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#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.Serialization;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Analytics record for tracking engagement with Input Action Asset editor(s).
/// </summary>
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class InputActionsEditorSessionAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_actionasset_editor_closed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
/// <summary>
/// Construct a new <c>InputActionsEditorSession</c> record of the given <para>type</para>.
/// </summary>
/// <param name="kind">The editor type for which this record is valid.</param>
public InputActionsEditorSessionAnalytic(Data.Kind kind)
{
if (kind == Data.Kind.Invalid)
throw new ArgumentException(nameof(kind));
Initialize(kind);
}
/// <summary>
/// Register that an action map edit has occurred.
/// </summary>
public void RegisterActionMapEdit()
{
if (ImplicitFocus())
++m_Data.action_map_modification_count;
}
/// <summary>
/// Register that an action edit has occurred.
/// </summary>
public void RegisterActionEdit()
{
if (ImplicitFocus() && ComputeDuration() > 0.5) // Avoid logging actions triggered via UI initialization
++m_Data.action_modification_count;
}
/// <summary>
/// Register than a binding edit has occurred.
/// </summary>
public void RegisterBindingEdit()
{
if (ImplicitFocus())
++m_Data.binding_modification_count;
}
/// <summary>
/// Register that a control scheme edit has occurred.
/// </summary>
public void RegisterControlSchemeEdit()
{
if (ImplicitFocus())
++m_Data.control_scheme_modification_count;
}
/// <summary>
/// Register that the editor has received focus which is expected to reflect that the user
/// is currently exploring or editing it.
/// </summary>
public void RegisterEditorFocusIn()
{
if (!hasSession || hasFocus)
return;
m_FocusStart = currentTime;
}
/// <summary>
/// Register that the editor has lost focus which is expected to reflect that the user currently
/// has the attention elsewhere.
/// </summary>
/// <remarks>
/// Calling this method without having an ongoing session and having focus will not have any effect.
/// </remarks>
public void RegisterEditorFocusOut()
{
if (!hasSession || !hasFocus)
return;
var duration = currentTime - m_FocusStart;
m_FocusStart = float.NaN;
m_Data.session_focus_duration_seconds += (float)duration;
++m_Data.session_focus_switch_count;
}
/// <summary>
/// Register a user-event related to explicitly saving in the editor, e.g.
/// using a button, menu or short-cut to trigger the save command.
/// </summary>
public void RegisterExplicitSave()
{
if (!hasSession)
return; // No pending session
++m_Data.explicit_save_count;
}
/// <summary>
/// Register a user-event related to implicitly saving in the editor, e.g.
/// by having auto-save enabled and indirectly saving the associated asset.
/// </summary>
public void RegisterAutoSave()
{
if (!hasSession)
return; // No pending session
++m_Data.auto_save_count;
}
/// <summary>
/// Register a user-event related to resetting the editor action configuration to defaults.
/// </summary>
public void RegisterReset()
{
if (!hasSession)
return; // No pending session
++m_Data.reset_count;
}
/// <summary>
/// Begins a new session if the session has not already been started.
/// </summary>
/// <remarks>
/// If the session has already been started due to a previous call to <see cref="Begin()"/> without
/// a call to <see cref="End()"/> this method has no effect.
/// </remarks>
public void Begin()
{
if (hasSession)
return; // Session already started.
m_SessionStart = currentTime;
}
/// <summary>
/// Ends the current session.
/// </summary>
/// <remarks>
/// If the session has not previously been started via a call to <see cref="Begin()"/> calling this
/// method has no effect.
/// </remarks>
public void End()
{
if (!hasSession)
return; // No pending session
// Make sure we register focus out if failed to capture or not invoked
if (hasFocus)
RegisterEditorFocusOut();
// Compute and record total session duration
var duration = ComputeDuration();
m_Data.session_duration_seconds += duration;
// Sanity check data, if less than a second its likely a glitch so avoid sending incorrect data
// Send analytics event
if (duration >= 1.0)
runtime.SendAnalytic(this);
// Reset to allow instance to be reused
Initialize(m_Data.kind);
}
#region IInputAnalytic Interface
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
if (!isValid)
{
data = null;
error = new Exception("Unable to gather data without a valid session");
return false;
}
data = this.m_Data;
error = null;
return true;
}
public InputAnalytics.InputAnalyticInfo info => new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
#endregion
private double ComputeDuration() => hasSession ? currentTime - m_SessionStart : 0.0;
private void Initialize(Data.Kind kind)
{
m_FocusStart = float.NaN;
m_SessionStart = float.NaN;
m_Data = new Data(kind);
}
private bool ImplicitFocus()
{
if (!hasSession)
return false;
if (!hasFocus)
RegisterEditorFocusIn();
return true;
}
private Data m_Data;
private double m_FocusStart;
private double m_SessionStart;
private static IInputRuntime runtime => InputSystem.s_Manager.m_Runtime;
private bool hasFocus => !double.IsNaN(m_FocusStart);
private bool hasSession => !double.IsNaN(m_SessionStart);
// Returns current time since startup. Note that IInputRuntime explicitly defines in interface that
// IInputRuntime.currentTime corresponds to EditorApplication.timeSinceStartup in editor.
private double currentTime => runtime.currentTime;
private bool isValid => m_Data.session_duration_seconds >= 0;
[Serializable]
public struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
/// <summary>
/// Represents an editor type.
/// </summary>
/// <remarks>
/// This may be added to in the future but items may never be removed.
/// </remarks>
[Serializable]
public enum Kind
{
Invalid = 0,
EditorWindow = 1,
EmbeddedInProjectSettings = 2
}
/// <summary>
/// Constructs a <c>InputActionsEditorSessionData</c>.
/// </summary>
/// <param name="kind">Specifies the kind of editor metrics is being collected for.</param>
public Data(Kind kind)
{
this.kind = kind;
session_duration_seconds = 0;
session_focus_duration_seconds = 0;
session_focus_switch_count = 0;
action_map_modification_count = 0;
action_modification_count = 0;
binding_modification_count = 0;
explicit_save_count = 0;
auto_save_count = 0;
reset_count = 0;
control_scheme_modification_count = 0;
}
/// <summary>
/// Specifies what kind of Input Actions editor this event represents.
/// </summary>
public Kind kind;
/// <summary>
/// The total duration for the session, i.e. the duration during which the editor window was open.
/// </summary>
public double session_duration_seconds;
/// <summary>
/// The total duration for which the editor window was open and had focus.
/// </summary>
public double session_focus_duration_seconds;
/// <summary>
/// Specifies the number of times the window has transitioned from not having focus to having focus in a single session.
/// </summary>
public int session_focus_switch_count;
/// <summary>
/// The total number of action map modifications during the session.
/// </summary>
public int action_map_modification_count;
/// <summary>
/// The total number of action modifications during the session.
/// </summary>
public int action_modification_count;
/// The total number of binding modifications during the session.
/// </summary>
public int binding_modification_count;
/// <summary>
/// The total number of controls scheme modifications during the session.
/// </summary>
public int control_scheme_modification_count;
/// <summary>
/// The total number of explicit saves during the session, i.e. as in user-initiated save.
/// </summary>
public int explicit_save_count;
/// <summary>
/// The total number of automatic saves during the session, i.e. as in auto-save on close or focus-lost.
/// </summary>
public int auto_save_count;
/// <summary>
/// The total number of user-initiated resets during the session, i.e. as in using Reset option in menu.
/// </summary>
public int reset_count;
public bool isValid => kind != Kind.Invalid && session_duration_seconds >= 0;
}
}
}
#endif

