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#if UNITY_EDITOR
namespace UnityEngine.InputSystem.Editor
{
// For clarity, the tables below indicate the callback sequences of the asset modification processor and
// asset post-processor for various user operations done on assets.
//
// User operation: Callback sequence:
// ----------------------------------------------------------------------------------------
// Save Imported(s)
// Delete OnWillDelete(s), Deleted(s)
// Copy Imported(s)
// Rename OnWillMove(s,d), Imported(d), Moved(s,d)
// Move (drag) / Cut+Paste OnWillMove(s,d), Moved(s,d)
// ------------------------------------------------------------------------------------------------------------
//
// User operation: Callback/call sequence:
// ------------------------------------------------------------------------------------------------------------
// Save Imported(s)
// Delete OnWillDelete(s), Deleted(s)
// Copy Imported(s), Fix(s), Imported(s)
// Rename OnWillMove(s,d), Imported(d), Fix(d), Moved(s,d), Imported(d)
// Move(drag) / Cut+Paste OnWillMove(s,d), Moved(s,d)
// ------------------------------------------------------------------------------------------------------------
// Note that as stated in table above, JSON name changes (called "Fix" above) will only be executed when either
// Copying, Renaming within the editor. For all other operations the name and file name would not differ.
//
// External user operation: Callback/call sequence:
// ------------------------------------------------------------------------------------------------------------
// Save Imported(s)
// Delete Deleted(s)
// Copy Imported(s)
// Rename Imported(d), Deleted(s)
// Move(drag) / Cut+Paste Imported(d), Deleted(s)
// ------------------------------------------------------------------------------------------------------------
/// <summary>
/// Callback interface for monitoring changes to assets.
/// </summary>
internal interface IAssetObserver
{
/// <summary>
/// Callback triggered when the associated asset is imported.
/// </summary>
void OnAssetImported();
/// <summary>
/// Callback triggered when the associated asset is moved.
/// </summary>
void OnAssetMoved();
/// <summary>
/// Callback triggered when the associated asset is deleted.
/// </summary>
void OnAssetDeleted();
}
/// <summary>
/// Interface representing an editor capable of editing <c>InputActionAsset</c> instances associated
/// with an asset file in the Asset Database (ADB).
/// </summary>
internal interface IInputActionAssetEditor : IAssetObserver
{
/// <summary>
/// A read-only string representation of the asset GUID associated with the asset being edited.
/// </summary>
string assetGUID { get; }
/// <summary>
/// Returns whether the editor has unsaved changes compared to the associated imported source asset.
/// </summary>
bool isDirty { get; }
}
}
#endif // UNITY_EDITOR

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fileFormatVersion: 2
guid: 2603947746e342918fcad117e9ce6db6
timeCreated: 1709021101

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using UnityEditor;
namespace UnityEngine.InputSystem.Editor
{
// We want an empty editor in the inspector. Editing happens in a dedicated window.
[CustomEditor(typeof(InputActionAsset))]
internal class InputActionAssetEditor : UnityEditor.Editor
{
protected override void OnHeaderGUI()
{
}
public override void OnInspectorGUI()
{
}
#region Support abstract editor registration
private static readonly List<Type> s_EditorTypes = new List<Type>();
// Registers an asset editor type for receiving asset modification callbacks.
public static void RegisterType<T>() where T : IInputActionAssetEditor
{
if (!s_EditorTypes.Contains(typeof(T)))
s_EditorTypes.Add(typeof(T));
}
// Unregisters an asset editor type from receiving asset modification callbacks.
public static void UnregisterType<T>() where T : IInputActionAssetEditor
{
s_EditorTypes.Remove(typeof(T));
}
public static T FindOpenEditor<T>(string path) where T : EditorWindow
{
var openEditors = FindAllEditorsForPath(path);
foreach (var openEditor in openEditors)
{
if (openEditor.GetType() == typeof(T))
return (T)openEditor;
}
return null;
}
// Finds all asset editors associated with the asset given by path.
public static IInputActionAssetEditor[] FindAllEditorsForPath(string path)
{
var guid = AssetDatabase.AssetPathToGUID(path);
return guid != null ? FindAllEditors((editor) => editor.assetGUID == guid) :
Array.Empty<IInputActionAssetEditor>();
}
// Finds all asset editors fulfilling the given predicate.
public static IInputActionAssetEditor[] FindAllEditors(Predicate<IInputActionAssetEditor> predicate = null)
{
List<IInputActionAssetEditor> editors = null;
foreach (var type in s_EditorTypes)
editors = FindAllEditors(type, predicate, editors);
return editors != null ? editors.ToArray() : Array.Empty<IInputActionAssetEditor>();
}
private static List<IInputActionAssetEditor> FindAllEditors(Type type,
Predicate<IInputActionAssetEditor> predicate = null,
List<IInputActionAssetEditor> result = null)
{
if (result == null)
result = new List<IInputActionAssetEditor>();
var editors = Resources.FindObjectsOfTypeAll(type);
foreach (var editor in editors)
{
if (editor is IInputActionAssetEditor actionsAssetEditor && (predicate == null || predicate(actionsAssetEditor)))
result.Add(actionsAssetEditor);
}
return result;
}
#endregion
#region Asset modification processor to intercept Unity editor move or delete operations
// Asset modification processor designed to handle the following scenarios:
// - When an asset is about to get deleted, evaluate if there is a pending unsaved edited copy of the asset
// open in any associated editor and in this case, prompt the user that there are unsaved changes and allow
// the user to cancel the operation and allow to save the pending changes or confirm to delete the asset and
// discard the pending unsaved changes (via OnAssetDeleted() notification).
// - If the asset being deleted is not open in any editors or any open copies are not modified, no dialog
// prompt is displayed and the asset is deleted.
// - When an asset is about to get moved, notify any editors having the asset open about the move.
//
// See comments further down in this class for expected callback sequences.
