test
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#if UNITY_EDITOR && UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.Editor
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{
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internal static class ProjectWideActionsAsset
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{
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private const string kDefaultAssetName = "InputSystem_Actions";
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private const string kDefaultAssetPath = "Assets/" + kDefaultAssetName + ".inputactions";
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private const string kDefaultTemplateAssetPath = "Packages/com.unity.inputsystem/InputSystem/Editor/ProjectWideActions/ProjectWideActionsTemplate.json";
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internal static class ProjectSettingsProjectWideActionsAssetConverter
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{
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class ProjectSettingsPostprocessor : AssetPostprocessor
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{
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#if UNITY_2021_2_OR_NEWER
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private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload)
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#else
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private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
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#endif
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{
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if (!Application.isPlaying)
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{
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// If the Library folder is deleted, InputSystem will fail to retrieve the assigned Project-wide Asset because this look-up occurs
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// during initialization while the Library is being rebuilt. So, afterwards perform another check and assign PWA asset if needed.
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var pwaAsset = ProjectWideActionsBuildProvider.actionsToIncludeInPlayerBuild;
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if (InputSystem.actions == null && pwaAsset != null)
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InputSystem.actions = pwaAsset;
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}
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}
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}
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}
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// Returns the default asset path for where to create project-wide actions asset.
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internal static string defaultAssetPath => kDefaultAssetPath;
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// Returns the default template JSON content.
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internal static string GetDefaultAssetJson()
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{
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return File.ReadAllText(EditorHelpers.GetPhysicalPath(kDefaultTemplateAssetPath));
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}
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// Creates an asset at the given path containing the default template JSON.
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internal static InputActionAsset CreateDefaultAssetAtPath(string assetPath = kDefaultAssetPath)
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{
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return CreateAssetAtPathFromJson(assetPath, File.ReadAllText(EditorHelpers.GetPhysicalPath(kDefaultTemplateAssetPath)));
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}
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// These may be moved out to internal types if decided to extend validation at a later point.
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/// <summary>
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/// Interface for reporting asset verification errors.
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/// </summary>
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internal interface IReportInputActionAssetVerificationErrors
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{
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/// <summary>
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/// Reports a failure to comply to requirements with a message meaningful to the user.
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/// </summary>
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/// <param name="message">User-friendly error message.</param>
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void Report(string message);
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}
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/// <summary>
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/// Interface for asset verification.
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/// </summary>
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internal interface IInputActionAssetVerifier
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{
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/// <summary>
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/// Verifies the given asset.
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/// </summary>
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/// <param name="asset">The asset to be verified</param>
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/// <param name="reporter">The reporter to be used to report failure to meet requirements.</param>
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public void Verify(InputActionAsset asset, IReportInputActionAssetVerificationErrors reporter);
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}
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/// <summary>
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/// Verifier managing verification and reporting of asset compliance with external requirements.
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/// </summary>
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class Verifier : IReportInputActionAssetVerificationErrors
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{
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private readonly IReportInputActionAssetVerificationErrors m_Reporter;
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// Default verification error reporter which generates feedback as debug warnings.
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private class DefaultInputActionAssetVerificationReporter : IReportInputActionAssetVerificationErrors
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{
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public void Report(string message)
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{
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Debug.LogWarning(message);
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}
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}
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/// <summary>
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/// Constructs a an instance associated with the given reporter.
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/// </summary>
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/// <param name="reporter">The associated reporter instance. If null, a default reporter will be constructed.</param>
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public Verifier(IReportInputActionAssetVerificationErrors reporter = null)
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{
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m_Reporter = reporter ?? new DefaultInputActionAssetVerificationReporter();
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errors = 0;
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}
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#region IReportInputActionAssetVerificationErrors interface
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/// <inheritdoc cref="IReportInputActionAssetVerificationErrors"/>
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public void Report(string message)
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{
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++errors;
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try
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{
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m_Reporter.Report(message);
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}
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catch (Exception e)
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{
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// Only log unexpected but non-fatal exception
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Debug.LogException(e);
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}
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}
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#endregion
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/// <summary>
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/// Returns the total number of errors seen in verification (accumulative).
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/// </summary>
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public int errors { get; private set; }
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/// <summary>
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/// Returns <c>true</c> if the number of reported errors in verification is zero, else <c>false</c>.
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/// </summary>
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public bool isValid => errors == 0;
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private static List<Func<IInputActionAssetVerifier>> s_VerifierFactories;
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/// <summary>
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/// Registers a factory instance.
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/// </summary>
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/// <param name="factory">The factory instance.</param>
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/// <returns>true if successfully added, <c>false</c> if the factory have already been registered.</returns>
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public static bool RegisterFactory(Func<IInputActionAssetVerifier> factory)
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{
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if (s_VerifierFactories == null)
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s_VerifierFactories = new List<Func<IInputActionAssetVerifier>>(1);
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if (s_VerifierFactories.Contains(factory))
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return false;
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s_VerifierFactories.Add(factory);
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return true;
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}
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/// <summary>
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/// Unregisters a factory instance that has previously been registered.
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/// </summary>
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/// <param name="factory">The factory instance to be removed.</param>
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/// <returns>true if successfully unregistered, <c>false</c> if the given factory instance could not be found.</returns>
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public static bool UnregisterFactory(Func<IInputActionAssetVerifier> factory)
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{
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return s_VerifierFactories.Remove(factory);
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}
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/// <summary>
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/// Verifies the given project-wide input action asset using all registered verifiers.
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/// </summary>
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/// <param name="asset">The asset to be verified.</param>
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/// <returns><c>true</c> if no verification errors occurred, else <c>false</c>.</returns>
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/// <remarks>
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/// Throws <c>System.ArgumentNullException</c> if <c>asset</c> is <c>null</c>.
