one problem we have is that we can't put struct instances as sub-assets into //// the import (i.e. InputActionImporter can't do AddObjectToAsset with them). However, maybe there's a way around that. The thing //// is that we really want to store the asset reference plus the action GUID on the *user* side, i.e. the referencing side. Right //// now, what happens is that InputActionImporter puts these objects along with the reference and GUID they contain in the //// *imported* object, i.e. right with the asset. This partially defeats the whole purpose of having these objects and it means //// that now the GUID doesn't really matter anymore. Rather, it's the file ID that now has to be stable. //// //// If we always store the GUID and asset reference on the user side, we can put the serialized data *anywhere* and it'll remain //// save and proper no matter what we do in InputActionImporter. ////REVIEW: should this throw if you try to assign an action that is not a singleton? ////REVIEW: akin to this, also have an InputActionMapReference? namespace UnityEngine.InputSystem { /// /// References a specific in an /// stored inside an . /// /// /// The difference to a plain reference directly to an object is /// that an InputActionReference can be serialized without causing the referenced /// to be serialized as well. The reference will remain intact even if the action or the map /// that contains the action is renamed. /// /// References can be set up graphically in the editor by dropping individual actions from the project /// browser onto a reference field. /// /// /// /// public class InputActionReference : ScriptableObject { /// /// The asset that the referenced action is part of. Null if the reference /// is not initialized or if the asset has been deleted. /// /// InputActionAsset of the referenced action. public InputActionAsset asset => m_Asset; /// /// The action that the reference resolves to. Null if the action /// cannot be found. /// /// The action that reference points to. /// /// Actions are resolved on demand based on their internally stored IDs. /// public InputAction action { get { if (m_Action == null) { if (m_Asset == null) return null; m_Action = m_Asset.FindAction(new Guid(m_ActionId)); } return m_Action; } } /// /// Initialize the reference to refer to the given action. /// /// An input action. Must be contained in an /// that is itself contained in an . Can be null in which /// case the reference is reset to its default state which does not reference an action. /// is not contained in an /// that is itself contained in an . public void Set(InputAction action) { if (action == null) { m_Asset = default; m_ActionId = default; return; } var map = action.actionMap; if (map == null || map.asset == null) throw new InvalidOperationException( $"Action '{action}' must be part of an InputActionAsset in order to be able to create an InputActionReference for it"); SetInternal(map.asset, action); } /// /// Look up an action in the given asset and initialize the reference to /// point to it. /// /// An .inputactions asset. /// Name of the in /// (see ). Case-insensitive. /// Name of the action in . Case-insensitive. /// is null -or- /// is null or empty -or- /// is null or empty. /// No action map called could /// be found in -or- no action called /// could be found in the action map called in . public void Set(InputActionAsset asset, string mapName, string actionName) { if (asset == null) throw new ArgumentNullException(nameof(asset)); if (string.IsNullOrEmpty(mapName)) throw new ArgumentNullException(nameof(mapName)); if (string.IsNullOrEmpty(actionName)) throw new ArgumentNullException(nameof(actionName)); var actionMap = asset.FindActionMap(mapName); if (actionMap == null) throw new ArgumentException($"No action map '{mapName}' in '{asset}'", nameof(mapName)); var action = actionMap.FindAction(actionName); if (action == null) throw new ArgumentException($"No action '{actionName}' in map '{mapName}' of asset '{asset}'", nameof(actionName)); SetInternal(asset, action); } private void SetInternal(InputActionAsset asset, InputAction action) { var actionMap = action.actionMap; if (!asset.actionMaps.Contains(actionMap)) throw new ArgumentException( $"Action '{action}' is not contained in asset '{asset}'", nameof(action)); m_Asset = asset; m_ActionId = action.id.ToString(); name = GetDisplayName(action); ////REVIEW: should this dirty the asset if IDs had not been generated yet? } /// /// Return a string representation of the reference useful for debugging. /// /// A string representation of the reference. public override string ToString() { try { var action = this.action; return $"{m_Asset.name}:{action.actionMap.name}/{action.name}"; } catch { if (m_Asset != null) return $"{m_Asset.name}:{m_ActionId}"; } return base.ToString(); } internal static string GetDisplayName(InputAction action) { return !string.IsNullOrEmpty(action?.actionMap?.name) ? $"{action.actionMap?.name}/{action.name}" : action?.name; } /// /// Return a string representation useful for showing in UI. /// internal string ToDisplayName() { return string.IsNullOrEmpty(name) ? GetDisplayName(action) : name; } /// /// Convert an InputActionReference to the InputAction it points to. /// /// An InputActionReference object. Can be null. /// The value of from . Can be null. public static implicit operator InputAction(InputActionReference reference) { return reference?.action; } /// /// Create a new InputActionReference object that references the given action. /// /// An input action. Must be contained in an /// that is itself contained in an . Can be null in which /// case the reference is reset to its default state which does not reference an action. /// A new InputActionReference referencing . public static InputActionReference Create(InputAction action) { if (action == null) return null; var reference = CreateInstance(); reference.Set(action); return reference; } /// /// Clears the cached field for all current objects. /// /// /// After calling this, the next call to will retrieve a new reference from the existing just as if /// using it for the first time. The serialized and fields are not touched and will continue to hold their current values. /// /// This method is used to clear the Action references when exiting PlayMode since those objects are no longer valid. /// internal static void ResetCachedAction() { var allActionRefs = Resources.FindObjectsOfTypeAll(typeof(InputActionReference)); foreach (InputActionReference obj in allActionRefs) { obj.m_Action = null; } } [SerializeField] internal InputActionAsset m_Asset; // Can't serialize System.Guid and Unity's GUID is editor only so these // go out as strings. [SerializeField] internal string m_ActionId; /// /// The resolved, cached input action. /// [NonSerialized] private InputAction m_Action; // Make annoying Microsoft code analyzer happy. public InputAction ToInputAction() { return action; } } }