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812:AvoidUninstantiatedInternalClasses", Justification = "Intantiated through reflection by Unity")]
private class InputActionAssetModificationProcessor : UnityEditor.AssetModificationProcessor
{
public static AssetDeleteResult OnWillDeleteAsset(string path, RemoveAssetOptions options)
{
if (InputActionImporter.IsInputActionAssetPath(path))
{
// Find any open editors associated to the asset and if any of them holds unsaved changes
// allow the user to discard unsaved changes or cancel deletion.
var editorWithAssetOpen = InputActionAssetEditor.FindAllEditorsForPath(path);
foreach (var editor in editorWithAssetOpen)
{
if (editor.isDirty)
{
var result = Dialog.InputActionAsset.ShowDiscardUnsavedChanges(path);
if (result == Dialog.Result.Cancel)
return AssetDeleteResult.FailedDelete;
break;
}
}
// Notify all associated editors that asset will be deleted
foreach (var editor in editorWithAssetOpen)
editor.OnAssetDeleted();
}
return default;
}
public static AssetMoveResult OnWillMoveAsset(string sourcePath, string destinationPath)
{
if (InputActionImporter.IsInputActionAssetPath(sourcePath))
{
var editorWithAssetOpen = InputActionAssetEditor.FindAllEditorsForPath(sourcePath);
foreach (var editor in editorWithAssetOpen)
editor.OnAssetMoved();
}
return default;
}
}
#endregion
#region Asset post processor to react to internal or external asset import, move, delete events.
// Processor detecting any Unity editor internal or external (file system) changes to an asset and notifies
// any associated asset editors about those changes via callbacks.
//
// Note that any editor classes interested in receiving notifications need to be registered.
//
// For clarity, the tables below indicate the callback sequences of the asset modification processor and
// asset post-processor for various user operations done on assets.
//
// s = source file
// d = destination file
// * = operation may be aborted by user
//
// User operation: Callback sequence:
// ----------------------------------------------------------------------------------------
// Write (Save) Imported(s)
// Delete OnWillDelete(s), Deleted(s)*
// Copy Imported(s)
// Rename OnWillMove(s,d), Imported(d), Moved(s,d)
// Move (drag) / Cut+Paste OnWillMove(s,d), Moved(s,d)
// ------------------------------------------------------------------------------------------------------------
//
// External user operation: Callback/call sequence:
// ------------------------------------------------------------------------------------------------------------
// Save Imported(s)
// Delete Deleted(s)
// Copy Imported(s)
// Rename Imported(d), Deleted(s)
// Move(drag) / Cut+Paste Imported(d), Deleted(s)
// ------------------------------------------------------------------------------------------------------------
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812:AvoidUninstantiatedInternalClasses", Justification = "Intantiated through reflection by Unity")]
private class InputActionAssetPostprocessor : AssetPostprocessor
{
private static bool s_DoNotifyEditorsScheduled;
private static List<string> s_Imported = new List<string>();
private static List<string> s_Deleted = new List<string>();
private static List<string> s_Moved = new List<string>();
private static void Notify(IReadOnlyCollection<string> assets,
IReadOnlyCollection<IInputActionAssetEditor> editors, Action<IInputActionAssetEditor> callback)
{
foreach (var asset in assets)
{
var assetGuid = AssetDatabase.AssetPathToGUID(asset);
foreach (var editor in editors)
{
if (editor.assetGUID != assetGuid)
continue;
try
{
callback(editor);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
}
}
private static void NotifyEditors()
{
try
{
// When the asset is modified outside of the editor and the importer settings are
// visible in the Inspector the asset references in the importer inspector need to be
// force rebuild (otherwise we gets lots of exceptions).
ActiveEditorTracker.sharedTracker.ForceRebuild();
// Unconditionally find all existing editors regardless of associated asset
var editors = InputActionAssetEditor.FindAllEditors();
// Abort if there are no available candidate editors
if (editors == null || editors.Length == 0)
return;
// Notify editors about asset changes
Notify(s_Imported, editors, (editor) => editor.OnAssetImported());
Notify(s_Deleted, editors, (editor) => editor.OnAssetDeleted());
Notify(s_Moved, editors, (editor) => editor.OnAssetMoved());
}
finally
{
s_Imported.Clear();
s_Deleted.Clear();
s_Moved.Clear();
s_DoNotifyEditorsScheduled = false;
}
}
private static void Process(string[] assets, ICollection<string> target)
{
foreach (var asset in assets)
{
// Ignore any assets with non matching extensions
if (!InputActionImporter.IsInputActionAssetPath(asset))
continue;
// Register asset in target collection for delay invocation
target.Add(asset);
// If a notification execution has already been scheduled do nothing apart from registration.
// We do this with delayed execution to avoid excessive updates interfering with ADB.
if (!s_DoNotifyEditorsScheduled)
{
EditorApplication.delayCall += NotifyEditors;
s_DoNotifyEditorsScheduled = true;
}
}
}
// Note: Callback prior to Unity 2021.2 did not provide a boolean indicating domain relaod.
#if UNITY_2021_2_OR_NEWER
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload)
#else
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
string[] movedAssets, string[] movedFromAssetPaths)
#endif
{
Process(importedAssets, s_Imported);
Process(deletedAssets, s_Deleted);
Process(movedAssets, s_Moved);
}
}
#endregion
}
}
#endif // UNITY_EDITOR

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icon: {instanceID: 0}
userData:
assetBundleName:
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#if UNITY_EDITOR
using UnityEditor;
namespace UnityEngine.InputSystem.Editor
{
// Note that non-existing caching here is intentional since icon selected might be theme dependent.
// There is no reason to cache icons unless there is a significant performance impact on the editor.
/// <summary>
/// Provides access to icons associated with <see cref="InputActionAsset"/> and <see cref="InputActionReference"/>.
/// </summary>
internal static class InputActionAssetIconLoader
{
private const string kActionIcon = "Packages/com.unity.inputsystem/InputSystem/Editor/Icons/InputAction.png";
private const string kAssetIcon = "Packages/com.unity.inputsystem/InputSystem/Editor/Icons/InputActionAsset.png";
/// <summary>
/// Attempts to load the icon associated with an <see cref="InputActionAsset"/>.
