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- #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
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