497 lines
22 KiB
C#
497 lines
22 KiB
C#
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#if PACKAGE_DOCS_GENERATION || UNITY_INPUT_SYSTEM_ENABLE_UI
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using System;
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using System.Collections.Generic;
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using UnityEngine.EventSystems;
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using UnityEngine.Serialization;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.Utilities;
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using UnityEngine.UI;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.AnimatedValues;
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#endif
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////TODO: custom icon for OnScreenStick component
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namespace UnityEngine.InputSystem.OnScreen
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{
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/// <summary>
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/// A stick control displayed on screen and moved around by touch or other pointer
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/// input.
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/// </summary>
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/// <remarks>
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/// The <see cref="OnScreenStick"/> works by simulating events from the device specified in the <see cref="OnScreenControl.controlPath"/>
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/// property. Some parts of the Input System, such as the <see cref="PlayerInput"/> component, can be set up to
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/// auto-switch to a new device when input from them is detected. When a device is switched, any currently running
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/// inputs from the previously active device are cancelled. In the case of <see cref="OnScreenStick"/>, this can mean that the
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/// <see cref="IPointerUpHandler.OnPointerUp"/> method will be called and the stick will jump back to center, even though
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/// the pointer input has not physically been released.
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///
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/// To avoid this situation, set the <see cref="useIsolatedInputActions"/> property to true. This will create a set of local
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/// Input Actions to drive the stick that are not cancelled when device switching occurs.
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/// </remarks>
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[AddComponentMenu("Input/On-Screen Stick")]
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[HelpURL(InputSystem.kDocUrl + "/manual/OnScreen.html#on-screen-sticks")]
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public class OnScreenStick : OnScreenControl, IPointerDownHandler, IPointerUpHandler, IDragHandler
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{
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private const string kDynamicOriginClickable = "DynamicOriginClickable";
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/// <summary>
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/// Callback to handle OnPointerDown UI events.
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/// </summary>
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public void OnPointerDown(PointerEventData eventData)
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{
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if (m_UseIsolatedInputActions)
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return;
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if (eventData == null)
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throw new System.ArgumentNullException(nameof(eventData));
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BeginInteraction(eventData.position, eventData.pressEventCamera);
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}
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/// <summary>
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/// Callback to handle OnDrag UI events.
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/// </summary>
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public void OnDrag(PointerEventData eventData)
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{
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if (m_UseIsolatedInputActions)
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return;
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if (eventData == null)
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throw new System.ArgumentNullException(nameof(eventData));
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MoveStick(eventData.position, eventData.pressEventCamera);
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}
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/// <summary>
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/// Callback to handle OnPointerUp UI events.
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/// </summary>
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public void OnPointerUp(PointerEventData eventData)
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{
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if (m_UseIsolatedInputActions)
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return;
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EndInteraction();
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}
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private void Start()
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{
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if (m_UseIsolatedInputActions)
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{
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// avoid allocations every time the pointer down event fires by allocating these here
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// and re-using them
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m_RaycastResults = new List<RaycastResult>();
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m_PointerEventData = new PointerEventData(EventSystem.current);
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// if the pointer actions have no bindings (the default), add some
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if (m_PointerDownAction == null || m_PointerDownAction.bindings.Count == 0)
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{
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if (m_PointerDownAction == null)
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m_PointerDownAction = new InputAction();
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m_PointerDownAction.AddBinding("<Mouse>/leftButton");
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m_PointerDownAction.AddBinding("<Pen>/tip");
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m_PointerDownAction.AddBinding("<Touchscreen>/touch*/press");
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m_PointerDownAction.AddBinding("<XRController>/trigger");
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}
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if (m_PointerMoveAction == null || m_PointerMoveAction.bindings.Count == 0)
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{
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if (m_PointerMoveAction == null)
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m_PointerMoveAction = new InputAction();
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m_PointerMoveAction.AddBinding("<Mouse>/position");
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m_PointerMoveAction.AddBinding("<Pen>/position");
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m_PointerMoveAction.AddBinding("<Touchscreen>/touch*/position");
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}
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m_PointerDownAction.started += OnPointerDown;
