#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() .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