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///
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/// If any registered factory and/or verifier instance throws an exception this will be evaluated
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/// as a verification error since the execution of the verifier could not continue. However, any
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/// exceptions thrown will be caught and logged but not stop execution of the calling thread.
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/// </remarks>
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bool Verify(InputActionAsset asset)
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{
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if (asset == null)
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throw new ArgumentNullException(nameof(asset));
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if (s_VerifierFactories == null || s_VerifierFactories.Count == 0)
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return true;
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var instance = new Verifier(m_Reporter);
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foreach (var factory in s_VerifierFactories)
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{
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try
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{
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factory.Invoke().Verify(asset, instance);
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}
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catch (Exception e)
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{
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// Only log unexpected but non-fatal exception and count to fail verification
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++errors;
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Debug.LogException(e);
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}
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}
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return errors == 0;
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}
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/// <summary>
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/// Verifies the given project-wide input action asset using all registered verifiers.
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/// </summary>
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/// <param name="asset">The asset to be verified.</param>
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/// <param name="reporter">The reporter to be used. If this argument is <c>null</c> the default reporter will be used.</param>
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/// <returns><c>true</c> if no verification errors occurred, else <c>false</c>.</returns>
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/// <remarks>Throws <c>System.ArgumentNullException</c> if <c>asset</c> is <c>null</c>.</remarks>
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public static bool Verify(InputActionAsset asset, IReportInputActionAssetVerificationErrors reporter = null)
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{
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return (s_VerifierFactories == null || s_VerifierFactories.Count == 0) || new Verifier(reporter).Verify(asset);
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}
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}
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internal static bool Verify(InputActionAsset asset, IReportInputActionAssetVerificationErrors reporter = null)
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{
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return Verifier.Verify(asset, reporter);
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}
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internal static bool RegisterInputActionAssetVerifier(Func<IInputActionAssetVerifier> factory)
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{
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return Verifier.RegisterFactory(factory);
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}
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internal static bool UnregisterInputActionAssetVerifier(Func<IInputActionAssetVerifier> factory)
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{
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return Verifier.UnregisterFactory(factory);
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}
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// Creates an asset at the given path containing the given JSON content.
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private static InputActionAsset CreateAssetAtPathFromJson(string assetPath, string json)
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{
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// Note that the extra work here is to override the JSON name from the source asset
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var inputActionAsset = InputActionAsset.FromJson(json);
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inputActionAsset.name = InputActionImporter.NameFromAssetPath(assetPath);
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InputActionAssetManager.SaveAsset(assetPath, inputActionAsset.ToJson());
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return AssetDatabase.LoadAssetAtPath<InputActionAsset>(assetPath);
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}
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}
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}
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#endif // UNITY_EDITOR && UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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fileFormatVersion: 2
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guid: 2a47e68520f79264fb6828f8f9516ef2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,74 @@
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#if UNITY_EDITOR && UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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using System;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.Editor
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{
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internal class ProjectWideActionsBuildProvider : IPreprocessBuildWithReport, IPostprocessBuildWithReport
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{
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private Object m_Asset;
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public int callbackOrder => 0;
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// In the editor, we keep track of the appointed project-wide action asset through EditorBuildSettings.
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internal const string EditorBuildSettingsActionsConfigKey = "com.unity.input.settings.actions";
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/// <summary>
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/// Holds an editor build setting for which InputActionAsset to be included as a preloaded asset in
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/// player builds.
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/// </summary>
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internal static InputActionAsset actionsToIncludeInPlayerBuild
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{
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get
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{
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// Attempt to get any persisted configuration
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EditorBuildSettings.TryGetConfigObject(EditorBuildSettingsActionsConfigKey, out InputActionAsset value);
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return value;
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}
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set
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{
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// Get the current persisted configuration and remove tag when changed
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if (EditorBuildSettings.TryGetConfigObject(EditorBuildSettingsActionsConfigKey,
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out InputActionAsset current))
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{
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current.m_IsProjectWide = false;
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}
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// Get asset path (note that this will fail if this is an in-memory object)
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var path = AssetDatabase.GetAssetPath(value);
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if (string.IsNullOrEmpty(path))
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{
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// Remove the object to not keep a broken reference
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EditorBuildSettings.RemoveConfigObject(EditorBuildSettingsActionsConfigKey);
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}
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else
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{
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// Add configuration object as a persisted setting
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value.m_IsProjectWide = true;
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EditorBuildSettings.AddConfigObject(EditorBuildSettingsActionsConfigKey, value, true);
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}
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}
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}
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public void OnPreprocessBuild(BuildReport report)
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{
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// Make sure flag is set to indicate project-wide in build
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var actions = actionsToIncludeInPlayerBuild;
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if (actions != null)
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actions.m_IsProjectWide = true;
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// Add asset
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m_Asset = BuildProviderHelpers.PreProcessSinglePreloadedAsset(actions);
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}
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public void OnPostprocessBuild(BuildReport report)
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{
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BuildProviderHelpers.PostProcessSinglePreloadedAsset(ref m_Asset);
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}
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}
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}
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#endif // UNITY_EDITOR && UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 1cbae3eee4bd4f6f9b9ad85aab8174e4
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timeCreated: 1709540697
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,14 @@
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fileFormatVersion: 2
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guid: 8a190d472354bb845973412ac9c5c477
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 8404be70184654265930450def6a9037, type: 3}
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generateWrapperCode: 0
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wrapperCodePath:
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wrapperClassName:
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wrapperCodeNamespace:
|
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