UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/Editor/Analytics/PlayerInputEditorAnalytic.cs
2024-10-27 10:53:47 +03:00

72 lines
2.5 KiB
C#

#if UNITY_EDITOR
using System;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Analytics for tracking Player Input component user engagement in the editor.
/// </summary>
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class PlayerInputEditorAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_playerinput_editor_destroyed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
private readonly UnityEditor.Editor m_Editor;
public PlayerInputEditorAnalytic(UnityEditor.Editor editor)
{
m_Editor = editor;
}
public InputAnalytics.InputAnalyticInfo info =>
new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
#if UNITY_EDITOR && UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
try
{
data = new Data(m_Editor.target as PlayerInput);
error = null;
}
catch (Exception e)
{
data = null;
error = e;
}
return true;
}
internal struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
public InputEditorAnalytics.PlayerNotificationBehavior behavior;
public bool has_actions;
public bool has_default_map;
public bool has_ui_input_module;
public bool has_camera;
public Data(PlayerInput playerInput)
{
behavior = InputEditorAnalytics.ToNotificationBehavior(playerInput.notificationBehavior);
has_actions = playerInput.actions != null;
has_default_map = playerInput.defaultActionMap != null;
#if UNITY_INPUT_SYSTEM_ENABLE_UI
has_ui_input_module = playerInput.uiInputModule != null;
#else
has_ui_input_module = false;
#endif
has_camera = playerInput.camera != null;
}
}
}
}
#endif