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- #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[] GetAllActionsFromAsset(InputActionAsset actions)
- {
- if (actions != 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();
- }
- return null;
- }
- 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_AvailableActionsInAsset;
- private string[] m_AvailableActionsInAssetNames;
- 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_AvailableActionsInAsset = GetAllActionsFromAsset(m_ActionsAsset.objectReferenceValue as InputActionAsset);
- // Ugly hack: GenericMenu interprets "/" as a submenu path. But luckily, "/" is not the only slash we have in Unicode.
- m_AvailableActionsInAssetNames = new[] { "None" }.Concat(m_AvailableActionsInAsset?.Select(x => x.name.Replace("/", "\uFF0F")) ?? new string[0]).ToArray();
- }
- public static void ReassignActions(InputSystemUIInputModule module, InputActionAsset action)
- {
- module.actionsAsset = action;
- var assets = GetAllActionsFromAsset(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;
- for (var i = 0; i < numActions; i++)
- {
- if (m_AvailableActionsInAsset == null)
- continue;
- var index = Array.IndexOf(m_AvailableActionsInAsset, m_ReferenceProperties[i].objectReferenceValue) + 1;
- EditorGUI.BeginChangeCheck();
- index = EditorGUILayout.Popup(s_ActionNiceNames[i], index, m_AvailableActionsInAssetNames);
- if (EditorGUI.EndChangeCheck())
- m_ReferenceProperties[i].objectReferenceValue = index > 0 ? m_AvailableActionsInAsset[index - 1] : null;
- }
- if (GUI.changed)
- serializedObject.ApplyModifiedProperties();
- }
- }
- }
- #endif
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