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#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Content;
using UnityEditor.Build.Reporting;
using UnityEngine.Serialization;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Analytics for tracking Player Input component user engagement in the editor.
/// </summary>
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class InputBuildAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_build_completed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
private readonly BuildReport m_BuildReport;
public InputBuildAnalytic(BuildReport buildReport)
{
m_BuildReport = buildReport;
}
public InputAnalytics.InputAnalyticInfo info =>
new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
InputSettings defaultSettings = null;
try
{
defaultSettings = ScriptableObject.CreateInstance<InputSettings>();
data = new InputBuildAnalyticData(m_BuildReport, InputSystem.settings, defaultSettings);
error = null;
return true;
}
catch (Exception e)
{
data = null;
error = e;
return false;
}
finally
{
if (defaultSettings != null)
Object.DestroyImmediate(defaultSettings);
}
}
/// <summary>
/// Input system build analytics data structure.
/// </summary>
[Serializable]
internal struct InputBuildAnalyticData : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
#region InputSettings
[Serializable]
public enum UpdateMode
{
ProcessEventsInBothFixedAndDynamicUpdate = 0, // Note: Deprecated
ProcessEventsInDynamicUpdate = 1,
ProcessEventsInFixedUpdate = 2,
ProcessEventsManually = 3,
}
[Serializable]
public enum BackgroundBehavior
{
ResetAndDisableNonBackgroundDevices = 0,
ResetAndDisableAllDevices = 1,
IgnoreFocus = 2
}
[Serializable]
public enum EditorInputBehaviorInPlayMode
{
PointersAndKeyboardsRespectGameViewFocus = 0,
AllDevicesRespectGameViewFocus = 1,
AllDeviceInputAlwaysGoesToGameView = 2
}
[Serializable]
public enum InputActionPropertyDrawerMode
{
Compact = 0,
MultilineEffective = 1,
MultilineBoth = 2
}
public InputBuildAnalyticData(BuildReport report, InputSettings settings, InputSettings defaultSettings)
{
switch (settings.updateMode)
{
case 0: // ProcessEventsInBothFixedAndDynamicUpdate (deprecated/removed)
update_mode = UpdateMode.ProcessEventsInBothFixedAndDynamicUpdate;
break;
case InputSettings.UpdateMode.ProcessEventsManually:
update_mode = UpdateMode.ProcessEventsManually;
break;
case InputSettings.UpdateMode.ProcessEventsInDynamicUpdate:
update_mode = UpdateMode.ProcessEventsInDynamicUpdate;
break;
case InputSettings.UpdateMode.ProcessEventsInFixedUpdate:
update_mode = UpdateMode.ProcessEventsInFixedUpdate;
break;
default:
throw new Exception("Unsupported updateMode");
}
switch (settings.backgroundBehavior)
{
case InputSettings.BackgroundBehavior.IgnoreFocus:
background_behavior = BackgroundBehavior.IgnoreFocus;
break;
case InputSettings.BackgroundBehavior.ResetAndDisableAllDevices:
background_behavior = BackgroundBehavior.ResetAndDisableAllDevices;
break;
case InputSettings.BackgroundBehavior.ResetAndDisableNonBackgroundDevices:
background_behavior = BackgroundBehavior.ResetAndDisableNonBackgroundDevices;
break;
default:
throw new Exception("Unsupported background behavior");
}
switch (settings.editorInputBehaviorInPlayMode)
{
case InputSettings.EditorInputBehaviorInPlayMode.PointersAndKeyboardsRespectGameViewFocus:
editor_input_behavior_in_playmode = EditorInputBehaviorInPlayMode
.PointersAndKeyboardsRespectGameViewFocus;
break;
case InputSettings.EditorInputBehaviorInPlayMode.AllDevicesRespectGameViewFocus:
editor_input_behavior_in_playmode = EditorInputBehaviorInPlayMode
.AllDevicesRespectGameViewFocus;
break;
case InputSettings.EditorInputBehaviorInPlayMode.AllDeviceInputAlwaysGoesToGameView:
editor_input_behavior_in_playmode = EditorInputBehaviorInPlayMode
.AllDeviceInputAlwaysGoesToGameView;
break;
default:
throw new Exception("Unsupported editor background behavior");
}
switch (settings.inputActionPropertyDrawerMode)
{
case InputSettings.InputActionPropertyDrawerMode.Compact:
input_action_property_drawer_mode = InputActionPropertyDrawerMode.Compact;
break;
case InputSettings.InputActionPropertyDrawerMode.MultilineBoth:
input_action_property_drawer_mode = InputActionPropertyDrawerMode.MultilineBoth;
break;
case InputSettings.InputActionPropertyDrawerMode.MultilineEffective:
input_action_property_drawer_mode = InputActionPropertyDrawerMode.MultilineEffective;
break;
default:
throw new Exception("Unsupported editor property drawer mode");
}
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
var inputSystemActions = InputSystem.actions;
var actionsPath = inputSystemActions == null ? null : AssetDatabase.GetAssetPath(inputSystemActions);
has_projectwide_input_action_asset = !string.IsNullOrEmpty(actionsPath);
#else
has_projectwide_input_action_asset = false;
#endif
var settingsPath = settings == null ? null : AssetDatabase.GetAssetPath(settings);
has_settings_asset = !string.IsNullOrEmpty(settingsPath);
compensate_for_screen_orientation = settings.compensateForScreenOrientation;
default_deadzone_min = settings.defaultDeadzoneMin;
default_deadzone_max = settings.defaultDeadzoneMax;
default_button_press_point = settings.defaultButtonPressPoint;
button_release_threshold = settings.buttonReleaseThreshold;
default_tap_time = settings.defaultTapTime;
default_slow_tap_time = settings.defaultSlowTapTime;
default_hold_time = settings.defaultHoldTime;
tap_radius = settings.tapRadius;
multi_tap_delay_time = settings.multiTapDelayTime;
max_event_bytes_per_update = settings.maxEventBytesPerUpdate;
max_queued_events_per_update = settings.maxQueuedEventsPerUpdate;
supported_devices = settings.supportedDevices.ToArray();
disable_redundant_events_merging = settings.disableRedundantEventsMerging;
shortcut_keys_consume_input = settings.shortcutKeysConsumeInput;
feature_optimized_controls_enabled = settings.IsFeatureEnabled(InputFeatureNames.kUseOptimizedControls);
feature_read_value_caching_enabled = settings.IsFeatureEnabled(InputFeatureNames.kUseReadValueCaching);
feature_paranoid_read_value_caching_checks_enabled =
settings.IsFeatureEnabled(InputFeatureNames.kParanoidReadValueCachingChecks);
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
feature_use_imgui_editor_for_assets =
settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets);
#else
feature_use_imgui_editor_for_assets = false;
#endif
feature_disable_unity_remote_support =
settings.IsFeatureEnabled(InputFeatureNames.kDisableUnityRemoteSupport);
feature_run_player_updates_in_editmode =
settings.IsFeatureEnabled(InputFeatureNames.kRunPlayerUpdatesInEditMode);
has_default_settings = InputSettings.AreEqual(settings, defaultSettings);
build_guid = report != null ? report.summary.guid.ToString() : string.Empty; // Allows testing
}
/// <summary>
/// Represents <see cref="InputSettings.updateMode"/> and indicates how the project handles updates.
/// </summary>
public UpdateMode update_mode;
/// <summary>
/// Represents <see cref="InputSettings.compensateForScreenOrientation"/> and if true automatically
/// adjust rotations when the screen orientation changes.
/// </summary>
public bool compensate_for_screen_orientation;
/// <summary>
/// Represents <see cref="InputSettings.backgroundBehavior"/> which determines what happens when application
/// focus changes and how the system handle input while running in the background.
/// </summary>
public BackgroundBehavior background_behavior;
// Note: InputSettings.filterNoiseOnCurrent not present since already deprecated when these analytics
// where added.
/// <summary>
/// Represents <see cref="InputSettings.defaultDeadzoneMin"/>
/// </summary>
public float default_deadzone_min;
/// <summary>
/// Represents <see cref="InputSettings.defaultDeadzoneMax"/>
/// </summary>
public float default_deadzone_max;
/// <summary>
/// Represents <see cref="InputSettings.defaultButtonPressPoint"/>
/// </summary>
public float default_button_press_point;
/// <summary>
/// Represents <see cref="InputSettings.buttonReleaseThreshold"/>
/// </summary>
public float button_release_threshold;
/// <summary>
/// Represents <see cref="InputSettings.defaultSlowTapTime"/>
/// </summary>
public float default_tap_time;
/// <summary>
/// Represents <see cref="InputSettings.defaultSlowTapTime"/>
/// </summary>
public float default_slow_tap_time;
/// <summary>
/// Represents <see cref="InputSettings.defaultHoldTime"/>
/// </summary>
public float default_hold_time;
/// <summary>
/// Represents <see cref="InputSettings.tapRadius"/>
/// </summary>
public float tap_radius;
/// <summary>
/// Represents <see cref="InputSettings.multiTapDelayTime"/>
/// </summary>
public float multi_tap_delay_time;
/// <summary>
/// Represents <see cref="InputSettings.editorInputBehaviorInPlayMode"/>
/// </summary>
public EditorInputBehaviorInPlayMode editor_input_behavior_in_playmode;
/// <summary>
/// Represents <see cref="InputSettings.inputActionPropertyDrawerMode"/>
/// </summary>
public InputActionPropertyDrawerMode input_action_property_drawer_mode;
/// <summary>
/// Represents <see cref="InputSettings.maxEventBytesPerUpdate"/>
/// </summary>
public int max_event_bytes_per_update;
/// <summary>
/// Represents <see cref="InputSettings.maxQueuedEventsPerUpdate"/>
/// </summary>
public int max_queued_events_per_update;
/// <summary>
/// Represents <see cref="InputSettings.supportedDevices"/>
/// </summary>
public string[] supported_devices;
/// <summary>
/// Represents <see cref="InputSettings.disableRedundantEventsMerging"/>
/// </summary>
public bool disable_redundant_events_merging;
/// <summary>
/// Represents <see cref="InputSettings.shortcutKeysConsumeInput"/>
/// </summary>
public bool shortcut_keys_consume_input;
#endregion
#region Feature flag settings
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kUseOptimizedControls"/> as defined
/// in Input System 1.8.x.
/// </summary>
public bool feature_optimized_controls_enabled;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kUseReadValueCaching" /> as defined
/// in Input System 1.8.x.
/// </summary>
public bool feature_read_value_caching_enabled;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kParanoidReadValueCachingChecks" />
/// as defined in InputSystem 1.8.x.
/// </summary>
public bool feature_paranoid_read_value_caching_checks_enabled;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kUseIMGUIEditorForAssets" />
/// as defined in InputSystem 1.8.x.
/// </summary>
public bool feature_use_imgui_editor_for_assets;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kDisableUnityRemoteSupport" />
/// as defined in InputSystem 1.8.x.
/// </summary>
public bool feature_disable_unity_remote_support;
/// <summary>
/// Represents internal feature flag <see cref="InputFeatureNames.kRunPlayerUpdatesInEditMode" />
/// as defined in InputSystem 1.8.x.
/// </summary>
public bool feature_run_player_updates_in_editmode;
#endregion
#region
/// <summary>
/// Specifies whether the project is using a project-wide input actions asset or not.
/// </summary>
public bool has_projectwide_input_action_asset;
/// <summary>
/// Specifies whether the project is using a user-provided settings asset or not.
/// </summary>
public bool has_settings_asset;
/// <summary>
/// Specifies whether the settings asset (if present) of the built project is equal to default settings
/// or not. In case of no settings asset this is also true since implicitly using default settings.
/// </summary>
public bool has_default_settings;
/// <summary>
/// A unique GUID identifying the build.
/// </summary>
public string build_guid;
#endregion
}
/// <summary>
/// Input System build analytics.
/// </summary>
internal class ReportProcessor : IPostprocessBuildWithReport
{
public int callbackOrder => int.MaxValue;
public void OnPostprocessBuild(BuildReport report)
{
InputSystem.s_Manager?.m_Runtime?.SendAnalytic(new InputBuildAnalytic(report));
}
}
}
}
#endif