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m_PointerDownAction.canceled += OnPointerUp;
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m_PointerDownAction.Enable();
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m_PointerMoveAction.Enable();
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}
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m_StartPos = ((RectTransform)transform).anchoredPosition;
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if (m_Behaviour != Behaviour.ExactPositionWithDynamicOrigin) return;
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m_PointerDownPos = m_StartPos;
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var dynamicOrigin = new GameObject(kDynamicOriginClickable, typeof(Image));
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dynamicOrigin.transform.SetParent(transform);
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var image = dynamicOrigin.GetComponent<Image>();
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image.color = new Color(1, 1, 1, 0);
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var rectTransform = (RectTransform)dynamicOrigin.transform;
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rectTransform.sizeDelta = new Vector2(m_DynamicOriginRange * 2, m_DynamicOriginRange * 2);
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rectTransform.localScale = new Vector3(1, 1, 0);
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rectTransform.anchoredPosition3D = Vector3.zero;
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image.sprite = SpriteUtilities.CreateCircleSprite(16, new Color32(255, 255, 255, 255));
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image.alphaHitTestMinimumThreshold = 0.5f;
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}
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private void BeginInteraction(Vector2 pointerPosition, Camera uiCamera)
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{
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var canvasRect = transform.parent?.GetComponentInParent<RectTransform>();
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if (canvasRect == null)
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{
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Debug.LogError("OnScreenStick needs to be attached as a child to a UI Canvas to function properly.");
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return;
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}
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switch (m_Behaviour)
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{
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case Behaviour.RelativePositionWithStaticOrigin:
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RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, pointerPosition, uiCamera, out m_PointerDownPos);
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break;
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case Behaviour.ExactPositionWithStaticOrigin:
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RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, pointerPosition, uiCamera, out m_PointerDownPos);
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MoveStick(pointerPosition, uiCamera);
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break;
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case Behaviour.ExactPositionWithDynamicOrigin:
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RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, pointerPosition, uiCamera, out var pointerDown);
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m_PointerDownPos = ((RectTransform)transform).anchoredPosition = pointerDown;
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break;
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}
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}
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private void MoveStick(Vector2 pointerPosition, Camera uiCamera)
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{
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var canvasRect = transform.parent?.GetComponentInParent<RectTransform>();
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if (canvasRect == null)
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{
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Debug.LogError("OnScreenStick needs to be attached as a child to a UI Canvas to function properly.");
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return;
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}
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RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, pointerPosition, uiCamera, out var position);
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var delta = position - m_PointerDownPos;
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switch (m_Behaviour)
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{
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case Behaviour.RelativePositionWithStaticOrigin:
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delta = Vector2.ClampMagnitude(delta, movementRange);
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((RectTransform)transform).anchoredPosition = (Vector2)m_StartPos + delta;
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break;
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case Behaviour.ExactPositionWithStaticOrigin:
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delta = position - (Vector2)m_StartPos;
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delta = Vector2.ClampMagnitude(delta, movementRange);
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((RectTransform)transform).anchoredPosition = (Vector2)m_StartPos + delta;
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break;
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case Behaviour.ExactPositionWithDynamicOrigin:
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delta = Vector2.ClampMagnitude(delta, movementRange);
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((RectTransform)transform).anchoredPosition = m_PointerDownPos + delta;
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break;
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}
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var newPos = new Vector2(delta.x / movementRange, delta.y / movementRange);
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SendValueToControl(newPos);
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}
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private void EndInteraction()
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{
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((RectTransform)transform).anchoredPosition = m_PointerDownPos = m_StartPos;
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SendValueToControl(Vector2.zero);
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}
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private void OnPointerDown(InputAction.CallbackContext ctx)
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{
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Debug.Assert(EventSystem.current != null);
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var screenPosition = Vector2.zero;
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if (ctx.control?.device is Pointer pointer)
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screenPosition = pointer.position.ReadValue();
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m_PointerEventData.position = screenPosition;
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EventSystem.current.RaycastAll(m_PointerEventData, m_RaycastResults);
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if (m_RaycastResults.Count == 0)
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return;
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var stickSelected = false;
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foreach (var result in m_RaycastResults)
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{
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if (result.gameObject != gameObject) continue;
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stickSelected = true;
