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

64 lines
2.7 KiB
C#

#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Property drawer for <see cref="InputAction"/>.
/// </summary>
[CustomPropertyDrawer(typeof(InputAction))]
internal class InputActionDrawer : InputActionDrawerBase
{
protected override TreeViewItem BuildTree(SerializedProperty property)
{
return InputActionTreeView.BuildWithJustBindingsFromAction(property);
}
protected override string GetSuffixToRemoveFromPropertyDisplayName()
{
return " Action";
}
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 InputActions 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
// in the collection in turn. If the user just added a new input action, and it's a clone, as
// we work our way down the list, we'd end up thinking that an existing input action 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 InputAction (id, name, and singleton action 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(InputAction.m_Id))?.stringValue ==
array.GetArrayElementAtIndex(i)?.FindPropertyRelative(nameof(InputAction.m_Id))?.stringValue)
return true;
}
return false;
}
protected override void ResetProperty(SerializedProperty property)
{
if (property == null) return;
property.SetStringValue(nameof(InputAction.m_Id), Guid.NewGuid().ToString());
property.SetStringValue(nameof(InputAction.m_Name), "Input Action");
property.FindPropertyRelative(nameof(InputAction.m_SingletonActionBindings))?.ClearArray();
property.serializedObject?.ApplyModifiedPropertiesWithoutUndo();
}
}
}
#endif // UNITY_EDITOR