/// </summary>
/// <returns>Icon resource reference or <code>null</code> if the resource could not be loaded.</returns>
internal static Texture2D LoadAssetIcon()
{
return (Texture2D)EditorGUIUtility.Load(kAssetIcon);
}
/// <summary>
/// Attempts to load the icon associated with an <see cref="InputActionReference"/> sub-asset of an
/// <see cref="InputActionAsset"/>.
/// </summary>
/// <returns>Icon resource reference or <code>null</code> if the resource could not be loaded.</returns>
internal static Texture2D LoadActionIcon()
{
return (Texture2D)EditorGUIUtility.Load(kActionIcon);
}
}
}
#endif // #if UNITY_EDITOR

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fileFormatVersion: 2
guid: 015a929bdae646a99b91b756b998233f
timeCreated: 1698142059

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#if UNITY_EDITOR
using System;
using System.IO;
using System.Linq;
using System.Text;
using UnityEngine.InputSystem.Utilities;
using UnityEditor;
////TODO: option to allow referencing the original asset rather than embedding it
////TODO: emit indexer directly at toplevel so you can more easily look up actions dynamically
////TODO: put the generated code behind #if that depends on input system
////TODO: suffix map properties with Map or Actions (e.g. "PlayerMap" instead of "Player")
////TODO: unify the generated events so that performed, canceled, and started all go into a single event
////TODO: look up actions and maps by ID rather than by name
////TODO: only generate @something if @ is really needed
////TODO: allow having an unnamed or default-named action set which spills actions directly into the toplevel wrapper
////TODO: add cleanup for ActionEvents
////TODO: protect generated wrapper against modifications made to asset
////TODO: make capitalization consistent in the generated code
////TODO: instead of loading from JSON, generate the structure in code
////REVIEW: allow putting *all* of the data from the inputactions asset into the generated class?
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Utility to generate code that makes it easier to work with action sets.
/// </summary>
public static class InputActionCodeGenerator
{
private const int kSpacesPerIndentLevel = 4;
public struct Options
{
public string className { get; set; }
public string namespaceName { get; set; }
public string sourceAssetPath { get; set; }
}
public static string GenerateWrapperCode(InputActionAsset asset, Options options = default)
{
if (asset == null)
throw new ArgumentNullException(nameof(asset));
if (string.IsNullOrEmpty(options.sourceAssetPath))
options.sourceAssetPath = AssetDatabase.GetAssetPath(asset);
if (string.IsNullOrEmpty(options.className) && !string.IsNullOrEmpty(asset.name))
options.className =
CSharpCodeHelpers.MakeTypeName(asset.name);
if (string.IsNullOrEmpty(options.className))
{
if (string.IsNullOrEmpty(options.sourceAssetPath))
throw new ArgumentException("options.sourceAssetPath");
options.className =
CSharpCodeHelpers.MakeTypeName(Path.GetFileNameWithoutExtension(options.sourceAssetPath));
}
var writer = new Writer
{
buffer = new StringBuilder()
};
// Header.
writer.WriteLine(CSharpCodeHelpers.MakeAutoGeneratedCodeHeader("com.unity.inputsystem:InputActionCodeGenerator",
InputSystem.version.ToString(),
options.sourceAssetPath));
// Usings.
writer.WriteLine("using System;");
writer.WriteLine("using System.Collections;");
writer.WriteLine("using System.Collections.Generic;");
writer.WriteLine("using UnityEngine.InputSystem;");
writer.WriteLine("using UnityEngine.InputSystem.Utilities;");
writer.WriteLine("");
// Begin namespace.
var haveNamespace = !string.IsNullOrEmpty(options.namespaceName);
if (haveNamespace)
{
writer.WriteLine($"namespace {options.namespaceName}");
writer.BeginBlock();
}
// Begin class.
writer.WriteLine($"public partial class @{options.className}: IInputActionCollection2, IDisposable");
writer.BeginBlock();
writer.WriteLine($"public InputActionAsset asset {{ get; }}");
// Default constructor.
writer.WriteLine($"public @{options.className}()");
writer.BeginBlock();
writer.WriteLine($"asset = InputActionAsset.FromJson(@\"{asset.ToJson().Replace("\"", "\"\"")}\");");
var maps = asset.actionMaps;
var schemes = asset.controlSchemes;
foreach (var map in maps)
{
var mapName = CSharpCodeHelpers.MakeIdentifier(map.name);
writer.WriteLine($"// {map.name}");
writer.WriteLine($"m_{mapName} = asset.FindActionMap(\"{map.name}\", throwIfNotFound: true);");
foreach (var action in map.actions)
{
var actionName = CSharpCodeHelpers.MakeIdentifier(action.name);
writer.WriteLine($"m_{mapName}_{actionName} = m_{mapName}.FindAction(\"{action.name}\", throwIfNotFound: true);");
}
}
writer.EndBlock();
writer.WriteLine();
writer.WriteLine($"~@{options.className}()");
writer.BeginBlock();
foreach (var map in maps)
{
var mapName = CSharpCodeHelpers.MakeIdentifier(map.name);
writer.WriteLine($"UnityEngine.Debug.Assert(!m_{mapName}.enabled, \"This will cause a leak and performance issues, {options.className}.{mapName}.Disable() has not been called.\");");
}
writer.EndBlock();
writer.WriteLine();
writer.WriteLine("public void Dispose()");
writer.BeginBlock();
writer.WriteLine("UnityEngine.Object.Destroy(asset);");
writer.EndBlock();
writer.WriteLine();
writer.WriteLine("public InputBinding? bindingMask");
writer.BeginBlock();
writer.WriteLine("get => asset.bindingMask;");
writer.WriteLine("set => asset.bindingMask = value;");
writer.EndBlock();
writer.WriteLine();
writer.WriteLine("public ReadOnlyArray<InputDevice>? devices");
writer.BeginBlock();
writer.WriteLine("get => asset.devices;");
writer.WriteLine("set => asset.devices = value;");
writer.EndBlock();
writer.WriteLine();
writer.WriteLine("public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;");
writer.WriteLine();
writer.WriteLine("public bool Contains(InputAction action)");
writer.BeginBlock();
writer.WriteLine("return asset.Contains(action);");
writer.EndBlock();
writer.WriteLine();
writer.WriteLine("public IEnumerator<InputAction> GetEnumerator()");
writer.BeginBlock();
writer.WriteLine("return asset.GetEnumerator();");
writer.EndBlock();
writer.WriteLine();
writer.WriteLine("IEnumerator IEnumerable.GetEnumerator()");
writer.BeginBlock();
writer.WriteLine("return GetEnumerator();");
writer.EndBlock();
writer.WriteLine();
writer.WriteLine("public void Enable()");
writer.BeginBlock();
writer.WriteLine("asset.Enable();");
writer.EndBlock();
writer.WriteLine();
writer.WriteLine("public void Disable()");
writer.BeginBlock();
writer.WriteLine("asset.Disable();");
writer.EndBlock();
writer.WriteLine();
writer.WriteLine("public IEnumerable<InputBinding> bindings => asset.bindings;");
writer.WriteLine();
writer.WriteLine("public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)");
writer.BeginBlock();
writer.WriteLine("return asset.FindAction(actionNameOrId, throwIfNotFound);");
writer.EndBlock();
writer.WriteLine();
writer.WriteLine("public int FindBinding(InputBinding bindingMask, out InputAction action)");
writer.BeginBlock();
writer.WriteLine("return asset.FindBinding(bindingMask, out action);");
writer.EndBlock();
// Action map accessors.