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break;
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}
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if (!stickSelected)
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return;
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BeginInteraction(screenPosition, GetCameraFromCanvas());
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m_PointerMoveAction.performed += OnPointerMove;
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}
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private void OnPointerMove(InputAction.CallbackContext ctx)
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{
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// only pointer devices are allowed
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Debug.Assert(ctx.control?.device is Pointer);
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var screenPosition = ((Pointer)ctx.control.device).position.ReadValue();
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MoveStick(screenPosition, GetCameraFromCanvas());
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}
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private void OnPointerUp(InputAction.CallbackContext ctx)
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{
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EndInteraction();
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m_PointerMoveAction.performed -= OnPointerMove;
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}
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private Camera GetCameraFromCanvas()
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{
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var canvas = GetComponentInParent<Canvas>();
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var renderMode = canvas?.renderMode;
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if (renderMode == RenderMode.ScreenSpaceOverlay
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|| (renderMode == RenderMode.ScreenSpaceCamera && canvas?.worldCamera == null))
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return null;
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return canvas?.worldCamera ?? Camera.main;
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}
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private void OnDrawGizmosSelected()
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{
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Gizmos.matrix = ((RectTransform)transform.parent).localToWorldMatrix;
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var startPos = ((RectTransform)transform).anchoredPosition;
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if (Application.isPlaying)
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startPos = m_StartPos;
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Gizmos.color = new Color32(84, 173, 219, 255);
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var center = startPos;
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if (Application.isPlaying && m_Behaviour == Behaviour.ExactPositionWithDynamicOrigin)
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center = m_PointerDownPos;
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DrawGizmoCircle(center, m_MovementRange);
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if (m_Behaviour != Behaviour.ExactPositionWithDynamicOrigin) return;
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Gizmos.color = new Color32(158, 84, 219, 255);
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DrawGizmoCircle(startPos, m_DynamicOriginRange);
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}
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private void DrawGizmoCircle(Vector2 center, float radius)
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{
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for (var i = 0; i < 32; i++)
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{
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var radians = i / 32f * Mathf.PI * 2;
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var nextRadian = (i + 1) / 32f * Mathf.PI * 2;
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Gizmos.DrawLine(
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new Vector3(center.x + Mathf.Cos(radians) * radius, center.y + Mathf.Sin(radians) * radius, 0),
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new Vector3(center.x + Mathf.Cos(nextRadian) * radius, center.y + Mathf.Sin(nextRadian) * radius, 0));
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}
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}
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private void UpdateDynamicOriginClickableArea()
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{
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var dynamicOriginTransform = transform.Find(kDynamicOriginClickable);
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if (dynamicOriginTransform)
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{
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var rectTransform = (RectTransform)dynamicOriginTransform;
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rectTransform.sizeDelta = new Vector2(m_DynamicOriginRange * 2, m_DynamicOriginRange * 2);
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}
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}
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/// <summary>
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/// The distance from the onscreen control's center of origin, around which the control can move.
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/// </summary>
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public float movementRange
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{
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get => m_MovementRange;
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set => m_MovementRange = value;
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}
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/// <summary>
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/// Defines the circular region where the onscreen control may have it's origin placed.
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/// </summary>
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/// <remarks>
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/// This only applies if <see cref="behaviour"/> is set to <see cref="Behaviour.ExactPositionWithDynamicOrigin"/>.
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/// When the first press is within this region, then the control will appear at that position and have it's origin of motion placed there.
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/// Otherwise, if pressed outside of this region the control will ignore it.
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/// This property defines the radius of the circular region. The center point being defined by the component position in the scene.
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/// </remarks>
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public float dynamicOriginRange
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{
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get => m_DynamicOriginRange;
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set
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{
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// ReSharper disable once CompareOfFloatsByEqualityOperator
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if (m_DynamicOriginRange != value)
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{
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m_DynamicOriginRange = value;
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UpdateDynamicOriginClickableArea();
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}
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}
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}
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/// <summary>
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/// Prevents stick interactions from getting cancelled due to device switching.