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#if UNITY_EDITOR
using System;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Enumeration type identifying a Input System MonoBehavior component.
/// </summary>
[Serializable]
internal enum InputSystemComponent
{
// Feature components
PlayerInput = 1,
PlayerInputManager = 2,
OnScreenStick = 3,
OnScreenButton = 4,
VirtualMouseInput = 5,
// Debug components
TouchSimulation = 1000,
// Integration components
StandaloneInputModule = 2000,
InputSystemUIInputModule = 2001,
}
/// <summary>
/// Analytics record for tracking engagement with Input Component editor(s).
/// </summary>
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class InputComponentEditorAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_component_editor_closed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
/// <summary>
/// The associated component type.
/// </summary>
private readonly InputSystemComponent m_Component;
/// <summary>
/// Represents component inspector editor data.
/// </summary>
/// <remarks>
/// Ideally this struct should be readonly but then Unity cannot serialize/deserialize it.
/// </remarks>
[Serializable]
public struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
/// <summary>
/// Creates a new <c>ComponentEditorData</c> instance.
/// </summary>
/// <param name="component">The associated component.</param>
public Data(InputSystemComponent component)
{
this.component = component;
}
/// <summary>
/// Defines the associated component.
/// </summary>
public InputSystemComponent component;
}
public InputComponentEditorAnalytic(InputSystemComponent component)
{
info = new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
m_Component = component;
}
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
data = new Data(m_Component);
error = null;
return true;
}
public InputAnalytics.InputAnalyticInfo info { get; }
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR
using System;
namespace UnityEngine.InputSystem.Editor
{
internal static class InputEditorAnalytics
{
/// <summary>
/// Represents notification behavior setting associated with <see cref="PlayerInput"/> and
/// <see cref="PlayerInputManager"/>.
/// </summary>
internal enum PlayerNotificationBehavior
{
SendMessages = 0,
BroadcastMessages = 1,
UnityEvents = 2,
CSharpEvents = 3
}
/// <summary>
/// Converts from current <see cref="PlayerNotifications"/> type to analytics counterpart.
/// </summary>
/// <param name="value">The value to be converted.</param>
/// <returns></returns>
/// <exception cref="ArgumentOutOfRangeException">If there is no available remapping.</exception>
internal static PlayerNotificationBehavior ToNotificationBehavior(PlayerNotifications value)
{
switch (value)
{
case PlayerNotifications.SendMessages:
return PlayerNotificationBehavior.SendMessages;
case PlayerNotifications.BroadcastMessages:
return PlayerNotificationBehavior.BroadcastMessages;
case PlayerNotifications.InvokeUnityEvents:
return PlayerNotificationBehavior.UnityEvents;
case PlayerNotifications.InvokeCSharpEvents:
return PlayerNotificationBehavior.CSharpEvents;
default:
throw new ArgumentOutOfRangeException(nameof(value));
}
}
}
}
#endif

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#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEngine.Serialization;
namespace UnityEngine.InputSystem.Editor
{
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class InputExitPlayModeAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_exit_playmode";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
/// <summary>
/// Enumeration type for code authoring APIs mapping to <see cref="InputActionSetupExtensions"/>.
/// </summary>
/// <remarks>
/// This enumeration type may be added to, but NEVER changed, since it would break older data.
/// </remarks>
public enum Api
{
AddBinding = 0,
AddCompositeBinding = 1,
ChangeBinding = 2,
ChangeCompositeBinding = 3,
Rename = 4,
AddControlScheme = 5,
RemoveControlScheme = 6,
ControlSchemeWithBindingGroup = 7,
ControlSchemeWithDevice = 8,
ControlSchemeWithRequiredDevice = 9,
ControlSchemeWithOptionalDevice = 10,
ControlSchemeOrWithRequiredDevice = 11,
ControlSchemeOrWithOptionalDevice = 12
}
private static readonly int[] m_Counters = new int[Enum.GetNames(typeof(Api)).Length];
/// <summary>
/// Registers a call to the associated API.
/// </summary>
/// <param name="api">Enumeration identifying the API.</param>
public static void Register(Api api)
{
if (suppress)
return;
// Note: Currently discards detailed information and only sets a boolean (aggregated) value.
++m_Counters[(int)api];
}
/// <summary>
/// Suppresses the registration of analytics.
/// </summary>
/// <remarks>
/// May be used to temporarily suppress analytics to avoid false positives from internal usage.
/// </remarks>
public static bool suppress
{
get; set;
}
// Cache delegate
private static readonly Action<PlayModeStateChange> PlayModeChanged = OnPlayModeStateChange;
// Note: Internal visibility to simplify unit testing
internal static void OnPlayModeStateChange(PlayModeStateChange change)
{
if (change == PlayModeStateChange.ExitingEditMode)
{
// Reset all counters when exiting edit mode
Array.Clear(m_Counters, 0, m_Counters.Length);
// Make sure not suppressed
suppress = false;
}
if (change == PlayModeStateChange.ExitingPlayMode)
{
// Send analytics and unhook delegate when exiting play-mode
EditorApplication.playModeStateChanged -= PlayModeChanged;
new InputExitPlayModeAnalytic().Send();
// No reason to not suppress
suppress = true;
}
}
[InitializeOnEnterPlayMode]
private static void Hook()
{
// Make sure only a single play-mode change delegate is registered
EditorApplication.playModeStateChanged -= PlayModeChanged;
EditorApplication.playModeStateChanged += PlayModeChanged;
}
private InputExitPlayModeAnalytic()
{
info = new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
}
/// <summary>
/// Represents data collected when exiting play-mode..
/// </summary>
/// <remarks>
/// Ideally this struct should be readonly but then Unity cannot serialize/deserialize it.
/// </remarks>
[Serializable]
public struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
/// <summary>
/// Creates a new <c>Data</c> instance.
/// </summary>
/// <param name="usesCodeAuthoring">Specifies whether code authoring has been used during play-mode.</param>
public Data(bool usesCodeAuthoring)
{
uses_code_authoring = usesCodeAuthoring;
}
/// <summary>
/// Specifies whether code-authoring (Input Action setup via extensions) was used at least once during play-mode.
/// </summary>
public bool uses_code_authoring;
}
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
try
{
// Determine aggregated perspective, i.e. was "any" code-authoring API used
var usedCodeAuthoringDuringPlayMode = false;
for (var i = 0; i < m_Counters.Length; ++i)
{
if (m_Counters[i] > 0)
{
usedCodeAuthoringDuringPlayMode = true;
break;
}
}
data = new Data(usedCodeAuthoringDuringPlayMode);
error = null;
return true;
}
catch (Exception e)
{
data = null;
error = e;
return false;
}
}
public InputAnalytics.InputAnalyticInfo info { get; }
}
}
#endif // UNITY_EDITOR