foreach (var map in maps)
{
writer.WriteLine();
writer.WriteLine($"// {map.name}");
var mapName = CSharpCodeHelpers.MakeIdentifier(map.name);
var mapTypeName = CSharpCodeHelpers.MakeTypeName(mapName, "Actions");
// Caching field for action map.
writer.WriteLine($"private readonly InputActionMap m_{mapName};");
writer.WriteLine(string.Format("private List<I{0}> m_{0}CallbackInterfaces = new List<I{0}>();", mapTypeName));
// Caching fields for all actions.
foreach (var action in map.actions)
{
var actionName = CSharpCodeHelpers.MakeIdentifier(action.name);
writer.WriteLine($"private readonly InputAction m_{mapName}_{actionName};");
}
// Struct wrapping access to action set.
writer.WriteLine($"public struct {mapTypeName}");
writer.BeginBlock();
// Constructor.
writer.WriteLine($"private @{options.className} m_Wrapper;");
writer.WriteLine($"public {mapTypeName}(@{options.className} wrapper) {{ m_Wrapper = wrapper; }}");
// Getter for each action.
foreach (var action in map.actions)
{
var actionName = CSharpCodeHelpers.MakeIdentifier(action.name);
writer.WriteLine(
$"public InputAction @{actionName} => m_Wrapper.m_{mapName}_{actionName};");
}
// Action map getter.
writer.WriteLine($"public InputActionMap Get() {{ return m_Wrapper.m_{mapName}; }}");
// Enable/disable methods.
writer.WriteLine("public void Enable() { Get().Enable(); }");
writer.WriteLine("public void Disable() { Get().Disable(); }");
writer.WriteLine("public bool enabled => Get().enabled;");
// Implicit conversion operator.
writer.WriteLine(
$"public static implicit operator InputActionMap({mapTypeName} set) {{ return set.Get(); }}");
// AddCallbacks method.
writer.WriteLine($"public void AddCallbacks(I{mapTypeName} instance)");
writer.BeginBlock();
// Initialize new interface.
writer.WriteLine($"if (instance == null || m_Wrapper.m_{mapTypeName}CallbackInterfaces.Contains(instance)) return;");
writer.WriteLine($"m_Wrapper.m_{mapTypeName}CallbackInterfaces.Add(instance);");
foreach (var action in map.actions)
{
var actionName = CSharpCodeHelpers.MakeIdentifier(action.name);
var actionTypeName = CSharpCodeHelpers.MakeTypeName(action.name);
writer.WriteLine($"@{actionName}.started += instance.On{actionTypeName};");
writer.WriteLine($"@{actionName}.performed += instance.On{actionTypeName};");
writer.WriteLine($"@{actionName}.canceled += instance.On{actionTypeName};");
}
writer.EndBlock();
writer.WriteLine();
// UnregisterCallbacks method.
writer.WriteLine($"private void UnregisterCallbacks(I{mapTypeName} instance)");
writer.BeginBlock();
foreach (var action in map.actions)
{
var actionName = CSharpCodeHelpers.MakeIdentifier(action.name);
var actionTypeName = CSharpCodeHelpers.MakeTypeName(action.name);
writer.WriteLine($"@{actionName}.started -= instance.On{actionTypeName};");
writer.WriteLine($"@{actionName}.performed -= instance.On{actionTypeName};");
writer.WriteLine($"@{actionName}.canceled -= instance.On{actionTypeName};");
}
writer.EndBlock();
writer.WriteLine();
// RemoveCallbacks method.
writer.WriteLine($"public void RemoveCallbacks(I{mapTypeName} instance)");
writer.BeginBlock();
writer.WriteLine($"if (m_Wrapper.m_{mapTypeName}CallbackInterfaces.Remove(instance))");
writer.WriteLine($" UnregisterCallbacks(instance);");
writer.EndBlock();
writer.WriteLine();
// SetCallbacks method.
writer.WriteLine($"public void SetCallbacks(I{mapTypeName} instance)");
writer.BeginBlock();
////REVIEW: this would benefit from having a single callback on InputActions rather than three different endpoints
writer.WriteLine($"foreach (var item in m_Wrapper.m_{mapTypeName}CallbackInterfaces)");
writer.WriteLine($" UnregisterCallbacks(item);");
writer.WriteLine($"m_Wrapper.m_{mapTypeName}CallbackInterfaces.Clear();");
// Initialize new interface.
writer.WriteLine("AddCallbacks(instance);");
writer.EndBlock();
writer.EndBlock();
// Getter for instance of struct.
writer.WriteLine($"public {mapTypeName} @{mapName} => new {mapTypeName}(this);");
}
// Control scheme accessors.
