andytouch
5 年前
当前提交
0b3baf47
共有 96 个文件被更改,包括 6681 次插入 和 18 次删除
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23InputSystem_LocalMultiplayer_Project/Assets/Scenes/Scene_Example_Warriors.unity
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8InputSystem_LocalMultiplayer_Project/Assets/Samples.meta
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8InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System.meta
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8InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4.meta
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8InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI.meta
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4InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/.sample.json
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113InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/GamepadIconsExample.cs
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3InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/GamepadIconsExample.cs.meta
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8InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons.meta
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15InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Circle.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Circle.png.meta
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14InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Cross.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Cross.png.meta
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11InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Dpad.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Dpad.png.meta
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16InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Dpad_Down.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Dpad_Down.png.meta
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19InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Dpad_Left.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Dpad_Left.png.meta
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22InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Dpad_Right.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Dpad_Right.png.meta
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16InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Dpad_Up.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Dpad_Up.png.meta
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14InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_L1.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_L1.png.meta
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10InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_L2.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_L2.png.meta
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21InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Left_Stick.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Left_Stick.png.meta
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13InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Options.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Options.png.meta
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13InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_R1.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_R1.png.meta
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15InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_R2.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_R2.png.meta
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19InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Right_Stick.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Right_Stick.png.meta
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16InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Share.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Share.png.meta
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14InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Square.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Square.png.meta
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25InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Triangle.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/PS4_Triangle.png.meta
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22InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_A.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_A.png.meta
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19InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_B.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_B.png.meta
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11InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Dpad.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Dpad.png.meta
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10InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Dpad_Down.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Dpad_Down.png.meta
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17InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Dpad_Left.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Dpad_Left.png.meta
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6InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Dpad_Right.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Dpad_Right.png.meta
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9InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Dpad_Up.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Dpad_Up.png.meta
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6InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_LB.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_LB.png.meta
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13InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_LT.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_LT.png.meta
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20InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Left_Stick.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Left_Stick.png.meta
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18InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Menu.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Menu.png.meta
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10InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_RB.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_RB.png.meta
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13InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_RT.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_RT.png.meta
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35InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Right_Stick.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Right_Stick.png.meta
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18InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Windows.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Windows.png.meta
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14InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_X.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_X.png.meta
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13InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Y.png
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103InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Icons/XboxOne_Y.png.meta
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5InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/README.md
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3InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/README.md.meta
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446InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/RebindActionUI.cs
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11InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/RebindActionUI.cs.meta
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177InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/RebindActionUIEditor.cs
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3InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/RebindActionUIEditor.cs.meta
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615InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/RebindUIPrefab.prefab
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7InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/RebindUIPrefab.prefab.meta
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176InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/RebindUISampleActions.inputactions
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14InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/RebindUISampleActions.inputactions.meta
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1001InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/RebindingUISampleScene.unity
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7InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/RebindingUISampleScene.unity.meta
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15InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Unity.InputSystem.RebindingUI.asmdef
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7InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/Unity.InputSystem.RebindingUI.asmdef.meta
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{ |
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"displayName": "Rebinding UI", |
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"description": "An example UI component that demonstrates how to create UI for rebinding actions." |
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} |
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using System; |
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using UnityEngine.UI; |
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////TODO: have updateBindingUIEvent receive a control path string, too (in addition to the device layout name)
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namespace UnityEngine.InputSystem.Samples.RebindUI |
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{ |
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/// <summary>
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/// This is an example for how to override the default display behavior of bindings. The component
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/// hooks into <see cref="RebindActionUI.updateBindingUIEvent"/> which is triggered when UI display
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/// of a binding should be refreshed. It then checks whether we have an icon for the current binding
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/// and if so, replaces the default text display with an icon.
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/// </summary>
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public class GamepadIconsExample : MonoBehaviour |
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{ |
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public GamepadIcons xbox; |
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public GamepadIcons ps4; |
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protected void OnEnable() |
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{ |
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// Hook into all updateBindingUIEvents on all RebindActionUI components in our hierarchy.