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fileFormatVersion: 2
guid: 07c4c48bac384a9e91c29c2f04328c0b
timeCreated: 1724231031

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#if UNITY_EDITOR && UNITY_INPUT_SYSTEM_ENABLE_UI
using System;
using UnityEngine.InputSystem.OnScreen;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Analytics record for tracking engagement with Input Action Asset editor(s).
/// </summary>
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey, version: 2)]
#endif // UNITY_2023_2_OR_NEWER
internal class OnScreenStickEditorAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_onscreenstick_editor_destroyed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
/// <summary>
/// Represents select configuration data of interest related to an <see cref="OnScreenStick"/> component.
/// </summary>
[Serializable]
internal struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
public enum OnScreenStickBehaviour
{
RelativePositionWithStaticOrigin = 0,
ExactPositionWithStaticOrigin = 1,
ExactPositionWithDynamicOrigin = 2,
}
private static OnScreenStickBehaviour ToBehaviour(OnScreenStick.Behaviour value)
{
switch (value)
{
case OnScreenStick.Behaviour.RelativePositionWithStaticOrigin:
return OnScreenStickBehaviour.RelativePositionWithStaticOrigin;
case OnScreenStick.Behaviour.ExactPositionWithDynamicOrigin:
return OnScreenStickBehaviour.ExactPositionWithDynamicOrigin;
case OnScreenStick.Behaviour.ExactPositionWithStaticOrigin:
return OnScreenStickBehaviour.ExactPositionWithStaticOrigin;
default:
throw new ArgumentOutOfRangeException(nameof(value));
}
}
public Data(OnScreenStick value)
{
behavior = ToBehaviour(value.behaviour);
movement_range = value.movementRange;
dynamic_origin_range = value.dynamicOriginRange;
use_isolated_input_actions = value.useIsolatedInputActions;
}
public OnScreenStickBehaviour behavior;
public float movement_range;
public float dynamic_origin_range;
public bool use_isolated_input_actions;
}
private readonly UnityEditor.Editor m_Editor;
public OnScreenStickEditorAnalytic(UnityEditor.Editor editor)
{
m_Editor = editor;
}
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
try
{
data = new Data(m_Editor.target as OnScreenStick);
error = null;
}
catch (Exception e)
{
data = null;
error = e;
}
return true;
}
public InputAnalytics.InputAnalyticInfo info =>
new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
}
}
#endif // UNITY_EDITOR

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fileFormatVersion: 2
guid: 2167295510884d5eb4722df2ba677996
timeCreated: 1719232380

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#if UNITY_EDITOR
using System;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Analytics for tracking Player Input component user engagement in the editor.
/// </summary>
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class PlayerInputEditorAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_playerinput_editor_destroyed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
private readonly UnityEditor.Editor m_Editor;
public PlayerInputEditorAnalytic(UnityEditor.Editor editor)
{
m_Editor = editor;
}
public InputAnalytics.InputAnalyticInfo info =>
new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
try
{
data = new Data(m_Editor.target as PlayerInput);
error = null;
}
catch (Exception e)
{
data = null;
error = e;
}
return true;
}
internal struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
public InputEditorAnalytics.PlayerNotificationBehavior behavior;
public bool has_actions;
public bool has_default_map;
public bool has_ui_input_module;
public bool has_camera;
public Data(PlayerInput playerInput)
{
behavior = InputEditorAnalytics.ToNotificationBehavior(playerInput.notificationBehavior);
has_actions = playerInput.actions != null;
has_default_map = playerInput.defaultActionMap != null;
#if UNITY_INPUT_SYSTEM_ENABLE_UI
has_ui_input_module = playerInput.uiInputModule != null;
#else
has_ui_input_module = false;
#endif
has_camera = playerInput.camera != null;
}
}
}
}
#endif

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fileFormatVersion: 2
guid: 56bc028967c346c2bd33842d7b252123
timeCreated: 1719232552

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#if UNITY_EDITOR
using System;
namespace UnityEngine.InputSystem.Editor
{
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class PlayerInputManagerEditorAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_playerinputmanager_editor_destroyed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
public InputAnalytics.InputAnalyticInfo info =>
new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
private readonly UnityEditor.Editor m_Editor;
public PlayerInputManagerEditorAnalytic(UnityEditor.Editor editor)
{
m_Editor = editor;
}
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
try
{
data = new Data(m_Editor.target as PlayerInputManager);
error = null;
}
catch (Exception e)
{
data = null;
error = e;
}
return true;
}
internal struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
public enum PlayerJoinBehavior
{
JoinPlayersWhenButtonIsPressed = 0, // default
JoinPlayersWhenJoinActionIsTriggered = 1,
JoinPlayersManually = 2
}
public InputEditorAnalytics.PlayerNotificationBehavior behavior;
public PlayerJoinBehavior join_behavior;
public bool joining_enabled_by_default;
public int max_player_count;
public Data(PlayerInputManager value)
{
behavior = InputEditorAnalytics.ToNotificationBehavior(value.notificationBehavior);
join_behavior = ToPlayerJoinBehavior(value.joinBehavior);
joining_enabled_by_default = value.joiningEnabled;
max_player_count = value.maxPlayerCount;
}
private static PlayerJoinBehavior ToPlayerJoinBehavior(UnityEngine.InputSystem.PlayerJoinBehavior value)
{
switch (value)
{
case UnityEngine.InputSystem.PlayerJoinBehavior.JoinPlayersWhenButtonIsPressed:
return PlayerJoinBehavior.JoinPlayersWhenButtonIsPressed;
case UnityEngine.InputSystem.PlayerJoinBehavior.JoinPlayersWhenJoinActionIsTriggered:
return PlayerJoinBehavior.JoinPlayersWhenJoinActionIsTriggered;
case UnityEngine.InputSystem.PlayerJoinBehavior.JoinPlayersManually:
return PlayerJoinBehavior.JoinPlayersManually;
default:
throw new ArgumentOutOfRangeException(nameof(value));
}
}
}
}
}
#endif

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guid: 199b31cbe22b4c269aa78f8139347afd
timeCreated: 1719232662

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#if UNITY_EDITOR && UNITY_INPUT_SYSTEM_ENABLE_UI
using System;
using UnityEngine.InputSystem.UI;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Analytics record for tracking engagement with Input Action Asset editor(s).
/// </summary>
#if UNITY_2023_2_OR_NEWER
[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
#endif // UNITY_2023_2_OR_NEWER
internal class VirtualMouseInputEditorAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
{
public const string kEventName = "input_virtualmouseinput_editor_destroyed";
public const int kMaxEventsPerHour = 100; // default: 1000
public const int kMaxNumberOfElements = 100; // default: 1000
[Serializable]
internal struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
{
/// <summary>
/// Maps to <see cref="VirtualMouseInput.cursorMode"/>. Determines which cursor representation to use.
/// </summary>
public CursorMode cursor_mode;
/// <summary>
/// Maps to <see cref="VirtualMouseInput.cursorSpeed" />. Speed in pixels per second with which to move the cursor.
/// </summary>
public float cursor_speed;
/// <summary>
/// Maps to <see cref="VirtualMouseInput.cursorMode"/>. Multiplier for values received from <see cref="VirtualMouseInput.scrollWheelAction"/>.
/// </summary>
public float scroll_speed;
public enum CursorMode
{
SoftwareCursor = 0,
HardwareCursorIfAvailable = 1
}
private static CursorMode ToCursorMode(VirtualMouseInput.CursorMode value)
{
switch (value)
{
case VirtualMouseInput.CursorMode.SoftwareCursor:
return CursorMode.SoftwareCursor;
case VirtualMouseInput.CursorMode.HardwareCursorIfAvailable:
return CursorMode.HardwareCursorIfAvailable;
default:
throw new ArgumentOutOfRangeException(nameof(value));
}
}
public Data(VirtualMouseInput value)
{
cursor_mode = ToCursorMode(value.cursorMode);
cursor_speed = value.cursorSpeed;
scroll_speed = value.scrollSpeed;
}
}
public InputAnalytics.InputAnalyticInfo info =>
new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
private readonly UnityEditor.Editor m_Editor;
public VirtualMouseInputEditorAnalytic(UnityEditor.Editor editor)
{
m_Editor = editor;
}
#if UNITY_2023_2_OR_NEWER
public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
#else
public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
#endif
{
try
{
data = new Data(m_Editor.target as VirtualMouseInput);
error = null;
}
catch (Exception e)
{
data = null;
error = e;
}
return true;
}
}
}
#endif