foreach (var scheme in schemes)
{
var identifier = CSharpCodeHelpers.MakeIdentifier(scheme.name);
writer.WriteLine($"private int m_{identifier}SchemeIndex = -1;");
writer.WriteLine($"public InputControlScheme {identifier}Scheme");
writer.BeginBlock();
writer.WriteLine("get");
writer.BeginBlock();
writer.WriteLine($"if (m_{identifier}SchemeIndex == -1) m_{identifier}SchemeIndex = asset.FindControlSchemeIndex(\"{scheme.name}\");");
writer.WriteLine($"return asset.controlSchemes[m_{identifier}SchemeIndex];");
writer.EndBlock();
writer.EndBlock();
}
// Generate interfaces.
foreach (var map in maps)
{
var typeName = CSharpCodeHelpers.MakeTypeName(map.name);
writer.WriteLine($"public interface I{typeName}Actions");
writer.BeginBlock();
foreach (var action in map.actions)
{
var methodName = CSharpCodeHelpers.MakeTypeName(action.name);
writer.WriteLine($"void On{methodName}(InputAction.CallbackContext context);");
}
writer.EndBlock();
}
// End class.
writer.EndBlock();
// End namespace.
if (haveNamespace)
writer.EndBlock();
return writer.buffer.ToString();
}
////TODO: move this to a shared place
internal struct Writer
{
public StringBuilder buffer;
public int indentLevel;
public void BeginBlock()
{
WriteIndent();
buffer.Append("{\n");
++indentLevel;
}
public void EndBlock()
{
--indentLevel;
WriteIndent();
buffer.Append("}\n");
}
public void WriteLine()
{
buffer.Append('\n');
}
public void WriteLine(string text)
{
if (!text.All(char.IsWhiteSpace))
{
WriteIndent();
buffer.Append(text);
}
buffer.Append('\n');
}
public void Write(string text)
{
buffer.Append(text);
}
public void WriteIndent()
{
for (var i = 0; i < indentLevel; ++i)
{
for (var n = 0; n < kSpacesPerIndentLevel; ++n)
buffer.Append(' ');
}
}
}
// Updates the given file with wrapper code generated for the given action sets.
// If the generated code is unchanged, does not touch the file.
// Returns true if the file was touched, false otherwise.
public static bool GenerateWrapperCode(string filePath, InputActionAsset asset, Options options)
{
if (!Path.HasExtension(filePath))
filePath += ".cs";
// Generate code.
var code = GenerateWrapperCode(asset, options);
// Check if the code changed. Don't write if it hasn't.
if (File.Exists(filePath))
{
var existingCode = File.ReadAllText(filePath);
if (existingCode == code || existingCode.WithAllWhitespaceStripped() == code.WithAllWhitespaceStripped())
return false;
}
// Write.
EditorHelpers.CheckOut(filePath);
File.WriteAllText(filePath, code);
return true;
}
}
}
#endif // UNITY_EDITOR

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icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
#if UNITY_2020_2_OR_NEWER
using UnityEditor.AssetImporters;
#else
using UnityEditor.Experimental.AssetImporters;
#endif
using UnityEngine.InputSystem.Utilities;
////FIXME: The importer accesses icons through the asset db (which EditorGUIUtility.LoadIcon falls back on) which will
//// not yet have been imported when the project is imported from scratch; this results in errors in the log and in generic
//// icons showing up for the assets
#pragma warning disable 0649
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Imports an <see cref="InputActionAsset"/> from JSON.
/// </summary>
/// <remarks>
/// Can generate code wrappers for the contained action sets as a convenience.
/// Will not overwrite existing wrappers except if the generated code actually differs.
/// </remarks>
[ScriptedImporter(kVersion, InputActionAsset.Extension)]
internal class InputActionImporter : ScriptedImporter
{
private const int kVersion = 13;
[SerializeField] private bool m_GenerateWrapperCode;
[SerializeField] private string m_WrapperCodePath;
[SerializeField] private string m_WrapperClassName;
[SerializeField] private string m_WrapperCodeNamespace;
private static InlinedArray<Action> s_OnImportCallbacks;
public static event Action onImport
{
add => s_OnImportCallbacks.Append(value);
remove => s_OnImportCallbacks.Remove(value);
}
private static InputActionAsset CreateFromJson(AssetImportContext context)
{
////REVIEW: need to check with version control here?
// Read JSON file.
string content;
try
{
content = File.ReadAllText(EditorHelpers.GetPhysicalPath(context.assetPath));
}
catch (Exception exception)
{
context.LogImportError($"Could not read file '{context.assetPath}' ({exception})");
return null;
}
// Create asset.
var asset = ScriptableObject.CreateInstance<InputActionAsset>();
// Parse JSON and configure asset.
try
{
// Attempt to parse JSON
asset.LoadFromJson(content);
// Make sure action map names are unique within JSON file
var names = new HashSet<string>();
foreach (var map in asset.actionMaps)
{
if (!names.Add(map.name))
{
throw new Exception(
"Unable to parse {context.assetPath} due to duplicate Action Map name: '{map.name}'. Make sure Action Map names are unique within the asset and reattempt import.");
}
}
// Make sure action names are unique within each action map in JSON file
names.Clear();
foreach (var map in asset.actionMaps)
{
foreach (var action in map.actions)
{
if (!names.Add(action.name))
{
throw new Exception(
$"Unable to parse {{context.assetPath}} due to duplicate Action name: '{action.name}' within Action Map '{map.name}'. Make sure Action Map names are unique within the asset and reattempt import.");
}
}
names.Clear();
}
// Force name of asset to be that on the file on disk instead of what may be serialized
// as the 'name' property in JSON. (Unless explicitly given)
asset.name = NameFromAssetPath(context.assetPath);
// Add asset.
////REVIEW: the icons won't change if the user changes skin; not sure it makes sense to differentiate here
context.AddObjectToAsset("<root>", asset, InputActionAssetIconLoader.LoadAssetIcon());
context.SetMainObject(asset);
// Make sure all the elements in the asset have GUIDs and that they are indeed unique.