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var rebindUIComponents = transform.GetComponentsInChildren<RebindActionUI>(); |
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foreach (var component in rebindUIComponents) |
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{ |
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component.updateBindingUIEvent.AddListener(OnUpdateBindingDisplay); |
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component.UpdateBindingDisplay(); |
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} |
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} |
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protected void OnUpdateBindingDisplay(RebindActionUI component, string bindingDisplayString, string deviceLayoutName, string controlPath) |
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{ |
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if (string.IsNullOrEmpty(deviceLayoutName) || string.IsNullOrEmpty(controlPath)) |
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return; |
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var icon = default(Sprite); |
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if (InputSystem.IsFirstLayoutBasedOnSecond(deviceLayoutName, "DualShockGamepad")) |
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icon = ps4.GetSprite(controlPath); |
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else if (InputSystem.IsFirstLayoutBasedOnSecond(deviceLayoutName, "Gamepad")) |
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icon = xbox.GetSprite(controlPath); |
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var textComponent = component.bindingText; |
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// Grab Image component.
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var imageGO = textComponent.transform.parent.Find("ActionBindingIcon"); |
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var imageComponent = imageGO.GetComponent<Image>(); |
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if (icon != null) |
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{ |
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textComponent.gameObject.SetActive(false); |
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imageComponent.sprite = icon; |
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imageComponent.gameObject.SetActive(true); |
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} |
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else |
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{ |
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textComponent.gameObject.SetActive(true); |
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imageComponent.gameObject.SetActive(false); |
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} |
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} |
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[Serializable] |
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public struct GamepadIcons |
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{ |
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public Sprite buttonSouth; |
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public Sprite buttonNorth; |
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public Sprite buttonEast; |
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public Sprite buttonWest; |
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public Sprite startButton; |
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public Sprite selectButton; |
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public Sprite leftTrigger; |
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public Sprite rightTrigger; |
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public Sprite leftShoulder; |
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public Sprite rightShoulder; |
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public Sprite dpad; |
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public Sprite dpadUp; |
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public Sprite dpadDown; |
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public Sprite dpadLeft; |
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public Sprite dpadRight; |
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public Sprite leftStick; |
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public Sprite rightStick; |
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public Sprite leftStickPress; |
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public Sprite rightStickPress; |
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public Sprite GetSprite(string controlPath) |
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{ |
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// From the input system, we get the path of the control on device. So we can just
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// map from that to the sprites we have for gamepads.
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switch (controlPath) |
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{ |
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case "buttonSouth": return buttonSouth; |
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case "buttonNorth": return buttonNorth; |
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case "buttonEast": return buttonEast; |
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case "buttonWest": return buttonWest; |
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case "start": return startButton; |
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case "select": return selectButton; |
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case "leftTrigger": return leftTrigger; |
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case "rightTrigger": return rightTrigger; |
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case "leftShoulder": return leftShoulder; |
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case "rightShoulder": return rightShoulder; |
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case "dpad": return dpad; |
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case "dpad/up": return dpadUp; |
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case "dpad/down": return dpadDown; |
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case "dpad/left": return dpadLeft; |
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case "dpad/right": return dpadRight; |
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case "leftStick": return leftStick; |
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case "rightStick": return rightStick; |
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case "leftStickPress": return leftStickPress; |
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case "rightStickPress": return rightStickPress; |
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} |
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return null; |
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} |
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} |
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} |
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} |
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This sample demonstrates how to use the Input System APIs to set up a rebinding UI. The main file is [RebindActionUI](./RebindActionUI.cs) which, aside from serving as an example, contains a reusable `MonoBehaviour` component for composing rebinding UIs. The [RebindUIPrefab](./RebindUIPrefab.prefab) contains a ready-made prefab that can be used as a simple drop-in setup for rebinding an individual action. |
|||
|
|||
To demonstrate how to use images instead of textual display strings, take a look at [GamepadIconsExample](./GamepadIconsExample.cs). |
|||
|
|||
The icons used in the sample are taken from [Free Prompts Pack](https://opengameart.org/content/free-keyboard-and-controllers-prompts-pack) made by Nicolae Berbece. |
|
|||
fileFormatVersion: 2 |
|||
guid: 986714cc7e144e9d8c01496d4b2687d4 |
|||
timeCreated: 1574956713 |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
using System.Linq; |
|||
using UnityEngine.Events; |
|||
using UnityEngine.InputSystem.Utilities; |
|||
using UnityEngine.UI; |
|||
|
|||
////TODO: localization support
|
|||
|
|||
////TODO: deal with composites that have parts bound in different control schemes
|
|||
|
|||
namespace UnityEngine.InputSystem.Samples.RebindUI |
|||
{ |
|||
/// <summary>
|
|||
/// A reusable component with a self-contained UI for rebinding a single action.