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/// </summary>
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/// <remarks>
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/// This property is useful for scenarios where the active device switches automatically
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/// based on the most recently actuated device. A common situation where this happens is
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/// when using a <see cref="PlayerInput"/> component with Auto-switch set to true. Imagine
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/// a mobile game where an on-screen stick simulates the left stick of a gamepad device.
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/// When the on-screen stick is moved, the Input System will see an input event from a gamepad
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/// and switch the active device to it. This causes any active actions to be cancelled, including
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/// the pointer action driving the on screen stick, which results in the stick jumping back to
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/// the center as though it had been released.
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///
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/// In isolated mode, the actions driving the stick are not cancelled because they are
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/// unique Input Action instances that don't share state with any others.
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/// </remarks>
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public bool useIsolatedInputActions
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{
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get => m_UseIsolatedInputActions;
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set => m_UseIsolatedInputActions = value;
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}
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[FormerlySerializedAs("movementRange")]
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[SerializeField]
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[Min(0)]
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private float m_MovementRange = 50;
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[SerializeField]
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[Tooltip("Defines the circular region where the onscreen control may have it's origin placed.")]
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[Min(0)]
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private float m_DynamicOriginRange = 100;
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[InputControl(layout = "Vector2")]
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[SerializeField]
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private string m_ControlPath;
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[SerializeField]
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[Tooltip("Choose how the onscreen stick will move relative to it's origin and the press position.\n\n" +
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"RelativePositionWithStaticOrigin: The control's center of origin is fixed. " +
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"The control will begin un-actuated at it's centered position and then move relative to the pointer or finger motion.\n\n" +
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"ExactPositionWithStaticOrigin: The control's center of origin is fixed. The stick will immediately jump to the " +
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"exact position of the click or touch and begin tracking motion from there.\n\n" +
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"ExactPositionWithDynamicOrigin: The control's center of origin is determined by the initial press position. " +
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"The stick will begin un-actuated at this center position and then track the current pointer or finger position.")]
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private Behaviour m_Behaviour;
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[SerializeField]
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[Tooltip("Set this to true to prevent cancellation of pointer events due to device switching. Cancellation " +
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"will appear as the stick jumping back and forth between the pointer position and the stick center.")]
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private bool m_UseIsolatedInputActions;
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[SerializeField]
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[Tooltip("The action that will be used to detect pointer down events on the stick control. Note that if no bindings " +
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"are set, default ones will be provided.")]
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private InputAction m_PointerDownAction;
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[SerializeField]
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[Tooltip("The action that will be used to detect pointer movement on the stick control. Note that if no bindings " +
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"are set, default ones will be provided.")]
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private InputAction m_PointerMoveAction;
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private Vector3 m_StartPos;
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private Vector2 m_PointerDownPos;
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[NonSerialized]
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private List<RaycastResult> m_RaycastResults;
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[NonSerialized]
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private PointerEventData m_PointerEventData;
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protected override string controlPathInternal
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{
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get => m_ControlPath;
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set => m_ControlPath = value;
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}
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/// <summary>Defines how the onscreen stick will move relative to it's origin and the press position.</summary>
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public Behaviour behaviour
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{
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get => m_Behaviour;
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set => m_Behaviour = value;
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}
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/// <summary>Defines how the onscreen stick will move relative to it's center of origin and the press position.</summary>
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public enum Behaviour
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{
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/// <summary>The control's center of origin is fixed in the scene.
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/// The control will begin un-actuated at it's centered position and then move relative to the press motion.</summary>
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RelativePositionWithStaticOrigin,
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/// <summary>The control's center of origin is fixed in the scene.
