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

131 lines
6.1 KiB
C#

#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// UI that edits the properties of an <see cref="InputAction"/>.
/// </summary>
/// <remarks>
/// Right-most pane in <see cref="InputActionEditorWindow"/> when an action is selected.
/// </remarks>
internal class InputActionPropertiesView : PropertiesViewBase
{
public static FourCC k_PropertiesChanged => new FourCC("PROP");
public InputActionPropertiesView(SerializedProperty actionProperty, Action<FourCC> onChange = null)
: base("Action", actionProperty, onChange, actionProperty.FindPropertyRelative("m_ExpectedControlType").stringValue)
{
m_ExpectedControlTypeProperty = actionProperty.FindPropertyRelative(nameof(InputAction.m_ExpectedControlType));
m_ActionTypeProperty = actionProperty.FindPropertyRelative(nameof(InputAction.m_Type));
m_ActionFlagsProperty = actionProperty.FindPropertyRelative(nameof(InputAction.m_Flags));
m_SelectedActionType = (InputActionType)m_ActionTypeProperty.intValue;
m_WantsInitialStateCheck = (m_ActionFlagsProperty.intValue & (int)InputAction.ActionFlags.WantsInitialStateCheck) != 0;
BuildControlTypeList();
m_SelectedControlType = Array.IndexOf(m_ControlTypeList, m_ExpectedControlTypeProperty.stringValue);
if (m_SelectedControlType == -1)
m_SelectedControlType = 0;
if (s_ControlTypeLabel == null)
s_ControlTypeLabel = EditorGUIUtility.TrTextContent("Control Type", m_ExpectedControlTypeProperty.GetTooltip());
if (s_ActionTypeLabel == null)
s_ActionTypeLabel = EditorGUIUtility.TrTextContent("Action Type", m_ActionTypeProperty.GetTooltip());
if (s_WantsInitialStateCheckLabel == null)
s_WantsInitialStateCheckLabel = EditorGUIUtility.TrTextContent("Initial State Check",
"Whether in the next input update after the action was enabled, the action should "
+ "immediately trigger if any of its bound controls are currently in a non-default state. "
+ "This check happens implicitly for Value actions but can be explicitly enabled for Button and Pass-Through actions.");
}
protected override void DrawGeneralProperties()
{
EditorGUI.BeginChangeCheck();
m_SelectedActionType = EditorGUILayout.EnumPopup(s_ActionTypeLabel, m_SelectedActionType);
if ((InputActionType)m_SelectedActionType != InputActionType.Button)
m_SelectedControlType = EditorGUILayout.Popup(s_ControlTypeLabel, m_SelectedControlType, m_ControlTypeOptions);
if ((InputActionType)m_SelectedActionType != InputActionType.Value)
m_WantsInitialStateCheck = EditorGUILayout.Toggle(s_WantsInitialStateCheckLabel, m_WantsInitialStateCheck);
if (EditorGUI.EndChangeCheck())
{
if ((InputActionType)m_SelectedActionType == InputActionType.Button)
m_ExpectedControlTypeProperty.stringValue = "Button";
else if (m_SelectedControlType == 0)
m_ExpectedControlTypeProperty.stringValue = string.Empty;
else
m_ExpectedControlTypeProperty.stringValue = m_ControlTypeList[m_SelectedControlType];
m_ActionTypeProperty.intValue = (int)(InputActionType)m_SelectedActionType;
if (m_WantsInitialStateCheck)
m_ActionFlagsProperty.intValue |= (int)InputAction.ActionFlags.WantsInitialStateCheck;
else
m_ActionFlagsProperty.intValue &= ~(int)InputAction.ActionFlags.WantsInitialStateCheck;
m_ActionTypeProperty.serializedObject.ApplyModifiedProperties();
UpdateProcessors(m_ExpectedControlTypeProperty.stringValue);
onChange(k_PropertiesChanged);
}
}
private void BuildControlTypeList()
{
var types = new List<string>();
var allLayouts = InputSystem.s_Manager.m_Layouts;
foreach (var layoutName in allLayouts.layoutTypes.Keys)
{
if (EditorInputControlLayoutCache.TryGetLayout(layoutName).hideInUI)
continue;
// If the action type is InputActionType.Value, skip button controls.
var type = allLayouts.layoutTypes[layoutName];
if ((InputActionType)m_SelectedActionType == InputActionType.Value &&
typeof(ButtonControl).IsAssignableFrom(type))
continue;
////TODO: skip aliases
if (typeof(InputControl).IsAssignableFrom(type) &&
!typeof(InputDevice).IsAssignableFrom(type))
{
types.Add(layoutName);
}
}
// Sort alphabetically.
types.Sort((a, b) => string.Compare(a, b, StringComparison.OrdinalIgnoreCase));
// Make sure "Any" is always topmost entry.
types.Insert(0, "Any");
m_ControlTypeList = types.ToArray();
m_ControlTypeOptions = m_ControlTypeList.Select(x => new GUIContent(ObjectNames.NicifyVariableName(x)))
.ToArray();
}
private readonly SerializedProperty m_ExpectedControlTypeProperty;
private readonly SerializedProperty m_ActionTypeProperty;
private readonly SerializedProperty m_ActionFlagsProperty;
private string m_ExpectedControlLayout;
private string[] m_ControlTypeList;
private GUIContent[] m_ControlTypeOptions;
private int m_SelectedControlType;
private Enum m_SelectedActionType;
private bool m_WantsInitialStateCheck;
private static GUIContent s_ActionTypeLabel;
private static GUIContent s_ControlTypeLabel;
private static GUIContent s_WantsInitialStateCheckLabel;
}
}
#endif // UNITY_EDITOR