#if UNITY_EDITOR using System; using UnityEditor; using UnityEditor.IMGUI.Controls; namespace UnityEngine.InputSystem.Editor { /// /// Property drawer for . /// [CustomPropertyDrawer(typeof(InputActionMap))] internal class InputActionMapDrawer : InputActionDrawerBase { protected override TreeViewItem BuildTree(SerializedProperty property) { return InputActionTreeView.BuildWithJustActionsAndBindingsFromMap(property); } protected override string GetSuffixToRemoveFromPropertyDisplayName() { return " Action Map"; } protected override bool IsPropertyAClone(SerializedProperty property) { // When a new item is added to a collection through the inspector, the default behaviour is // to create a clone of the previous item. Here we look at all InputActionMaps that appear before // the current one and compare their Ids to determine if we have a clone. We don't look past // the current item because Unity will be calling this property drawer for each input action map // in the collection in turn. If the user just added a new input action map, and it's a clone, as // we work our way down the list, we'd end up thinking that an existing input action map was a clone // of the newly added one, instead of the other way around. If we do have a clone, we need to // clear out some properties of the InputActionMap (id, name, input actions, and bindings) and // recreate the tree view. if (property?.GetParentProperty() == null || property.GetParentProperty().isArray == false) return false; var array = property.GetArrayPropertyFromElement(); var index = property.GetIndexOfArrayElement(); for (var i = 0; i < index; i++) { if (property.FindPropertyRelative(nameof(InputActionMap.m_Id))?.stringValue == array.GetArrayElementAtIndex(i)?.FindPropertyRelative(nameof(InputActionMap.m_Id))?.stringValue) return true; } return false; } protected override void ResetProperty(SerializedProperty property) { if (property == null) return; property.SetStringValue(nameof(InputActionMap.m_Id), Guid.NewGuid().ToString()); property.SetStringValue(nameof(InputActionMap.m_Name), "Input Action Map"); property.FindPropertyRelative(nameof(InputActionMap.m_Actions))?.ClearArray(); property.FindPropertyRelative(nameof(InputActionMap.m_Bindings))?.ClearArray(); property.serializedObject?.ApplyModifiedPropertiesWithoutUndo(); } } } #endif // UNITY_EDITOR