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timeCreated: 1719232500

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guid: a5c84a68c16874bd5ba1a9d15a5e5044
folderAsset: yes
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externalObjects: {}
userData:
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#if UNITY_EDITOR
using System;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using UnityEditor;
////TODO: ensure that GUIDs in the asset are unique
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Keeps a reference to the asset being edited and maintains a copy of the asset object
/// around for editing.
/// </summary>
[Serializable]
internal class InputActionAssetManager : IDisposable
{
[SerializeField] private InputActionAsset m_AssetObjectForEditing;
[SerializeField] private InputActionAsset m_ImportedAssetObject;
[SerializeField] private string m_AssetGUID;
[SerializeField] private string m_ImportedAssetJson;
[SerializeField] private bool m_IsDirty;
private SerializedObject m_SerializedObject;
/// <summary>
/// Returns the Asset GUID uniquely identifying the associated imported asset.
/// </summary>
public string guid => m_AssetGUID;
/// <summary>
/// Returns the current Asset Path for the associated imported asset.
/// If the asset have been deleted this will be <c>null</c>.
/// </summary>
public string path
{
get
{
Debug.Assert(!string.IsNullOrEmpty(m_AssetGUID), "Asset GUID is empty");
return AssetDatabase.GUIDToAssetPath(m_AssetGUID);
}
}
/// <summary>
/// Returns the name of the associated imported asset.
/// </summary>
public string name
{
get
{
var asset = importedAsset;
if (asset != null)
return asset.name;
if (!string.IsNullOrEmpty(path))
return Path.GetFileNameWithoutExtension(path);
return string.Empty;
}
}
private InputActionAsset importedAsset
{
get
{
// Note that this may be null after deserialization from domain reload
if (m_ImportedAssetObject == null)
LoadImportedObjectFromGuid();
return m_ImportedAssetObject;
}
}
public InputActionAsset editedAsset => m_AssetObjectForEditing; // TODO Remove if redundant
public Action<bool> onDirtyChanged { get; set; }
public InputActionAssetManager(InputActionAsset inputActionAsset)
{
if (inputActionAsset == null)
throw new NullReferenceException(nameof(inputActionAsset));
m_AssetGUID = EditorHelpers.GetAssetGUID(inputActionAsset);
if (m_AssetGUID == null)
throw new Exception($"Failed to get asset {inputActionAsset.name} GUID");
m_ImportedAssetObject = inputActionAsset;
Initialize();
}
public SerializedObject serializedObject => m_SerializedObject;
public bool dirty => m_IsDirty;
public bool Initialize()
{
if (m_AssetObjectForEditing == null)
{
if (importedAsset == null)
{
// The asset we want to edit no longer exists.
return false;
}
CreateWorkingCopyAsset();
}
else
{
m_SerializedObject = new SerializedObject(m_AssetObjectForEditing);
}
return true;
}
public void Dispose()
{
if (m_SerializedObject == null)
return;
m_SerializedObject?.Dispose();
m_SerializedObject = null;
}
public bool ReInitializeIfAssetHasChanged()
{
var json = importedAsset.ToJson();
if (m_ImportedAssetJson == json)
return false;
CreateWorkingCopyAsset();
return true;
}
public static InputActionAsset CreateWorkingCopy(InputActionAsset source)
{
var copy = Object.Instantiate(source);
copy.hideFlags = HideFlags.HideAndDontSave;
copy.name = source.name;
return copy;
}
public static void CreateWorkingCopyAsset(ref InputActionAsset copy, InputActionAsset source)
{
if (copy != null)
Cleanup(ref copy);
copy = CreateWorkingCopy(source);
}
private void CreateWorkingCopyAsset() // TODO Can likely be removed if combined with Initialize
{
if (m_AssetObjectForEditing != null)
Cleanup();
// Duplicate the asset along 1:1. Unlike calling Clone(), this will also preserve GUIDs.
var asset = importedAsset;
m_AssetObjectForEditing = CreateWorkingCopy(asset);
m_ImportedAssetJson = asset.ToJson();
m_SerializedObject = new SerializedObject(m_AssetObjectForEditing);
}
public void Cleanup()
{
Cleanup(ref m_AssetObjectForEditing);
}
public static void Cleanup(ref InputActionAsset asset)
{
if (asset == null)
return;
Object.DestroyImmediate(asset);
asset = null;
}
private void LoadImportedObjectFromGuid()
{
// https://fogbugz.unity3d.com/f/cases/1313185/
// InputActionEditorWindow being an EditorWindow, it will be saved as part of the editor's
// window layout. When a project is opened that has no Library/ folder, the layout from the
// most recently opened project is used. Which means that when opening an .inputactions
// asset in project A, then closing it, and then opening project B, restoring the window layout
// also tries to restore the InputActionEditorWindow having that very same asset open -- which
// will lead nowhere except there happens to be an InputActionAsset with the very same GUID in
// the project.
var assetPath = path;
if (!string.IsNullOrEmpty(assetPath))
m_ImportedAssetObject = AssetDatabase.LoadAssetAtPath<InputActionAsset>(assetPath);
}
public void ApplyChanges()
{
m_SerializedObject.ApplyModifiedProperties();
m_SerializedObject.Update();
}
internal void SaveChangesToAsset()
{
// If this is invoked after a domain reload, importAsset will resolve itself.
// However, if the asset do not exist importedAsset will be null and we cannot complete the operation.
if (importedAsset == null)
throw new Exception("Unable to save changes. Associated asset does not exist.");
SaveAsset(path, m_AssetObjectForEditing.ToJson());
SetDirty(false);
}
/// <summary>
/// Saves an asset to the given <c>assetPath</c> with file content corresponding to <c>assetJson</c>
/// if the current content of the asset given by <c>assetPath</c> is different or the asset do not exist.
/// </summary>
/// <param name="assetPath">Destination asset path.</param>
/// <param name="assetJson">The JSON file content to be written to the asset.</param>
/// <returns><c>true</c> if the asset was successfully modified or created, else <c>false</c>.</returns>
internal static bool SaveAsset(string assetPath, string assetJson)
{
var existingJson = File.Exists(assetPath) ? File.ReadAllText(assetPath) : string.Empty;
// Return immediately if file content has not changed, i.e. touching the file would not yield a difference.
if (assetJson == existingJson)
return false;
// Attempt to write asset to disc (including checkout the file) and inform the user if this fails.
if (EditorHelpers.WriteAsset(assetPath, assetJson))
return true;
Debug.LogError($"Unable save asset to \"{assetPath}\" since the asset-path could not be checked-out as editable in the underlying version-control system.");
return false;
}
public void MarkDirty()
{
SetDirty(true);
}
public void UpdateAssetDirtyState()
{
m_SerializedObject.Update();
SetDirty(m_AssetObjectForEditing.ToJson() != importedAsset.ToJson()); // TODO Why not using cached version?
}
private void SetDirty(bool newValue)
{
m_IsDirty = newValue;
if (onDirtyChanged != null)
onDirtyChanged(newValue);
}
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// UI that edits the properties of an <see cref="InputAction"/>.
/// </summary>
/// <remarks>
/// Right-most pane in <see cref="InputActionEditorWindow"/> when an action is selected.
/// </remarks>
internal class InputActionPropertiesView : PropertiesViewBase
{
public static FourCC k_PropertiesChanged => new FourCC("PROP");
public InputActionPropertiesView(SerializedProperty actionProperty, Action<FourCC> onChange = null)
: base("Action", actionProperty, onChange, actionProperty.FindPropertyRelative("m_ExpectedControlType").stringValue)
{
m_ExpectedControlTypeProperty = actionProperty.FindPropertyRelative(nameof(InputAction.m_ExpectedControlType));
m_ActionTypeProperty = actionProperty.FindPropertyRelative(nameof(InputAction.m_Type));
m_ActionFlagsProperty = actionProperty.FindPropertyRelative(nameof(InputAction.m_Flags));
m_SelectedActionType = (InputActionType)m_ActionTypeProperty.intValue;
m_WantsInitialStateCheck = (m_ActionFlagsProperty.intValue & (int)InputAction.ActionFlags.WantsInitialStateCheck) != 0;
BuildControlTypeList();
m_SelectedControlType = Array.IndexOf(m_ControlTypeList, m_ExpectedControlTypeProperty.stringValue);
if (m_SelectedControlType == -1)
m_SelectedControlType = 0;
if (s_ControlTypeLabel == null)
s_ControlTypeLabel = EditorGUIUtility.TrTextContent("Control Type", m_ExpectedControlTypeProperty.GetTooltip());
if (s_ActionTypeLabel == null)
