219 lines
9.6 KiB
C#
219 lines
9.6 KiB
C#
using System;
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using System.Linq;
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////REVIEW: Can we somehow make this a simple struct? The one problem we have is that we can't put struct instances as sub-assets into
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//// the import (i.e. InputActionImporter can't do AddObjectToAsset with them). However, maybe there's a way around that. The thing
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//// is that we really want to store the asset reference plus the action GUID on the *user* side, i.e. the referencing side. Right
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//// now, what happens is that InputActionImporter puts these objects along with the reference and GUID they contain in the
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//// *imported* object, i.e. right with the asset. This partially defeats the whole purpose of having these objects and it means
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//// that now the GUID doesn't really matter anymore. Rather, it's the file ID that now has to be stable.
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////
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//// If we always store the GUID and asset reference on the user side, we can put the serialized data *anywhere* and it'll remain
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//// save and proper no matter what we do in InputActionImporter.
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////REVIEW: should this throw if you try to assign an action that is not a singleton?
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////REVIEW: akin to this, also have an InputActionMapReference?
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// References a specific <see cref="InputAction"/> in an <see cref="InputActionMap"/>
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/// stored inside an <see cref="InputActionAsset"/>.
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/// </summary>
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/// <remarks>
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/// The difference to a plain reference directly to an <see cref="InputAction"/> object is
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/// that an InputActionReference can be serialized without causing the referenced <see cref="InputAction"/>
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/// to be serialized as well. The reference will remain intact even if the action or the map
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/// that contains the action is renamed.
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///
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/// References can be set up graphically in the editor by dropping individual actions from the project
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/// browser onto a reference field.
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/// </remarks>
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/// <seealso cref="InputActionProperty"/>
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/// <seealso cref="InputAction"/>
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/// <seealso cref="InputActionAsset"/>
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public class InputActionReference : ScriptableObject
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{
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/// <summary>
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/// The asset that the referenced action is part of. Null if the reference
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/// is not initialized or if the asset has been deleted.
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/// </summary>
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/// <value>InputActionAsset of the referenced action.</value>
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public InputActionAsset asset => m_Asset;
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/// <summary>
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/// The action that the reference resolves to. Null if the action
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/// cannot be found.
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/// </summary>
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/// <value>The action that reference points to.</value>
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/// <remarks>
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/// Actions are resolved on demand based on their internally stored IDs.
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/// </remarks>
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public InputAction action
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{
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get
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{
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if (m_Action == null)
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{
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if (m_Asset == null)
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return null;
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m_Action = m_Asset.FindAction(new Guid(m_ActionId));
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}
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return m_Action;
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}
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}
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/// <summary>
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/// Initialize the reference to refer to the given action.
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/// </summary>
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/// <param name="action">An input action. Must be contained in an <see cref="InputActionMap"/>
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/// that is itself contained in an <see cref="InputActionAsset"/>. Can be <c>null</c> in which
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/// case the reference is reset to its default state which does not reference an action.</param>
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/// <exception cref="InvalidOperationException"><paramref name="action"/> is not contained in an
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/// <see cref="InputActionMap"/> that is itself contained in an <see cref="InputActionAsset"/>.</exception>
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public void Set(InputAction action)
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{
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if (action == null)
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{
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m_Asset = default;
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m_ActionId = default;
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return;
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}
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var map = action.actionMap;
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if (map == null || map.asset == null)
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throw new InvalidOperationException(
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$"Action '{action}' must be part of an InputActionAsset in order to be able to create an InputActionReference for it");
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SetInternal(map.asset, action);
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}
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/// <summary>
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/// Look up an action in the given asset and initialize the reference to
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/// point to it.
