File size: 9,722 Bytes
18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 | #if UNITY_INPUT_SYSTEM_ENABLE_UI && UNITY_EDITOR
using System;
using System.Linq;
using UnityEditor;
////TODO: add button to automatically set up gamepad mouse cursor support
namespace UnityEngine.InputSystem.UI.Editor
{
[CustomEditor(typeof(InputSystemUIInputModule))]
internal class InputSystemUIInputModuleEditor : UnityEditor.Editor
{
private static InputActionReference GetActionReferenceFromAssets(InputActionReference[] actions, params string[] actionNames)
{
foreach (var actionName in actionNames)
{
foreach (var action in actions)
{
if (string.Compare(action.action.name, actionName, StringComparison.InvariantCultureIgnoreCase) == 0)
return action;
}
}
return null;
}
private static InputActionReference[] GetAllAssetReferencesFromAssetDatabase(InputActionAsset actions)
{
if (actions == null)
return null;
var path = AssetDatabase.GetAssetPath(actions);
var assets = AssetDatabase.LoadAllAssetsAtPath(path);
return assets.Where(asset => asset is InputActionReference)
.Cast<InputActionReference>()
.OrderBy(x => x.name)
.ToArray();
}
private static readonly string[] s_ActionNames =
{
"Point",
"LeftClick",
"MiddleClick",
"RightClick",
"ScrollWheel",
"Move",
"Submit",
"Cancel",
"TrackedDevicePosition",
"TrackedDeviceOrientation"
};
private static readonly string[] s_ActionNiceNames =
{
"Point",
"Left Click",
"Middle Click",
"Right Click",
"Scroll Wheel",
"Move",
"Submit",
"Cancel",
"Tracked Position",
"Tracked Orientation"
};
private SerializedProperty[] m_ReferenceProperties;
private SerializedProperty m_ActionsAsset;
private InputActionReference[] m_AvailableActionReferencesInAssetDatabase;
private string[] m_AvailableActionsInAssetNames;
private bool m_AdvancedFoldoutState;
private string MakeActionReferenceNameUsableInGenericMenu(string name)
{
// Ugly hack: GenericMenu interprets "/" as a submenu path. But luckily, "/" is not the only slash we have in Unicode.
return name.Replace("/", "\uFF0F");
}
public void OnEnable()
{
var numActions = s_ActionNames.Length;
m_ReferenceProperties = new SerializedProperty[numActions];
for (var i = 0; i < numActions; i++)
m_ReferenceProperties[i] = serializedObject.FindProperty($"m_{s_ActionNames[i]}Action");
m_ActionsAsset = serializedObject.FindProperty("m_ActionsAsset");
m_AvailableActionReferencesInAssetDatabase = GetAllAssetReferencesFromAssetDatabase(m_ActionsAsset.objectReferenceValue as InputActionAsset);
m_AvailableActionsInAssetNames = new[] { "None" }
.Concat(m_AvailableActionReferencesInAssetDatabase?.Select(x => MakeActionReferenceNameUsableInGenericMenu(x.name)) ?? new string[0]).ToArray();
}
public static void ReassignActions(InputSystemUIInputModule module, InputActionAsset action)
{
module.actionsAsset = action;
var assets = GetAllAssetReferencesFromAssetDatabase(action);
if (assets != null)
{
module.point = GetActionReferenceFromAssets(assets, module.point?.action?.name, "Point", "MousePosition", "Mouse Position");
module.leftClick = GetActionReferenceFromAssets(assets, module.leftClick?.action?.name, "Click", "LeftClick", "Left Click");
module.rightClick = GetActionReferenceFromAssets(assets, module.rightClick?.action?.name, "RightClick", "Right Click", "ContextClick", "Context Click", "ContextMenu", "Context Menu");
module.middleClick = GetActionReferenceFromAssets(assets, module.middleClick?.action?.name, "MiddleClick", "Middle Click");
module.scrollWheel = GetActionReferenceFromAssets(assets, module.scrollWheel?.action?.name, "ScrollWheel", "Scroll Wheel", "Scroll", "Wheel");
module.move = GetActionReferenceFromAssets(assets, module.move?.action?.name, "Navigate", "Move");
module.submit = GetActionReferenceFromAssets(assets, module.submit?.action?.name, "Submit");