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/// The control may begin from an actuated position to ensure it is always tracking the current press position.</summary>
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ExactPositionWithStaticOrigin,
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/// <summary>The control's center of origin is determined by the initial press position.
|
||
|
/// The control will begin unactuated at this center position and then track the current press position.</summary>
|
||
|
ExactPositionWithDynamicOrigin
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
[CustomEditor(typeof(OnScreenStick))]
|
||
|
internal class OnScreenStickEditor : UnityEditor.Editor
|
||
|
{
|
||
|
private AnimBool m_ShowDynamicOriginOptions;
|
||
|
private AnimBool m_ShowIsolatedInputActions;
|
||
|
|
||
|
private SerializedProperty m_UseIsolatedInputActions;
|
||
|
private SerializedProperty m_Behaviour;
|
||
|
private SerializedProperty m_ControlPathInternal;
|
||
|
private SerializedProperty m_MovementRange;
|
||
|
private SerializedProperty m_DynamicOriginRange;
|
||
|
private SerializedProperty m_PointerDownAction;
|
||
|
private SerializedProperty m_PointerMoveAction;
|
||
|
|
||
|
public void OnEnable()
|
||
|
{
|
||
|
m_ShowDynamicOriginOptions = new AnimBool(false);
|
||
|
m_ShowIsolatedInputActions = new AnimBool(false);
|
||
|
|
||
|
m_UseIsolatedInputActions = serializedObject.FindProperty(nameof(OnScreenStick.m_UseIsolatedInputActions));
|
||
|
|
||
|
m_Behaviour = serializedObject.FindProperty(nameof(OnScreenStick.m_Behaviour));
|
||
|
m_ControlPathInternal = serializedObject.FindProperty(nameof(OnScreenStick.m_ControlPath));
|
||
|
m_MovementRange = serializedObject.FindProperty(nameof(OnScreenStick.m_MovementRange));
|
||
|
m_DynamicOriginRange = serializedObject.FindProperty(nameof(OnScreenStick.m_DynamicOriginRange));
|
||
|
m_PointerDownAction = serializedObject.FindProperty(nameof(OnScreenStick.m_PointerDownAction));
|
||
|
m_PointerMoveAction = serializedObject.FindProperty(nameof(OnScreenStick.m_PointerMoveAction));
|
||
|
}
|
||
|
|
||
|
public override void OnInspectorGUI()
|
||
|
{
|
||
|
EditorGUILayout.PropertyField(m_MovementRange);
|
||
|
EditorGUILayout.PropertyField(m_ControlPathInternal);
|
||
|
EditorGUILayout.PropertyField(m_Behaviour);
|
||
|
|
||
|
m_ShowDynamicOriginOptions.target = ((OnScreenStick)target).behaviour ==
|
||
|
Behaviour.ExactPositionWithDynamicOrigin;
|
||
|
if (EditorGUILayout.BeginFadeGroup(m_ShowDynamicOriginOptions.faded))
|
||
|
{
|
||
|
EditorGUI.indentLevel++;
|
||
|
EditorGUI.BeginChangeCheck();
|
||
|
EditorGUILayout.PropertyField(m_DynamicOriginRange);
|
||
|
if (EditorGUI.EndChangeCheck())
|
||
|
{
|
||
|
((OnScreenStick)target).UpdateDynamicOriginClickableArea();
|
||
|
}
|
||
|
EditorGUI.indentLevel--;
|
||
|
}
|
||
|
EditorGUILayout.EndFadeGroup();
|
||
|
|
||
|
EditorGUILayout.PropertyField(m_UseIsolatedInputActions);
|
||
|
m_ShowIsolatedInputActions.target = m_UseIsolatedInputActions.boolValue;
|
||
|
if (EditorGUILayout.BeginFadeGroup(m_ShowIsolatedInputActions.faded))
|
||
|
{
|
||
|
EditorGUI.indentLevel++;
|
||
|
EditorGUILayout.PropertyField(m_PointerDownAction);
|
||
|
EditorGUILayout.PropertyField(m_PointerMoveAction);
|
||
|
EditorGUI.indentLevel--;
|
||
|
}
|
||
|
EditorGUILayout.EndFadeGroup();
|
||
|
|
||
|
serializedObject.ApplyModifiedProperties();
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
#endif
|