s_ActionTypeLabel = EditorGUIUtility.TrTextContent("Action Type", m_ActionTypeProperty.GetTooltip());
if (s_WantsInitialStateCheckLabel == null)
s_WantsInitialStateCheckLabel = EditorGUIUtility.TrTextContent("Initial State Check",
"Whether in the next input update after the action was enabled, the action should "
+ "immediately trigger if any of its bound controls are currently in a non-default state. "
+ "This check happens implicitly for Value actions but can be explicitly enabled for Button and Pass-Through actions.");
}
protected override void DrawGeneralProperties()
{
EditorGUI.BeginChangeCheck();
m_SelectedActionType = EditorGUILayout.EnumPopup(s_ActionTypeLabel, m_SelectedActionType);
if ((InputActionType)m_SelectedActionType != InputActionType.Button)
m_SelectedControlType = EditorGUILayout.Popup(s_ControlTypeLabel, m_SelectedControlType, m_ControlTypeOptions);
if ((InputActionType)m_SelectedActionType != InputActionType.Value)
m_WantsInitialStateCheck = EditorGUILayout.Toggle(s_WantsInitialStateCheckLabel, m_WantsInitialStateCheck);
if (EditorGUI.EndChangeCheck())
{
if ((InputActionType)m_SelectedActionType == InputActionType.Button)
m_ExpectedControlTypeProperty.stringValue = "Button";
else if (m_SelectedControlType == 0)
m_ExpectedControlTypeProperty.stringValue = string.Empty;
else
m_ExpectedControlTypeProperty.stringValue = m_ControlTypeList[m_SelectedControlType];
m_ActionTypeProperty.intValue = (int)(InputActionType)m_SelectedActionType;
if (m_WantsInitialStateCheck)
m_ActionFlagsProperty.intValue |= (int)InputAction.ActionFlags.WantsInitialStateCheck;
else
m_ActionFlagsProperty.intValue &= ~(int)InputAction.ActionFlags.WantsInitialStateCheck;
m_ActionTypeProperty.serializedObject.ApplyModifiedProperties();
UpdateProcessors(m_ExpectedControlTypeProperty.stringValue);
onChange(k_PropertiesChanged);
}
}
private void BuildControlTypeList()
{
var types = new List<string>();
var allLayouts = InputSystem.s_Manager.m_Layouts;
foreach (var layoutName in allLayouts.layoutTypes.Keys)
{
if (EditorInputControlLayoutCache.TryGetLayout(layoutName).hideInUI)
continue;
// If the action type is InputActionType.Value, skip button controls.
var type = allLayouts.layoutTypes[layoutName];
if ((InputActionType)m_SelectedActionType == InputActionType.Value &&
typeof(ButtonControl).IsAssignableFrom(type))
continue;
////TODO: skip aliases
if (typeof(InputControl).IsAssignableFrom(type) &&
!typeof(InputDevice).IsAssignableFrom(type))
{
types.Add(layoutName);
}
}
// Sort alphabetically.
types.Sort((a, b) => string.Compare(a, b, StringComparison.OrdinalIgnoreCase));
// Make sure "Any" is always topmost entry.
types.Insert(0, "Any");
m_ControlTypeList = types.ToArray();
m_ControlTypeOptions = m_ControlTypeList.Select(x => new GUIContent(ObjectNames.NicifyVariableName(x)))
.ToArray();
}
private readonly SerializedProperty m_ExpectedControlTypeProperty;
private readonly SerializedProperty m_ActionTypeProperty;
private readonly SerializedProperty m_ActionFlagsProperty;
private string m_ExpectedControlLayout;
private string[] m_ControlTypeList;
private GUIContent[] m_ControlTypeOptions;
private int m_SelectedControlType;
private Enum m_SelectedActionType;
private bool m_WantsInitialStateCheck;
private static GUIContent s_ActionTypeLabel;
private static GUIContent s_ControlTypeLabel;
private static GUIContent s_WantsInitialStateCheckLabel;
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine.InputSystem.Editor.Lists;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
////REVIEW: when we start with a blank tree view state, we should initialize the control picker to select the control currently
//// selected by the path property
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// UI for editing properties of an <see cref="InputBinding"/>. Right-most pane in action editor when
/// binding is selected in middle pane.
/// </summary>
internal class InputBindingPropertiesView : PropertiesViewBase, IDisposable
{
public static FourCC k_GroupsChanged => new FourCC("GRPS");
public static FourCC k_PathChanged => new FourCC("PATH");
public static FourCC k_CompositeTypeChanged => new FourCC("COMP");
public static FourCC k_CompositePartAssignmentChanged => new FourCC("PART");
public InputBindingPropertiesView(
SerializedProperty bindingProperty,
Action<FourCC> onChange = null,
InputControlPickerState controlPickerState = null,
string expectedControlLayout = null,
ReadOnlyArray<InputControlScheme> controlSchemes = new ReadOnlyArray<InputControlScheme>(),
IEnumerable<string> controlPathsToMatch = null)
: base(InputActionSerializationHelpers.IsCompositeBinding(bindingProperty) ? "Composite" : "Binding",
bindingProperty, onChange, expectedControlLayout)
{
m_BindingProperty = bindingProperty;
m_GroupsProperty = bindingProperty.FindPropertyRelative("m_Groups");
m_PathProperty = bindingProperty.FindPropertyRelative("m_Path");
m_BindingGroups = m_GroupsProperty.stringValue
.Split(new[] {InputBinding.Separator}, StringSplitOptions.RemoveEmptyEntries).ToList();
m_ExpectedControlLayout = expectedControlLayout;
m_ControlSchemes = controlSchemes;
var flags = (InputBinding.Flags)bindingProperty.FindPropertyRelative("m_Flags").intValue;
m_IsPartOfComposite = (flags & InputBinding.Flags.PartOfComposite) != 0;
m_IsComposite = (flags & InputBinding.Flags.Composite) != 0;
// Set up control picker for m_Path. Not needed if the binding is a composite.
if (!m_IsComposite)
{
m_ControlPickerState = controlPickerState ?? new InputControlPickerState();
m_ControlPathEditor = new InputControlPathEditor(m_PathProperty, m_ControlPickerState, OnPathChanged);
m_ControlPathEditor.SetExpectedControlLayout(m_ExpectedControlLayout);
if (controlPathsToMatch != null)
m_ControlPathEditor.SetControlPathsToMatch(controlPathsToMatch);
}
}
public void Dispose()
{
m_ControlPathEditor?.Dispose();
}
protected override void DrawGeneralProperties()
{
var currentPath = m_PathProperty.stringValue;
InputSystem.OnDrawCustomWarningForBindingPath(currentPath);
if (m_IsComposite)
{
if (m_CompositeParameters == null)
InitializeCompositeProperties();
// Composite type dropdown.
var selectedCompositeType = EditorGUILayout.Popup(s_CompositeTypeLabel, m_SelectedCompositeType, m_CompositeTypeOptions);
if (selectedCompositeType != m_SelectedCompositeType)
{
m_SelectedCompositeType = selectedCompositeType;
OnCompositeTypeChanged();
}
// Composite parameters.
m_CompositeParameters.OnGUI();
}
else
{
// Path.
m_ControlPathEditor.OnGUI();
// Composite part.
if (m_IsPartOfComposite)
{
if (m_CompositeParts == null)
InitializeCompositePartProperties();
var selectedPart = EditorGUILayout.Popup(s_CompositePartAssignmentLabel, m_SelectedCompositePart,
m_CompositePartOptions);
if (selectedPart != m_SelectedCompositePart)
{
m_SelectedCompositePart = selectedPart;
OnCompositePartAssignmentChanged();
}
}
// Show the specific controls which match the current path
DrawMatchingControlPaths();
// Control scheme matrix.
DrawUseInControlSchemes();
}
}
/// <summary>
/// Used to keep track of which foldouts are expanded.
/// </summary>
private static bool showMatchingLayouts = false;
private static Dictionary<string, bool> showMatchingChildLayouts = new Dictionary<string, bool>();
private static void DrawMatchingControlPaths(List<MatchingControlPath> matchingControlPaths)
{
foreach (var matchingControlPath in matchingControlPaths)
{
bool showLayout = false;
EditorGUI.indentLevel++;
var text = $"{matchingControlPath.deviceName} > {matchingControlPath.controlName}";
if (matchingControlPath.children.Count() > 0 && !matchingControlPath.isRoot)
{
showMatchingChildLayouts.TryGetValue(matchingControlPath.deviceName, out showLayout);
showMatchingChildLayouts[matchingControlPath.deviceName] = EditorGUILayout.Foldout(showLayout, text);
}
else
{
EditorGUILayout.LabelField(text);
}
showLayout |= matchingControlPath.isRoot;
if (showLayout)
DrawMatchingControlPaths(matchingControlPath.children);
EditorGUI.indentLevel--;
}
}
/// <summary>
/// Finds all registered control paths implemented by concrete classes which match the current binding path and renders it.
/// </summary>
private void DrawMatchingControlPaths()
{
bool controlPathUsagePresent = false;
List<MatchingControlPath> matchingControlPaths = MatchingControlPath.CollectMatchingControlPaths(m_ControlPathEditor.pathProperty.stringValue, showMatchingLayouts, ref controlPathUsagePresent);
if (matchingControlPaths == null || matchingControlPaths.Count != 0)
