IndieGame/client/Assets/Samples/Input System/1.7.0/Rebinding UI/RebindActionUIEditor.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

178 lines
7.8 KiB
C#

#if UNITY_EDITOR
using System.Linq;
using UnityEditor;
////TODO: support multi-object editing
namespace UnityEngine.InputSystem.Samples.RebindUI
{
/// <summary>
/// A custom inspector for <see cref="RebindActionUI"/> which provides a more convenient way for
/// picking the binding which to rebind.
/// </summary>
[CustomEditor(typeof(RebindActionUI))]
public class RebindActionUIEditor : UnityEditor.Editor
{
protected void OnEnable()
{
m_ActionProperty = serializedObject.FindProperty("m_Action");
m_BindingIdProperty = serializedObject.FindProperty("m_BindingId");
m_ActionLabelProperty = serializedObject.FindProperty("m_ActionLabel");
m_BindingTextProperty = serializedObject.FindProperty("m_BindingText");
m_RebindOverlayProperty = serializedObject.FindProperty("m_RebindOverlay");
m_RebindTextProperty = serializedObject.FindProperty("m_RebindText");
m_UpdateBindingUIEventProperty = serializedObject.FindProperty("m_UpdateBindingUIEvent");
m_RebindStartEventProperty = serializedObject.FindProperty("m_RebindStartEvent");
m_RebindStopEventProperty = serializedObject.FindProperty("m_RebindStopEvent");
m_DisplayStringOptionsProperty = serializedObject.FindProperty("m_DisplayStringOptions");
RefreshBindingOptions();
}
public override void OnInspectorGUI()
{
EditorGUI.BeginChangeCheck();
// Binding section.
EditorGUILayout.LabelField(m_BindingLabel, Styles.boldLabel);
using (new EditorGUI.IndentLevelScope())
{
EditorGUILayout.PropertyField(m_ActionProperty);
var newSelectedBinding = EditorGUILayout.Popup(m_BindingLabel, m_SelectedBindingOption, m_BindingOptions);
if (newSelectedBinding != m_SelectedBindingOption)
{
var bindingId = m_BindingOptionValues[newSelectedBinding];
m_BindingIdProperty.stringValue = bindingId;
m_SelectedBindingOption = newSelectedBinding;
}
var optionsOld = (InputBinding.DisplayStringOptions)m_DisplayStringOptionsProperty.intValue;
var optionsNew = (InputBinding.DisplayStringOptions)EditorGUILayout.EnumFlagsField(m_DisplayOptionsLabel, optionsOld);
if (optionsOld != optionsNew)
m_DisplayStringOptionsProperty.intValue = (int)optionsNew;
}
// UI section.
EditorGUILayout.Space();
EditorGUILayout.LabelField(m_UILabel, Styles.boldLabel);
using (new EditorGUI.IndentLevelScope())
{
EditorGUILayout.PropertyField(m_ActionLabelProperty);
EditorGUILayout.PropertyField(m_BindingTextProperty);
EditorGUILayout.PropertyField(m_RebindOverlayProperty);
EditorGUILayout.PropertyField(m_RebindTextProperty);
}
// Events section.
EditorGUILayout.Space();
EditorGUILayout.LabelField(m_EventsLabel, Styles.boldLabel);
using (new EditorGUI.IndentLevelScope())
{
EditorGUILayout.PropertyField(m_RebindStartEventProperty);
EditorGUILayout.PropertyField(m_RebindStopEventProperty);
EditorGUILayout.PropertyField(m_UpdateBindingUIEventProperty);
}
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
RefreshBindingOptions();
}
}
protected void RefreshBindingOptions()
{
var actionReference = (InputActionReference)m_ActionProperty.objectReferenceValue;
var action = actionReference?.action;
if (action == null)
{
m_BindingOptions = new GUIContent[0];
m_BindingOptionValues = new string[0];
m_SelectedBindingOption = -1;
return;
}
var bindings = action.bindings;
var bindingCount = bindings.Count;
m_BindingOptions = new GUIContent[bindingCount];
m_BindingOptionValues = new string[bindingCount];
m_SelectedBindingOption = -1;
var currentBindingId = m_BindingIdProperty.stringValue;
for (var i = 0; i < bindingCount; ++i)
{
var binding = bindings[i];
var bindingId = binding.id.ToString();
var haveBindingGroups = !string.IsNullOrEmpty(binding.groups);
// If we don't have a binding groups (control schemes), show the device that if there are, for example,
// there are two bindings with the display string "A", the user can see that one is for the keyboard
// and the other for the gamepad.
var displayOptions =
InputBinding.DisplayStringOptions.DontUseShortDisplayNames | InputBinding.DisplayStringOptions.IgnoreBindingOverrides;
if (!haveBindingGroups)
displayOptions |= InputBinding.DisplayStringOptions.DontOmitDevice;
// Create display string.
var displayString = action.GetBindingDisplayString(i, displayOptions);
// If binding is part of a composite, include the part name.
if (binding.isPartOfComposite)
displayString = $"{ObjectNames.NicifyVariableName(binding.name)}: {displayString}";
// Some composites use '/' as a separator. When used in popup, this will lead to to submenus. Prevent
// by instead using a backlash.
displayString = displayString.Replace('/', '\\');
// If the binding is part of control schemes, mention them.
if (haveBindingGroups)
{
var asset = action.actionMap?.asset;
if (asset != null)
{
var controlSchemes = string.Join(", ",
binding.groups.Split(InputBinding.Separator)
.Select(x => asset.controlSchemes.FirstOrDefault(c => c.bindingGroup == x).name));
displayString = $"{displayString} ({controlSchemes})";
}
}
m_BindingOptions[i] = new GUIContent(displayString);
m_BindingOptionValues[i] = bindingId;
if (currentBindingId == bindingId)
m_SelectedBindingOption = i;
}
}
private SerializedProperty m_ActionProperty;
private SerializedProperty m_BindingIdProperty;
private SerializedProperty m_ActionLabelProperty;
private SerializedProperty m_BindingTextProperty;
private SerializedProperty m_RebindOverlayProperty;
private SerializedProperty m_RebindTextProperty;
private SerializedProperty m_RebindStartEventProperty;
private SerializedProperty m_RebindStopEventProperty;
private SerializedProperty m_UpdateBindingUIEventProperty;
private SerializedProperty m_DisplayStringOptionsProperty;
private GUIContent m_BindingLabel = new GUIContent("Binding");
private GUIContent m_DisplayOptionsLabel = new GUIContent("Display Options");
private GUIContent m_UILabel = new GUIContent("UI");
private GUIContent m_EventsLabel = new GUIContent("Events");
private GUIContent[] m_BindingOptions;
private string[] m_BindingOptionValues;
private int m_SelectedBindingOption;
private static class Styles
{
public static GUIStyle boldLabel = new GUIStyle("MiniBoldLabel");
}
}
}
#endif