|
|||
/// </summary>
|
|||
public class RebindActionUI : MonoBehaviour |
|||
{ |
|||
/// <summary>
|
|||
/// Reference to the action that is to be rebound.
|
|||
/// </summary>
|
|||
public InputActionReference actionReference |
|||
{ |
|||
get => m_Action; |
|||
set |
|||
{ |
|||
m_Action = value; |
|||
UpdateActionLabel(); |
|||
UpdateBindingDisplay(); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// ID (in string form) of the binding that is to be rebound on the action.
|
|||
/// </summary>
|
|||
/// <seealso cref="InputBinding.id"/>
|
|||
public string bindingId |
|||
{ |
|||
get => m_BindingId; |
|||
set |
|||
{ |
|||
m_BindingId = value; |
|||
UpdateBindingDisplay(); |
|||
} |
|||
} |
|||
|
|||
public InputBinding.DisplayStringOptions displayStringOptions |
|||
{ |
|||
get => m_DisplayStringOptions; |
|||
set |
|||
{ |
|||
m_DisplayStringOptions = value; |
|||
UpdateBindingDisplay(); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Text component that receives the name of the action. Optional.
|
|||
/// </summary>
|
|||
public Text actionLabel |
|||
{ |
|||
get => m_ActionLabel; |
|||
set |
|||
{ |
|||
m_ActionLabel = value; |
|||
UpdateActionLabel(); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Text component that receives the display string of the binding. Can be <c>null</c> in which
|
|||
/// case the component entirely relies on <see cref="updateBindingUIEvent"/>.
|
|||
/// </summary>
|
|||
public Text bindingText |
|||
{ |
|||
get => m_BindingText; |
|||
set |
|||
{ |
|||
m_BindingText = value; |
|||
UpdateBindingDisplay(); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Optional text component that receives a text prompt when waiting for a control to be actuated.
|
|||
/// </summary>
|
|||
/// <seealso cref="startRebindEvent"/>
|
|||
/// <seealso cref="rebindOverlay"/>
|
|||
public Text rebindPrompt |
|||
{ |
|||
get => m_RebindText; |
|||
set => m_RebindText = value; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Optional UI that is activated when an interactive rebind is started and deactivated when the rebind
|
|||
/// is finished. This is normally used to display an overlay over the current UI while the system is
|
|||
/// waiting for a control to be actuated.
|
|||
/// </summary>
|
|||
/// <remarks>
|
|||
/// If neither <see cref="rebindPrompt"/> nor <c>rebindOverlay</c> is set, the component will temporarily
|
|||
/// replaced the <see cref="bindingText"/> (if not <c>null</c>) with <c>"Waiting..."</c>.
|
|||
/// </remarks>
|
|||
/// <seealso cref="startRebindEvent"/>
|
|||
/// <seealso cref="rebindPrompt"/>
|
|||
public GameObject rebindOverlay |
|||
{ |
|||
get => m_RebindOverlay; |
|||
set => m_RebindOverlay = value; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Event that is triggered every time the UI updates to reflect the current binding.
|
|||
/// This can be used to tie custom visualizations to bindings.
|
|||
/// </summary>
|
|||
public UpdateBindingUIEvent updateBindingUIEvent |
|||
{ |
|||
get |
|||
{ |
|||
if (m_UpdateBindingUIEvent == null) |
|||
m_UpdateBindingUIEvent = new UpdateBindingUIEvent(); |
|||
return m_UpdateBindingUIEvent; |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Event that is triggered when an interactive rebind is started on the action.
|
|||
/// </summary>
|
|||
public InteractiveRebindEvent startRebindEvent |
|||
{ |
|||
get |
|||
{ |
|||
if (m_RebindStartEvent == null) |
|||
m_RebindStartEvent = new InteractiveRebindEvent(); |
|||
return m_RebindStartEvent; |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Event that is triggered when an interactive rebind has been completed or canceled.
|
|||
/// </summary>
|
|||
public InteractiveRebindEvent stopRebindEvent |
|||
{ |
|||
get |
|||
{ |
|||
if (m_RebindStopEvent == null) |
|||
m_RebindStopEvent = new InteractiveRebindEvent(); |
|||
return m_RebindStopEvent; |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// When an interactive rebind is in progress, this is the rebind operation controller.
|
|||
/// Otherwise, it is <c>null</c>.