{
EditorGUILayout.BeginVertical();
showMatchingLayouts = EditorGUILayout.Foldout(showMatchingLayouts, "Derived Bindings");
if (showMatchingLayouts)
{
if (matchingControlPaths == null)
{
if (controlPathUsagePresent)
EditorGUILayout.HelpBox("No registered controls match this current binding. Some controls are only registered at runtime.", MessageType.Warning);
else
EditorGUILayout.HelpBox("No other registered controls match this current binding. Some controls are only registered at runtime.", MessageType.Warning);
}
else
{
DrawMatchingControlPaths(matchingControlPaths);
}
}
EditorGUILayout.EndVertical();
}
}
/// <summary>
/// Draw control scheme matrix that allows selecting which control schemes a particular
/// binding appears in.
/// </summary>
private void DrawUseInControlSchemes()
{
if (m_ControlSchemes.Count <= 0)
return;
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_UseInControlSchemesLAbel, EditorStyles.boldLabel);
EditorGUILayout.BeginVertical();
foreach (var scheme in m_ControlSchemes)
{
EditorGUI.BeginChangeCheck();
var result = EditorGUILayout.Toggle(scheme.name, m_BindingGroups.Contains(scheme.bindingGroup));
if (EditorGUI.EndChangeCheck())
{
if (result)
{
m_BindingGroups.Add(scheme.bindingGroup);
}
else
{
m_BindingGroups.Remove(scheme.bindingGroup);
}
OnBindingGroupsChanged();
}
}
EditorGUILayout.EndVertical();
}
private void InitializeCompositeProperties()
{
// Find name of current composite.
var path = m_PathProperty.stringValue;
var compositeNameAndParameters = NameAndParameters.Parse(path);
var compositeName = compositeNameAndParameters.name;
var compositeType = InputBindingComposite.s_Composites.LookupTypeRegistration(compositeName);
// Collect all possible composite types.
var selectedCompositeIndex = -1;
var compositeTypeOptionsList = new List<GUIContent>();
var compositeTypeList = new List<string>();
var currentIndex = 0;
foreach (var composite in InputBindingComposite.s_Composites.internedNames.Where(x =>
!InputBindingComposite.s_Composites.aliases.Contains(x)).OrderBy(x => x))
{
if (!string.IsNullOrEmpty(m_ExpectedControlLayout))
{
var valueType = InputBindingComposite.GetValueType(composite);
if (valueType != null &&
!InputControlLayout.s_Layouts.ValueTypeIsAssignableFrom(
new InternedString(m_ExpectedControlLayout), valueType))
continue;
}
if (InputBindingComposite.s_Composites.LookupTypeRegistration(composite) == compositeType)
selectedCompositeIndex = currentIndex;
var name = ObjectNames.NicifyVariableName(composite);
compositeTypeOptionsList.Add(new GUIContent(name));
compositeTypeList.Add(composite);
++currentIndex;
}
// If the current composite type isn't a registered type, add it to the list as
// an extra option.
if (selectedCompositeIndex == -1)
{
selectedCompositeIndex = compositeTypeList.Count;
compositeTypeOptionsList.Add(new GUIContent(ObjectNames.NicifyVariableName(compositeName)));
compositeTypeList.Add(compositeName);
}
m_CompositeTypes = compositeTypeList.ToArray();
m_CompositeTypeOptions = compositeTypeOptionsList.ToArray();
m_SelectedCompositeType = selectedCompositeIndex;
// Initialize parameters.
m_CompositeParameters = new ParameterListView
{
onChange = OnCompositeParametersModified
};
if (compositeType != null)
m_CompositeParameters.Initialize(compositeType, compositeNameAndParameters.parameters);
}
private void InitializeCompositePartProperties()
{
var currentCompositePart = m_BindingProperty.FindPropertyRelative("m_Name").stringValue;
////REVIEW: this makes a lot of assumptions about the serialized data based on the one property we've been given in the ctor
// Determine the name of the current composite type that the part belongs to.
var bindingArrayProperty = m_BindingProperty.GetArrayPropertyFromElement();
var partBindingIndex = InputActionSerializationHelpers.GetIndex(bindingArrayProperty, m_BindingProperty);
var compositeBindingIndex =
InputActionSerializationHelpers.GetCompositeStartIndex(bindingArrayProperty, partBindingIndex);
if (compositeBindingIndex == -1)
return;
var compositeBindingProperty = bindingArrayProperty.GetArrayElementAtIndex(compositeBindingIndex);
var compositePath = compositeBindingProperty.FindPropertyRelative("m_Path").stringValue;
var compositeNameAndParameters = NameAndParameters.Parse(compositePath);
// Initialize option list from all parts available for the composite.
var optionList = new List<GUIContent>();
var nameList = new List<string>();
var currentIndex = 0;
var selectedPartNameIndex = -1;
foreach (var partName in InputBindingComposite.GetPartNames(compositeNameAndParameters.name))
{
if (partName.Equals(currentCompositePart, StringComparison.InvariantCultureIgnoreCase))
selectedPartNameIndex = currentIndex;
var niceName = ObjectNames.NicifyVariableName(partName);
optionList.Add(new GUIContent(niceName));
nameList.Add(partName);
++currentIndex;
}
// If currently selected part is not in list, add it as an option.
if (selectedPartNameIndex == -1)
{
selectedPartNameIndex = nameList.Count;
optionList.Add(new GUIContent(ObjectNames.NicifyVariableName(currentCompositePart)));
nameList.Add(currentCompositePart);
}
m_CompositeParts = nameList.ToArray();
m_CompositePartOptions = optionList.ToArray();
m_SelectedCompositePart = selectedPartNameIndex;
}
private void OnCompositeParametersModified()
{
Debug.Assert(m_CompositeParameters != null);
var path = m_PathProperty.stringValue;
var nameAndParameters = NameAndParameters.Parse(path);
nameAndParameters.parameters = m_CompositeParameters.GetParameters();
m_PathProperty.stringValue = nameAndParameters.ToString();
m_PathProperty.serializedObject.ApplyModifiedProperties();
OnPathChanged();
}
private void OnBindingGroupsChanged()
{
m_GroupsProperty.stringValue = string.Join(InputBinding.kSeparatorString, m_BindingGroups.ToArray());
m_GroupsProperty.serializedObject.ApplyModifiedProperties();
onChange?.Invoke(k_GroupsChanged);
}
private void OnPathChanged()
{
m_BindingProperty.serializedObject.ApplyModifiedProperties();
onChange?.Invoke(k_PathChanged);
}
private void OnCompositeTypeChanged()
{
var nameAndParameters = new NameAndParameters
{
name = m_CompositeTypes[m_SelectedCompositeType],
parameters = m_CompositeParameters.GetParameters()
};
InputActionSerializationHelpers.ChangeCompositeBindingType(m_BindingProperty, nameAndParameters);
m_PathProperty.serializedObject.ApplyModifiedProperties();
onChange?.Invoke(k_CompositeTypeChanged);
}
private void OnCompositePartAssignmentChanged()
{
m_BindingProperty.FindPropertyRelative("m_Name").stringValue = m_CompositeParts[m_SelectedCompositePart];
m_BindingProperty.serializedObject.ApplyModifiedProperties();
onChange?.Invoke(k_CompositePartAssignmentChanged);
}
private readonly bool m_IsComposite;
private ParameterListView m_CompositeParameters;
private int m_SelectedCompositeType;
private GUIContent[] m_CompositeTypeOptions;
private string[] m_CompositeTypes;
private int m_SelectedCompositePart;
private GUIContent[] m_CompositePartOptions;
private string[] m_CompositeParts;
private readonly SerializedProperty m_GroupsProperty;
private readonly SerializedProperty m_BindingProperty;
private readonly SerializedProperty m_PathProperty;
private readonly InputControlPickerState m_ControlPickerState;
private readonly InputControlPathEditor m_ControlPathEditor;
private static readonly GUIContent s_CompositeTypeLabel = EditorGUIUtility.TrTextContent("Composite Type",
"Type of composite. Allows changing the composite type retroactively. Doing so will modify the bindings that are part of the composite.");
private static readonly GUIContent s_UseInControlSchemesLAbel = EditorGUIUtility.TrTextContent("Use in control scheme",
"In which control schemes the binding is active. A binding can be used by arbitrary many control schemes. If a binding is not "
+ "assigned to a specific control schemes, it is active in all of them.");
private static readonly GUIContent s_CompositePartAssignmentLabel = EditorGUIUtility.TrTextContent(
"Composite Part",
"The named part of the composite that the binding is assigned to. Multiple bindings may be assigned the same part. All controls from "
+ "all bindings that are assigned the same part will collectively feed values into that part of the composite.");
private ReadOnlyArray<InputControlScheme> m_ControlSchemes;
private readonly List<string> m_BindingGroups;
private readonly string m_ExpectedControlLayout;
}
}
#endif // UNITY_EDITOR