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/// </summary>
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/// <param name="asset">An .inputactions asset.</param>
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/// <param name="mapName">Name of the <see cref="InputActionMap"/> in <paramref name="asset"/>
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/// (see <see cref="InputActionAsset.actionMaps"/>). Case-insensitive.</param>
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/// <param name="actionName">Name of the action in <paramref name="mapName"/>. Case-insensitive.</param>
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/// <exception cref="ArgumentNullException"><paramref name="asset"/> is <c>null</c> -or-
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/// <paramref name="mapName"/> is <c>null</c> or empty -or- <paramref name="actionName"/>
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/// is <c>null</c> or empty.</exception>
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/// <exception cref="ArgumentException">No action map called <paramref name="mapName"/> could
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/// be found in <paramref name="asset"/> -or- no action called <paramref name="actionName"/>
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/// could be found in the action map called <paramref name="mapName"/> in <paramref name="asset"/>.</exception>
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public void Set(InputActionAsset asset, string mapName, string actionName)
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{
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if (asset == null)
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throw new ArgumentNullException(nameof(asset));
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if (string.IsNullOrEmpty(mapName))
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throw new ArgumentNullException(nameof(mapName));
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if (string.IsNullOrEmpty(actionName))
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throw new ArgumentNullException(nameof(actionName));
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var actionMap = asset.FindActionMap(mapName);
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if (actionMap == null)
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throw new ArgumentException($"No action map '{mapName}' in '{asset}'", nameof(mapName));
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var action = actionMap.FindAction(actionName);
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if (action == null)
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throw new ArgumentException($"No action '{actionName}' in map '{mapName}' of asset '{asset}'",
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nameof(actionName));
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SetInternal(asset, action);
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}
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private void SetInternal(InputActionAsset asset, InputAction action)
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{
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var actionMap = action.actionMap;
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if (!asset.actionMaps.Contains(actionMap))
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throw new ArgumentException(
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$"Action '{action}' is not contained in asset '{asset}'", nameof(action));
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m_Asset = asset;
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m_ActionId = action.id.ToString();
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name = GetDisplayName(action);
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////REVIEW: should this dirty the asset if IDs had not been generated yet?
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}
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/// <summary>
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/// Return a string representation of the reference useful for debugging.
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/// </summary>
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/// <returns>A string representation of the reference.</returns>
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public override string ToString()
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{
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try
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{
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var action = this.action;
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return $"{m_Asset.name}:{action.actionMap.name}/{action.name}";
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}
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catch
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{
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if (m_Asset != null)
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return $"{m_Asset.name}:{m_ActionId}";
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}
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return base.ToString();
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}
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private static string GetDisplayName(InputAction action)
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{
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return !string.IsNullOrEmpty(action?.actionMap?.name) ? $"{action.actionMap?.name}/{action.name}" : action?.name;
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}
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/// <summary>
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/// Return a string representation useful for showing in UI.
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/// </summary>
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internal string ToDisplayName()
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{
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return string.IsNullOrEmpty(name) ? GetDisplayName(action) : name;
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}
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/// <summary>
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/// Convert an InputActionReference to the InputAction it points to.
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/// </summary>
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/// <param name="reference">An InputActionReference object. Can be null.</param>
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/// <returns>The value of <see cref="action"/> from <paramref name="reference"/>. Can be null.</returns>
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public static implicit operator InputAction(InputActionReference reference)
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{
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return reference?.action;
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}
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/// <summary>
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/// Create a new InputActionReference object that references the given action.
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/// </summary>
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/// <param name="action">An input action. Must be contained in an <see cref="InputActionMap"/>
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/// that is itself contained in an <see cref="InputActionAsset"/>. Can be <c>null</c> in which
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/// case the reference is reset to its default state which does not reference an action.</param>
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/// <returns>A new InputActionReference referencing <paramref name="action"/>.</returns>
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public static InputActionReference Create(InputAction action)
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{
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if (action == null)
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return null;
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var reference = CreateInstance<InputActionReference>();
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reference.Set(action);
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return reference;
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}
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[SerializeField] internal InputActionAsset m_Asset;
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// Can't serialize System.Guid and Unity's GUID is editor only so these
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// go out as strings.
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[SerializeField] internal string m_ActionId;
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/// <summary>
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/// The resolved, cached input action.
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/// </summary>
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[NonSerialized] private InputAction m_Action;
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// Make annoying Microsoft code analyzer happy.
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public InputAction ToInputAction()
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{
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return action;
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}
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}
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}
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