// Create sub-assets for each action to allow search and editor referencing/picking.
SetupAsset(asset, context.AddObjectToAsset);
}
catch (Exception exception)
{
context.LogImportError($"Could not parse input actions in JSON format from '{context.assetPath}' ({exception})");
DestroyImmediate(asset);
asset = null;
}
return asset;
}
public override void OnImportAsset(AssetImportContext ctx)
{
if (ctx == null)
throw new ArgumentNullException(nameof(ctx));
foreach (var callback in s_OnImportCallbacks)
callback();
var asset = CreateFromJson(ctx);
if (asset == null)
return;
if (m_GenerateWrapperCode)
GenerateWrapperCode(ctx, asset, m_WrapperCodeNamespace, m_WrapperClassName, m_WrapperCodePath);
}
internal static void SetupAsset(InputActionAsset asset)
{
SetupAsset(asset, (identifier, subAsset, icon) =>
AssetDatabase.AddObjectToAsset(subAsset, asset));
}
private delegate void AddObjectToAsset(string identifier, Object subAsset, Texture2D icon);
private static void SetupAsset(InputActionAsset asset, AddObjectToAsset addObjectToAsset)
{
FixMissingGuids(asset);
CreateInputActionReferences(asset, addObjectToAsset);
}
private static void FixMissingGuids(InputActionAsset asset)
{
// Make sure all the elements in the asset have GUIDs and that they are indeed unique.
foreach (var map in asset.actionMaps)
{
// Make sure action map has GUID.
if (string.IsNullOrEmpty(map.m_Id) || asset.actionMaps.Count(x => x.m_Id == map.m_Id) > 1)
map.GenerateId();
// Make sure all actions have GUIDs.
foreach (var action in map.actions)
{
var actionId = action.m_Id;
if (string.IsNullOrEmpty(actionId) || asset.actionMaps.Sum(m => m.actions.Count(a => a.m_Id == actionId)) > 1)
action.GenerateId();
}
// Make sure all bindings have GUIDs.
for (var i = 0; i < map.m_Bindings.LengthSafe(); ++i)
{
var bindingId = map.m_Bindings[i].m_Id;
if (string.IsNullOrEmpty(bindingId) || asset.actionMaps.Sum(m => m.bindings.Count(b => b.m_Id == bindingId)) > 1)
map.m_Bindings[i].GenerateId();
}
}
}
private static void CreateInputActionReferences(InputActionAsset asset, AddObjectToAsset addObjectToAsset)
{
var actionIcon = InputActionAssetIconLoader.LoadActionIcon();
foreach (var map in asset.actionMaps)
{
foreach (var action in map.actions)
{
var actionReference = ScriptableObject.CreateInstance<InputActionReference>();
actionReference.Set(action);
addObjectToAsset(action.m_Id, actionReference, actionIcon);
// Backwards-compatibility (added for 1.0.0-preview.7).
// We used to call AddObjectToAsset using objectName instead of action.m_Id as the object name. This fed
// the action name (*and* map name) into the hash generation that was used as the basis for the file ID
// object the InputActionReference object. Thus, if the map and/or action name changed, the file ID would
// change and existing references to the InputActionReference object would become invalid.
//
// What we do here is add another *hidden* InputActionReference object with the same content to the
// asset. This one will use the old file ID and thus preserve backwards-compatibility. We should be able
// to remove this for 2.0.
//
// Case: https://fogbugz.unity3d.com/f/cases/1229145/
var backcompatActionReference = Instantiate(actionReference);
backcompatActionReference.name = actionReference.name; // Get rid of the (Clone) suffix.
backcompatActionReference.hideFlags = HideFlags.HideInHierarchy;
addObjectToAsset(actionReference.name, backcompatActionReference, actionIcon);
}
}
}
private static void GenerateWrapperCode(AssetImportContext ctx, InputActionAsset asset, string codeNamespace, string codeClassName, string codePath)
{
var maps = asset.actionMaps;
// When using code generation, it is an error for any action map to be named the same as the asset itself.
// https://fogbugz.unity3d.com/f/cases/1212052/
var className = !string.IsNullOrEmpty(codeClassName) ? codeClassName : CSharpCodeHelpers.MakeTypeName(asset.name);
if (maps.Any(x =>
CSharpCodeHelpers.MakeTypeName(x.name) == className || CSharpCodeHelpers.MakeIdentifier(x.name) == className))
{
ctx.LogImportError(
$"{asset.name}: An action map in an .inputactions asset cannot be named the same as the asset itself if 'Generate C# Class' is used. "
+ "You can rename the action map in the asset, rename the asset itself or assign a different C# class name in the import settings.");
return;
}
var wrapperFilePath = codePath;
if (string.IsNullOrEmpty(wrapperFilePath))
{
// Placed next to .inputactions file.
var assetPath = ctx.assetPath;
var directory = Path.GetDirectoryName(assetPath);
var fileName = Path.GetFileNameWithoutExtension(assetPath);
wrapperFilePath = Path.Combine(directory, fileName) + ".cs";
}
else if (wrapperFilePath.StartsWith("./") || wrapperFilePath.StartsWith(".\\") ||
wrapperFilePath.StartsWith("../") || wrapperFilePath.StartsWith("..\\"))
{
// User-specified file relative to location of .inputactions file.
var assetPath = ctx.assetPath;
var directory = Path.GetDirectoryName(assetPath);
wrapperFilePath = Path.Combine(directory, wrapperFilePath);
}
else if (!wrapperFilePath.ToLower().StartsWith("assets/") &&
!wrapperFilePath.ToLower().StartsWith("assets\\"))
{
// User-specified file in Assets/ folder.
wrapperFilePath = Path.Combine("Assets", wrapperFilePath);
}
var dir = Path.GetDirectoryName(wrapperFilePath);
if (!Directory.Exists(dir))
Directory.CreateDirectory(dir);
var options = new InputActionCodeGenerator.Options
{
sourceAssetPath = ctx.assetPath,
namespaceName = codeNamespace,
className = codeClassName,
};
if (InputActionCodeGenerator.GenerateWrapperCode(wrapperFilePath, asset, options))
{
// When we generate the wrapper code cs file during asset import, we cannot call ImportAsset on that directly because
// script assets have to be imported before all other assets, and are not allowed to be added to the import queue during
// asset import. So instead we register a callback to trigger a delayed asset refresh which should then pick up the
// changed/added script, and trigger a new import.