|
|||
/// </summary>
|
|||
public InputActionRebindingExtensions.RebindingOperation ongoingRebind => m_RebindOperation; |
|||
|
|||
/// <summary>
|
|||
/// Return the action and binding index for the binding that is targeted by the component
|
|||
/// according to
|
|||
/// </summary>
|
|||
/// <param name="action"></param>
|
|||
/// <param name="bindingIndex"></param>
|
|||
/// <returns></returns>
|
|||
public bool ResolveActionAndBinding(out InputAction action, out int bindingIndex) |
|||
{ |
|||
bindingIndex = -1; |
|||
|
|||
action = m_Action?.action; |
|||
if (action == null) |
|||
return false; |
|||
|
|||
if (string.IsNullOrEmpty(m_BindingId)) |
|||
return false; |
|||
|
|||
// Look up binding index.
|
|||
var bindingId = new Guid(m_BindingId); |
|||
bindingIndex = action.bindings.IndexOf(x => x.id == bindingId); |
|||
if (bindingIndex == -1) |
|||
{ |
|||
Debug.LogError($"Cannot find binding with ID '{bindingId}' on '{action}'", this); |
|||
return false; |
|||
} |
|||
|
|||
return true; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Trigger a refresh of the currently displayed binding.
|
|||
/// </summary>
|
|||
public void UpdateBindingDisplay() |
|||
{ |
|||
var displayString = string.Empty; |
|||
var deviceLayoutName = default(string); |
|||
var controlPath = default(string); |
|||
|
|||
// Get display string from action.
|
|||
var action = m_Action?.action; |
|||
if (action != null) |
|||
{ |
|||
var bindingIndex = action.bindings.IndexOf(x => x.id.ToString() == m_BindingId); |
|||
if (bindingIndex != -1) |
|||
displayString = action.GetBindingDisplayString(bindingIndex, out deviceLayoutName, out controlPath, displayStringOptions); |
|||
} |
|||
|
|||
// Set on label (if any).
|
|||
if (m_BindingText != null) |
|||
m_BindingText.text = displayString; |
|||
|
|||
// Give listeners a chance to configure UI in response.
|
|||
m_UpdateBindingUIEvent?.Invoke(this, displayString, deviceLayoutName, controlPath); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Remove currently applied binding overrides.
|
|||
/// </summary>
|
|||
public void ResetToDefault() |
|||
{ |
|||
if (!ResolveActionAndBinding(out var action, out var bindingIndex)) |
|||
return; |
|||
|
|||
if (action.bindings[bindingIndex].isComposite) |
|||
{ |
|||
// It's a composite. Remove overrides from part bindings.
|
|||
for (var i = bindingIndex + 1; i < action.bindings.Count && action.bindings[i].isPartOfComposite; ++i) |
|||
action.RemoveBindingOverride(i); |
|||
} |
|||
else |
|||
{ |
|||
action.RemoveBindingOverride(bindingIndex); |
|||
} |
|||
UpdateBindingDisplay(); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Initiate an interactive rebind that lets the player actuate a control to choose a new binding
|
|||
/// for the action.
|
|||
/// </summary>
|
|||
public void StartInteractiveRebind() |
|||
{ |
|||
if (!ResolveActionAndBinding(out var action, out var bindingIndex)) |
|||
return; |
|||
|
|||
// If the binding is a composite, we need to rebind each part in turn.
|
|||
if (action.bindings[bindingIndex].isComposite) |
|||
{ |
|||
var firstPartIndex = bindingIndex + 1; |
|||
if (firstPartIndex < action.bindings.Count && action.bindings[firstPartIndex].isPartOfComposite) |
|||
PerformInteractiveRebind(action, firstPartIndex, allCompositeParts: true); |
|||
} |
|||
else |
|||
{ |
|||
PerformInteractiveRebind(action, bindingIndex); |
|||
} |
|||
} |
|||
|
|||
private void PerformInteractiveRebind(InputAction action, int bindingIndex, bool allCompositeParts = false) |
|||
{ |
|||
m_RebindOperation?.Cancel(); // Will null out m_RebindOperation.
|
|||
|
|||
void CleanUp() |
|||
{ |
|||
m_RebindOperation?.Dispose(); |
|||
m_RebindOperation = null; |
|||
} |
|||
|
|||
// Configure the rebind.