module.cancel = GetActionReferenceFromAssets(assets, module.cancel?.action?.name, "Cancel", "Esc", "Escape");
module.trackedDevicePosition = GetActionReferenceFromAssets(assets, module.trackedDevicePosition?.action?.name, "TrackedDevicePosition", "Position");
module.trackedDeviceOrientation = GetActionReferenceFromAssets(assets, module.trackedDeviceOrientation?.action?.name, "TrackedDeviceOrientation", "Orientation");
}
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_ActionsAsset);
if (EditorGUI.EndChangeCheck())
{
var actions = m_ActionsAsset.objectReferenceValue as InputActionAsset;
if (actions != null)
{
serializedObject.ApplyModifiedProperties();
ReassignActions(target as InputSystemUIInputModule, actions);
serializedObject.Update();
}
// reinitialize action types
OnEnable();
}
var numActions = s_ActionNames.Length;
if ((m_AvailableActionReferencesInAssetDatabase != null && m_AvailableActionReferencesInAssetDatabase.Length > 0) || m_ActionsAsset.objectReferenceValue == null)
{
for (var i = 0; i < numActions; i++)
{
// find the input action reference from the asset that matches the input action reference from the
// InputSystemUIInputModule that is currently selected. Note we can't use reference equality of the
// two InputActionReference objects here because in ReassignActions above, we create new instances
// every time it runs.
var index = IndexOfInputActionInAsset(
((InputActionReference)m_ReferenceProperties[i]?.objectReferenceValue)?.action);
EditorGUI.BeginChangeCheck();
index = EditorGUILayout.Popup(s_ActionNiceNames[i], index, m_AvailableActionsInAssetNames);
if (EditorGUI.EndChangeCheck())
m_ReferenceProperties[i].objectReferenceValue =
index > 0 ? m_AvailableActionReferencesInAssetDatabase[index - 1] : null;
}
}
else
{
// Somehow we have an asset but no asset references from the database, pull out references manually and show them in read only UI
EditorGUILayout.HelpBox("Showing fields as read-only because current action asset seems to be created by a script and assigned programmatically.", MessageType.Info);
EditorGUI.BeginDisabledGroup(true);
for (var i = 0; i < numActions; i++)
{
var retrievedName = "None";
if (m_ReferenceProperties[i].objectReferenceValue != null &&
(m_ReferenceProperties[i].objectReferenceValue is InputActionReference reference))
retrievedName = MakeActionReferenceNameUsableInGenericMenu(reference.ToDisplayName());
EditorGUILayout.Popup(s_ActionNiceNames[i], 0, new[] {retrievedName});
}
EditorGUI.EndDisabledGroup();
}
m_AdvancedFoldoutState = EditorGUILayout.Foldout(m_AdvancedFoldoutState, new GUIContent("Advanced"), true);
if (m_AdvancedFoldoutState)
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_CursorLockBehavior"),
EditorGUIUtility.TrTextContent("Cursor Lock Behavior",
$"Controls the origin point of UI raycasts when the cursor is locked. {InputSystemUIInputModule.CursorLockBehavior.OutsideScreen} " +
$"is the default behavior and will force the raycast to miss all objects. {InputSystemUIInputModule.CursorLockBehavior.ScreenCenter} " +
$"will cast the ray from the center of the screen."));
if (GUI.changed)
serializedObject.ApplyModifiedProperties();
}
private int IndexOfInputActionInAsset(InputAction inputAction)
{
// return 0 instead of -1 here because the zero-th index refers to the 'None' binding.
if (inputAction == null)
return 0;
var index = 0;
for (var j = 0; j < m_AvailableActionReferencesInAssetDatabase.Length; j++)
{
if (m_AvailableActionReferencesInAssetDatabase[j].action != null &&
m_AvailableActionReferencesInAssetDatabase[j].action == inputAction)
{
index = j + 1;
break;
}
}
return index;
}
}
}
#endif
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