IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Editor/UITKAssetEditor/StateContainer.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

119 lines
4.5 KiB
C#

#if UNITY_EDITOR && UNITY_INPUT_SYSTEM_UI_TK_ASSET_EDITOR
using System;
using System.Linq.Expressions;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
namespace UnityEngine.InputSystem.Editor
{
internal class StateContainer
{
public event Action<InputActionsEditorState> StateChanged;
private readonly VisualElement m_RootVisualElement;
private InputActionsEditorState m_State;
public StateContainer(VisualElement rootVisualElement, InputActionsEditorState initialState)
{
m_RootVisualElement = rootVisualElement;
m_State = initialState;
m_RootVisualElement.TrackSerializedObjectValue(initialState.serializedObject, so =>
{
StateChanged?.Invoke(m_State);
});
rootVisualElement.Bind(initialState.serializedObject);
}
public void Dispatch(Command command)
{
if (command == null)
throw new ArgumentNullException(nameof(command));
m_State = command(m_State);
// why not just invoke the state changed event immediately you ask? The Dispatch method might have
// been called from inside a UI element event handler and if we raised the event immediately, a view
// might try to redraw itself *during* execution of the event handler.
m_RootVisualElement.schedule.Execute(() =>
{
// catch exceptions here or the UIToolkit scheduled event will keep firing forever.
try
{
StateChanged?.Invoke(m_State);
}
catch (Exception e)
{
Debug.LogError(e.Message);
}
});
}
public void Initialize()
{
StateChanged?.Invoke(m_State);
}
/// <summary>
/// Return a copy of the state.
/// </summary>
/// <remarks>
/// It can sometimes be necessary to get access to the state outside of a state change event, like for example
/// when creating views in response to UI click events. This method is for those times.
/// </remarks>
/// <returns></returns>
public InputActionsEditorState GetState()
{
return m_State;
}
public void Bind<TValue>(Expression<Func<InputActionsEditorState, ReactiveProperty<TValue>>> expr,
Action<InputActionsEditorState> propertyChangedCallback)
{
WhenChanged(expr, propertyChangedCallback);
propertyChangedCallback(m_State);
}
public void Bind(Expression<Func<InputActionsEditorState, SerializedProperty>> expr,
Action<SerializedProperty> serializedPropertyChangedCallback)
{
var propertyGetterFunc = WhenChanged(expr, serializedPropertyChangedCallback);
serializedPropertyChangedCallback(propertyGetterFunc(m_State));
}
public Func<InputActionsEditorState, ReactiveProperty<TValue>> WhenChanged<TValue>(Expression<Func<InputActionsEditorState, ReactiveProperty<TValue>>> expr,
Action<InputActionsEditorState> propertyChangedCallback)
{
var func = ExpressionUtils.CreateGetter(expr);
if (func == null)
throw new ArgumentException($"Couldn't get property info from expression.");
var prop = func(m_State);
if (prop == null)
throw new InvalidOperationException($"ReactiveProperty {expr} has not been assigned.");
prop.Changed += _ => propertyChangedCallback(m_State);
return func;
}
public Func<InputActionsEditorState, SerializedProperty> WhenChanged(Expression<Func<InputActionsEditorState, SerializedProperty>> expr,
Action<SerializedProperty> serializedPropertyChangedCallback)
{
var serializedPropertyGetter = ExpressionUtils.CreateGetter(expr);
if (serializedPropertyGetter == null)
throw new ArgumentException($"Couldn't get property info from expression.");
var serializedProperty = serializedPropertyGetter(m_State);
if (serializedProperty == null)
throw new InvalidOperationException($"ReactiveProperty {expr} has not been assigned.");
m_RootVisualElement.TrackPropertyValue(serializedProperty, serializedPropertyChangedCallback);
return serializedPropertyGetter;
}
}
}
#endif