EditorApplication.delayCall += AssetDatabase.Refresh;
}
}
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
internal static IEnumerable<InputActionReference> LoadInputActionReferencesFromAsset(string assetPath)
{
// Get all InputActionReferences are stored at the same asset path as InputActionAsset
// Note we exclude 'hidden' action references (which are present to support one of the pre releases)
return AssetDatabase.LoadAllAssetsAtPath(assetPath).Where(
o => o is InputActionReference && !((InputActionReference)o).hideFlags.HasFlag(HideFlags.HideInHierarchy))
.Cast<InputActionReference>();
}
// Get all InputActionReferences from assets in the project. By default it only gets the assets in the "Assets" folder.
internal static IEnumerable<InputActionReference> LoadInputActionReferencesFromAssetDatabase(string[] foldersPath = null, bool skipProjectWide = false)
{
string[] searchFolders = null;
// If folderPath is null, search in "Assets" folder.
if (foldersPath == null)
{
searchFolders = new string[] { "Assets" };
}
// Get all InputActionReference from assets in "Asset" folder. It does not search inside "Packages" folder.
var inputActionReferenceGUIDs = AssetDatabase.FindAssets($"t:{typeof(InputActionReference).Name}", searchFolders);
// To find all the InputActionReferences, the GUID of the asset containing at least one action reference is
// used to find the asset path. This is because InputActionReferences are stored in the asset database as sub-assets of InputActionAsset.
// Then the whole asset is loaded and all the InputActionReferences are extracted from it.
// Also, the action references are duplicated to have backwards compatibility with the 1.0.0-preview.7. That
// is why we look for references withouth the `HideFlags.HideInHierarchy` flag.
var inputActionReferencesList = new List<InputActionReference>();
foreach (var guid in inputActionReferenceGUIDs)
{
var assetPath = AssetDatabase.GUIDToAssetPath(guid);
var assetInputActionReferenceList = LoadInputActionReferencesFromAsset(assetPath).ToList();
if (skipProjectWide && assetInputActionReferenceList.Count() > 0)
{
if (assetInputActionReferenceList[0].m_Asset == InputSystem.actions)
continue;
}
inputActionReferencesList.AddRange(assetInputActionReferenceList);
}
return inputActionReferencesList;
}
#endif
// Add item to plop an .inputactions asset into the project.
[MenuItem("Assets/Create/Input Actions")]
public static void CreateInputAsset()
{
ProjectWindowUtil.CreateAssetWithContent("New Controls." + InputActionAsset.Extension,
InputActionAsset.kDefaultAssetLayoutJson, InputActionAssetIconLoader.LoadAssetIcon());
}
// File extension of the associated asset
private const string kFileExtension = "." + InputActionAsset.Extension;
// Evaluates whether the given path is a path to an asset of the associated type based on extension.
public static bool IsInputActionAssetPath(string path)
{
return path != null && path.EndsWith(kFileExtension, StringComparison.InvariantCultureIgnoreCase);
}
// Returns a suitable object name for an asset based on its path.
public static string NameFromAssetPath(string assetPath)
{
Debug.Assert(IsInputActionAssetPath(assetPath));
return Path.GetFileNameWithoutExtension(assetPath);
}
// This processor was added to address this issue:
// https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-749
//
// When an action asset is renamed, copied, or moved in the Editor, the "Name" field in the JSON will
// hold the old name and won't match the asset objects name in memory which is set based on the filename
// by the scripted imported. To avoid this, this asset post-processor detects any imported or moved assets
// with a JSON name property not matching the importer assigned name and updates the JSON name based on this.
// This basically solves any problem related to unmodified assets.
//
// Note that JSON names have no relevance for editor workflows and are basically ignored by the importer.
// Note that JSON names may be the only way to identify assets loaded from non-file sources or via
// UnityEngine.Resources in run-time.
//
// Note that if an asset is is imported and a name mismatch is detected, the asset will be modified and
// imported again, which will yield yet another callback to the post-processor. For the second iteration,
// the name will no longer be a mismatch and the cycle will be aborted.
private class InputActionJsonNameModifierAssetProcessor : AssetPostprocessor
{
// Note: Callback prior to Unity 2021.2 did not provide a boolean indicating domain relaod.
#if UNITY_2021_2_OR_NEWER
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload)
#else
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
string[] movedAssets, string[] movedFromAssetPaths)
#endif
{
foreach (var assetPath in importedAssets)
{
if (IsInputActionAssetPath(assetPath))
CheckAndRenameJsonNameIfDifferent(assetPath);
}
}
private static void CheckAndRenameJsonNameIfDifferent(string assetPath)
{
InputActionAsset asset = null;
try
{
if (!File.Exists(assetPath))
return;
// Evaluate whether JSON name corresponds to desired name
asset = InputActionAsset.FromJson(File.ReadAllText(assetPath));
var desiredName = Path.GetFileNameWithoutExtension(assetPath);
if (asset.name == desiredName)
return;
// Update JSON name by modifying the asset
asset.name = desiredName;
if (!EditorHelpers.WriteAsset(assetPath, asset.ToJson()))
{
Debug.LogError($"Unable to change JSON name for asset at \"{assetPath}\" since the asset-path could not be checked-out as editable in the underlying version-control system.");
}
}
catch (Exception ex)
{
Debug.LogException(ex);
}
finally
{
if (asset != null)
DestroyImmediate(asset);
}
}
}
}
}
#endif // UNITY_EDITOR

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fileFormatVersion: 2
guid: 8404be70184654265930450def6a9037
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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#if UNITY_EDITOR
using System;
using System.IO;
using UnityEngine.InputSystem.Utilities;
using UnityEditor;
#if UNITY_2020_2_OR_NEWER
using UnityEditor.AssetImporters;
#else
using UnityEditor.Experimental.AssetImporters;
#endif
////TODO: support for multi-editing
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Custom editor that allows modifying importer settings for an <see cref="InputActionImporter"/>.