|
|||
m_RebindOperation = action.PerformInteractiveRebinding(bindingIndex) |
|||
.OnCancel( |
|||
operation => |
|||
{ |
|||
m_RebindStopEvent?.Invoke(this, operation); |
|||
m_RebindOverlay?.SetActive(false); |
|||
UpdateBindingDisplay(); |
|||
CleanUp(); |
|||
}) |
|||
.OnComplete( |
|||
operation => |
|||
{ |
|||
m_RebindOverlay?.SetActive(false); |
|||
m_RebindStopEvent?.Invoke(this, operation); |
|||
UpdateBindingDisplay(); |
|||
CleanUp(); |
|||
|
|||
// If there's more composite parts we should bind, initiate a rebind
|
|||
// for the next part.
|
|||
if (allCompositeParts) |
|||
{ |
|||
var nextBindingIndex = bindingIndex + 1; |
|||
if (nextBindingIndex < action.bindings.Count && action.bindings[nextBindingIndex].isPartOfComposite) |
|||
PerformInteractiveRebind(action, nextBindingIndex, true); |
|||
} |
|||
}); |
|||
|
|||
// If it's a part binding, show the name of the part in the UI.
|
|||
var partName = default(string); |
|||
if (action.bindings[bindingIndex].isPartOfComposite) |
|||
partName = $"Binding '{action.bindings[bindingIndex].name}'. "; |
|||
|
|||
// Bring up rebind overlay, if we have one.
|
|||
m_RebindOverlay?.SetActive(true); |
|||
if (m_RebindText != null) |
|||
{ |
|||
var text = !string.IsNullOrEmpty(m_RebindOperation.expectedControlType) |
|||
? $"{partName}Waiting for {m_RebindOperation.expectedControlType} input..." |
|||
: $"{partName}Waiting for input..."; |
|||
m_RebindText.text = text; |
|||
} |
|||
|
|||
// If we have no rebind overlay and no callback but we have a binding text label,
|
|||
// temporarily set the binding text label to "<Waiting>".
|
|||
if (m_RebindOverlay == null && m_RebindText == null && m_RebindStartEvent == null && m_BindingText != null) |
|||
m_BindingText.text = "<Waiting...>"; |
|||
|
|||
// Give listeners a chance to act on the rebind starting.
|
|||
m_RebindStartEvent?.Invoke(this, m_RebindOperation); |
|||
|
|||
m_RebindOperation.Start(); |
|||
} |
|||
|
|||
protected void OnEnable() |
|||
{ |
|||
if (s_RebindActionUIs == null) |
|||
s_RebindActionUIs = new List<RebindActionUI>(); |
|||
s_RebindActionUIs.Add(this); |
|||
if (s_RebindActionUIs.Count == 1) |
|||
InputSystem.onActionChange += OnActionChange; |
|||
} |
|||
|
|||
protected void OnDisable() |
|||
{ |
|||
m_RebindOperation?.Dispose(); |
|||
m_RebindOperation = null; |
|||
|
|||
s_RebindActionUIs.Remove(this); |
|||
if (s_RebindActionUIs.Count == 0) |
|||
{ |
|||
s_RebindActionUIs = null; |
|||
InputSystem.onActionChange -= OnActionChange; |
|||
} |
|||
} |
|||
|
|||
// When the action system re-resolves bindings, we want to update our UI in response. While this will
|
|||
// also trigger from changes we made ourselves, it ensures that we react to changes made elsewhere. If
|
|||
// the user changes keyboard layout, for example, we will get a BoundControlsChanged notification and
|
|||
// will update our UI to reflect the current keyboard layout.