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#if UNITY_EDITOR
using System;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.Editor.Lists
{
/// <summary>
/// A <see cref="ReorderableList"/> to manage a set of name-and-parameter pairs and a <see cref="ParameterListView"/>
/// to edit the parameters of the currently selected pair.
/// </summary>
/// <remarks>
/// Produces output that can be consumed by <see cref="NameAndParameters.ParseMultiple"/>.
/// </remarks>
internal abstract class NameAndParameterListView
{
protected NameAndParameterListView(SerializedProperty property, Action applyAction, string expectedControlLayout, TypeTable listOptions, Func<Type, Type> getValueType, string itemName)
{
m_ItemName = itemName;
m_GetValueType = getValueType;
m_DeleteButton = EditorGUIUtility.TrIconContent("Toolbar Minus", $"Delete {itemName}");
m_UpButton = EditorGUIUtility.TrIconContent(GUIHelpers.LoadIcon("ChevronUp"), $"Move {itemName} up");
m_DownButton = EditorGUIUtility.TrIconContent(GUIHelpers.LoadIcon("ChevronDown"), $"Move {itemName} down");
m_Property = property;
m_Apply = applyAction;
m_ListOptions = listOptions;
m_ExpectedControlLayout = expectedControlLayout;
if (!string.IsNullOrEmpty(m_ExpectedControlLayout))
m_ExpectedValueType = EditorInputControlLayoutCache.GetValueType(m_ExpectedControlLayout);
m_ParametersForEachListItem = NameAndParameters.ParseMultiple(m_Property.stringValue).ToArray();
m_EditableParametersForEachListItem = new ParameterListView[m_ParametersForEachListItem.Length];
for (var i = 0; i < m_ParametersForEachListItem.Length; i++)
{
m_EditableParametersForEachListItem[i] = new ParameterListView { onChange = OnParametersChanged };
var typeName = m_ParametersForEachListItem[i].name;
var rowType = m_ListOptions.LookupTypeRegistration(typeName);
m_EditableParametersForEachListItem[i].Initialize(rowType, m_ParametersForEachListItem[i].parameters);
var name = ObjectNames.NicifyVariableName(typeName);
////REVIEW: finding this kind of stuff should probably have better support globally on the asset; e.g. some
//// notification that pops up and allows fixing all occurrences in one click
// Find out if we still support this option and indicate it in the list, if we don't.
if (rowType == null)
name += " (Obsolete)";
else if (m_ExpectedValueType != null)
{
var valueType = getValueType(rowType);
if (valueType != null && !m_ExpectedValueType.IsAssignableFrom(valueType))
name += " (Incompatible Value Type)";
}
m_EditableParametersForEachListItem[i].name = name;
}
}
public void OnAddDropdown(Rect r)
{
// Add only original names to the menu and not aliases.
var menu = new GenericMenu();
foreach (var name in m_ListOptions.internedNames.Where(x => !m_ListOptions.ShouldHideInUI(x)).OrderBy(x => x.ToString()))
{
// Skip if not compatible with value type.
if (m_ExpectedValueType != null)
{
var type = m_ListOptions.LookupTypeRegistration(name);
var valueType = m_GetValueType(type);
if (valueType != null && !m_ExpectedValueType.IsAssignableFrom(valueType))
continue;
}
var niceName = ObjectNames.NicifyVariableName(name);
menu.AddItem(new GUIContent(niceName), false, OnAddElement, name.ToString());
}
menu.ShowAsContext();
}
private void OnAddElement(object data)
{
var name = (string)data;
ArrayHelpers.Append(ref m_ParametersForEachListItem,
new NameAndParameters {name = name});
ArrayHelpers.Append(ref m_EditableParametersForEachListItem,
new ParameterListView { onChange = OnParametersChanged });
var index = m_EditableParametersForEachListItem.Length - 1;
var typeName = m_ParametersForEachListItem[index].name;
var rowType = m_ListOptions.LookupTypeRegistration(typeName);
m_EditableParametersForEachListItem[index].Initialize(rowType, m_ParametersForEachListItem[index].parameters);
m_EditableParametersForEachListItem[index].name = ObjectNames.NicifyVariableName(name);
m_Apply();
}
private void OnParametersChanged()
{
for (var i = 0; i < m_ParametersForEachListItem.Length; i++)
{
m_ParametersForEachListItem[i] = new NameAndParameters
{
name = m_ParametersForEachListItem[i].name,
parameters = m_EditableParametersForEachListItem[i].GetParameters(),
};
}
m_Apply();
}
private static class Styles
{
public static readonly GUIStyle s_FoldoutStyle = new GUIStyle("foldout").WithFontStyle(FontStyle.Bold);
public static readonly GUIStyle s_UpDownButtonStyle = new GUIStyle("label").WithFixedWidth(12).WithFixedHeight(12).WithPadding(new RectOffset());
}
private void SwapEntry(int oldIndex, int newIndex)
{
MemoryHelpers.Swap(ref m_ParametersForEachListItem[oldIndex], ref m_ParametersForEachListItem[newIndex]);
MemoryHelpers.Swap(ref m_EditableParametersForEachListItem[oldIndex], ref m_EditableParametersForEachListItem[newIndex]);
m_Apply();
}
public void OnGUI()
{
if (m_EditableParametersForEachListItem == null || m_EditableParametersForEachListItem.Length == 0)
{
using (new EditorGUI.DisabledScope(true))
{
EditorGUI.indentLevel++;
EditorGUILayout.LabelField($"No {m_ItemName}s have been added.");
EditorGUI.indentLevel--;
}
}
else
for (var i = 0; i < m_EditableParametersForEachListItem.Length; i++)
{
var editableParams = m_EditableParametersForEachListItem[i];
EditorGUILayout.BeginHorizontal();
if (editableParams.hasUIToShow)
editableParams.visible = EditorGUILayout.Foldout(editableParams.visible, editableParams.name, true, Styles.s_FoldoutStyle);
else
{
GUILayout.Space(16);
EditorGUILayout.LabelField(editableParams.name, EditorStyles.boldLabel);
}
GUILayout.FlexibleSpace();
using (new EditorGUI.DisabledScope(i == 0))
{
if (GUILayout.Button(m_UpButton, Styles.s_UpDownButtonStyle))
SwapEntry(i, i - 1);
}
using (new EditorGUI.DisabledScope(i == m_EditableParametersForEachListItem.Length - 1))
{
if (GUILayout.Button(m_DownButton, Styles.s_UpDownButtonStyle))
SwapEntry(i, i + 1);
}
if (GUILayout.Button(m_DeleteButton, EditorStyles.label))
{
// Unfocus controls, because otherwise, the editor can get confused and have text from a text field
// on the deleted item leak to a different field.
GUI.FocusControl(null);
ArrayHelpers.EraseAt(ref m_ParametersForEachListItem, i);
ArrayHelpers.EraseAt(ref m_EditableParametersForEachListItem, i);
m_Apply();
GUIUtility.ExitGUI();
}
EditorGUILayout.EndHorizontal();
if (editableParams.visible)
{
EditorGUI.indentLevel++;
editableParams.OnGUI();
EditorGUI.indentLevel--;
}
GUIHelpers.DrawLineSeparator();
}
}
public string ToSerializableString()
{
if (m_ParametersForEachListItem == null)
return string.Empty;
return string.Join(NamedValue.Separator,
m_ParametersForEachListItem.Select(x => x.ToString()).ToArray());
}
private Func<Type, Type> m_GetValueType;
private SerializedProperty m_Property;
private readonly TypeTable m_ListOptions;
private readonly string m_ExpectedControlLayout;
private readonly Type m_ExpectedValueType;
private readonly GUIContent m_DeleteButton;
private readonly GUIContent m_UpButton;
private readonly GUIContent m_DownButton;
private NameAndParameters[] m_ParametersForEachListItem;
private ParameterListView[] m_EditableParametersForEachListItem;
private readonly Action m_Apply;
private string m_ItemName;
}
/// <summary>
/// A list of processors and their parameters.
/// </summary>
internal class ProcessorsListView : NameAndParameterListView
{
public ProcessorsListView(SerializedProperty property, Action applyAction, string expectedControlLayout)
: base(property, applyAction, expectedControlLayout, InputProcessor.s_Processors, InputProcessor.GetValueTypeFromType, "Processor")
{
}
}
/// <summary>
/// A list view of interactions and their parameters.
/// </summary>
internal class InteractionsListView : NameAndParameterListView
{
public InteractionsListView(SerializedProperty property, Action applyAction, string expectedControlLayout)
: base(property, applyAction, expectedControlLayout, InputInteraction.s_Interactions, InputInteraction.GetValueType, "Interaction")
{
}
}
}
#endif // UNITY_EDITOR

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