/// </summary>
[CustomEditor(typeof(InputActionImporter))]
internal class InputActionImporterEditor : ScriptedImporterEditor
{
public override void OnInspectorGUI()
{
var inputActionAsset = GetAsset();
// ScriptedImporterEditor in 2019.2 now requires explicitly updating the SerializedObject
// like in other types of editors.
serializedObject.Update();
EditorGUILayout.Space();
if (inputActionAsset == null)
EditorGUILayout.HelpBox("The currently selected object is not an editable input action asset.",
MessageType.Info);
// Button to pop up window to edit the asset.
using (new EditorGUI.DisabledScope(inputActionAsset == null))
{
if (GUILayout.Button(GetOpenEditorButtonText(inputActionAsset), GUILayout.Height(30)))
OpenEditor(inputActionAsset);
}
EditorGUILayout.Space();
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
// Project-wide Input Actions Asset UI.
InputAssetEditorUtils.DrawMakeActiveGui(InputSystem.actions, inputActionAsset,
inputActionAsset ? inputActionAsset.name : "Null", "Project-wide Input Actions",
(value) => InputSystem.actions = value, !EditorApplication.isPlayingOrWillChangePlaymode);
EditorGUILayout.Space();
#endif
// Importer settings UI.
var generateWrapperCodeProperty = serializedObject.FindProperty("m_GenerateWrapperCode");
EditorGUILayout.PropertyField(generateWrapperCodeProperty, m_GenerateWrapperCodeLabel);
if (generateWrapperCodeProperty.boolValue)
{
var wrapperCodePathProperty = serializedObject.FindProperty("m_WrapperCodePath");
var wrapperClassNameProperty = serializedObject.FindProperty("m_WrapperClassName");
var wrapperCodeNamespaceProperty = serializedObject.FindProperty("m_WrapperCodeNamespace");
EditorGUILayout.BeginHorizontal();
string defaultFileName = "";
if (inputActionAsset != null)
{
var assetPath = AssetDatabase.GetAssetPath(inputActionAsset);
defaultFileName = Path.ChangeExtension(assetPath, ".cs");
}
wrapperCodePathProperty.PropertyFieldWithDefaultText(m_WrapperCodePathLabel, defaultFileName);
if (GUILayout.Button("…", EditorStyles.miniButton, GUILayout.MaxWidth(20)))
{
var fileName = EditorUtility.SaveFilePanel("Location for generated C# file",
Path.GetDirectoryName(defaultFileName),
Path.GetFileName(defaultFileName), "cs");
if (!string.IsNullOrEmpty(fileName))
{
if (fileName.StartsWith(Application.dataPath))
fileName = "Assets/" + fileName.Substring(Application.dataPath.Length + 1);
wrapperCodePathProperty.stringValue = fileName;
}
}
EditorGUILayout.EndHorizontal();
string typeName = null;
if (inputActionAsset != null)
typeName = CSharpCodeHelpers.MakeTypeName(inputActionAsset?.name);
wrapperClassNameProperty.PropertyFieldWithDefaultText(m_WrapperClassNameLabel, typeName ?? "<Class name>");
if (!CSharpCodeHelpers.IsEmptyOrProperIdentifier(wrapperClassNameProperty.stringValue))
EditorGUILayout.HelpBox("Must be a valid C# identifier", MessageType.Error);
wrapperCodeNamespaceProperty.PropertyFieldWithDefaultText(m_WrapperCodeNamespaceLabel, "<Global namespace>");
if (!CSharpCodeHelpers.IsEmptyOrProperNamespaceName(wrapperCodeNamespaceProperty.stringValue))
EditorGUILayout.HelpBox("Must be a valid C# namespace name", MessageType.Error);
}
// Using ApplyRevertGUI requires calling Update and ApplyModifiedProperties around the serializedObject,
// and will print warning messages otherwise (see warning message in ApplyRevertGUI implementation).
serializedObject.ApplyModifiedProperties();
ApplyRevertGUI();
}
private InputActionAsset GetAsset()
{
return assetTarget as InputActionAsset;
}
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
protected override bool ShouldHideOpenButton()
{
return IsProjectWideActionsAsset();
}
private bool IsProjectWideActionsAsset()
{
return IsProjectWideActionsAsset(GetAsset());
}
private static bool IsProjectWideActionsAsset(InputActionAsset asset)
{
return !ReferenceEquals(asset, null) && InputSystem.actions == asset;
}
#endif
private string GetOpenEditorButtonText(InputActionAsset asset)
{
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
if (IsProjectWideActionsAsset(asset))
return "Edit in Project Settings Window";
#endif
return "Edit Asset";
}
private static void OpenEditor(InputActionAsset asset)
{
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
// Redirect to Project-settings Input Actions editor if this is the project-wide actions asset
if (IsProjectWideActionsAsset(asset))
{
SettingsService.OpenProjectSettings(InputSettingsPath.kSettingsRootPath);
return;
}
// Redirect to UI-Toolkit window editor if not configured to use IMGUI explicitly
if (!InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets))
InputActionsEditorWindow.OpenEditor(asset);
else
InputActionEditorWindow.OpenEditor(asset);
#else
// Redirect to IMGUI editor
InputActionEditorWindow.OpenEditor(asset);
#endif
}
private readonly GUIContent m_GenerateWrapperCodeLabel = EditorGUIUtility.TrTextContent("Generate C# Class");
private readonly GUIContent m_WrapperCodePathLabel = EditorGUIUtility.TrTextContent("C# Class File");
private readonly GUIContent m_WrapperClassNameLabel = EditorGUIUtility.TrTextContent("C# Class Name");
private readonly GUIContent m_WrapperCodeNamespaceLabel = EditorGUIUtility.TrTextContent("C# Class Namespace");
}
}
#endif // UNITY_EDITOR

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fileFormatVersion: 2
guid: 50db2526021f1429e84687ad14aa0855
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: