#if UNITY_EDITOR using System; using UnityEditor; namespace UnityEngine.InputSystem.Editor { internal readonly struct SerializedInputActionMap { public SerializedInputActionMap(SerializedProperty serializedProperty) { wrappedProperty = serializedProperty ?? throw new ArgumentNullException(nameof(serializedProperty)); name = serializedProperty.FindPropertyRelative(nameof(InputActionMap.m_Name)).stringValue; } public string name { get; } public SerializedProperty wrappedProperty { get; } } } #endif