|
|||
private static void OnActionChange(object obj, InputActionChange change) |
|||
{ |
|||
if (change != InputActionChange.BoundControlsChanged) |
|||
return; |
|||
|
|||
var action = obj as InputAction; |
|||
var actionMap = action?.actionMap ?? obj as InputActionMap; |
|||
var actionAsset = actionMap?.asset ?? obj as InputActionAsset; |
|||
|
|||
for (var i = 0; i < s_RebindActionUIs.Count; ++i) |
|||
{ |
|||
var component = s_RebindActionUIs[i]; |
|||
var referencedAction = component.actionReference?.action; |
|||
if (referencedAction == null) |
|||
continue; |
|||
|
|||
if (referencedAction == action || |
|||
referencedAction.actionMap == actionMap || |
|||
referencedAction.actionMap?.asset == actionAsset) |
|||
component.UpdateBindingDisplay(); |
|||
} |
|||
} |
|||
|
|||
[Tooltip("Reference to action that is to be rebound from the UI.")] |
|||
[SerializeField] |
|||
private InputActionReference m_Action; |
|||
|
|||
[SerializeField] |
|||
private string m_BindingId; |
|||
|
|||
[SerializeField] |
|||
private InputBinding.DisplayStringOptions m_DisplayStringOptions; |
|||
|
|||
[Tooltip("Text label that will receive the name of the action. Optional. Set to None to have the " |
|||
+ "rebind UI not show a label for the action.")] |
|||
[SerializeField] |
|||
private Text m_ActionLabel; |
|||
|
|||
[Tooltip("Text label that will receive the current, formatted binding string.")] |
|||
[SerializeField] |
|||
private Text m_BindingText; |
|||
|
|||
[Tooltip("Optional UI that will be shown while a rebind is in progress.")] |
|||
[SerializeField] |
|||
private GameObject m_RebindOverlay; |
|||
|
|||
[Tooltip("Optional text label that will be updated with prompt for user input.")] |
|||
[SerializeField] |
|||
private Text m_RebindText; |
|||
|
|||
[Tooltip("Event that is triggered when the way the binding is display should be updated. This allows displaying " |
|||
+ "bindings in custom ways, e.g. using images instead of text.")] |
|||
[SerializeField] |
|||
private UpdateBindingUIEvent m_UpdateBindingUIEvent; |
|||
|
|||
[Tooltip("Event that is triggered when an interactive rebind is being initiated. This can be used, for example, " |
|||
+ "to implement custom UI behavior while a rebind is in progress. It can also be used to further " |
|||
+ "customize the rebind.")] |
|||
[SerializeField] |
|||
private InteractiveRebindEvent m_RebindStartEvent; |
|||
|
|||
[Tooltip("Event that is triggered when an interactive rebind is complete or has been aborted.")] |
|||
[SerializeField] |
|||
private InteractiveRebindEvent m_RebindStopEvent; |
|||
|
|||
private InputActionRebindingExtensions.RebindingOperation m_RebindOperation; |
|||
|
|||
private static List<RebindActionUI> s_RebindActionUIs; |
|||
|
|||
// We want the label for the action name to update in edit mode, too, so
|
|||
// we kick that off from here.
|
|||
#if UNITY_EDITOR
|
|||
protected void OnValidate() |
|||
{ |
|||
UpdateActionLabel(); |
|||
UpdateBindingDisplay(); |
|||
} |
|||
|
|||
#endif
|
|||
|
|||
private void UpdateActionLabel() |
|||
{ |
|||
if (m_ActionLabel != null) |
|||
{ |
|||
var action = m_Action?.action; |
|||
m_ActionLabel.text = action != null ? action.name : string.Empty; |
|||
} |
|||
} |
|||
|
|||
[Serializable] |
|||
public class UpdateBindingUIEvent : UnityEvent<RebindActionUI, string, string, string> |
|||
{ |
|||
} |
|||
|
|||
[Serializable] |
|||
public class InteractiveRebindEvent : UnityEvent<RebindActionUI, InputActionRebindingExtensions.RebindingOperation> |
|||
{ |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: cc11d99b1a6682f4cbc4aba1fcd9ac5d |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#if UNITY_EDITOR
|
|||
using System.Linq; |
|||
using UnityEditor; |
|||
|
|||
////TODO: support multi-object editing
|
|||
|
|||
namespace UnityEngine.InputSystem.Samples.RebindUI |
|||
{ |
|||
/// <summary>
|
|||
/// A custom inspector for <see cref="RebindActionUI"/> which provides a more convenient way for
|
|||
/// picking the binding which to rebind.
|
|||
/// </summary>
|
|||
[CustomEditor(typeof(RebindActionUI))] |
|||
public class RebindActionUIEditor : UnityEditor.Editor |
|||
{ |
|||
protected void OnEnable() |
|||
{ |
|||
m_ActionProperty = serializedObject.FindProperty("m_Action"); |
|||
m_BindingIdProperty = serializedObject.FindProperty("m_BindingId"); |
|||
m_ActionLabelProperty = serializedObject.FindProperty("m_ActionLabel"); |
|||
m_BindingTextProperty = serializedObject.FindProperty("m_BindingText"); |
|||
m_RebindOverlayProperty = serializedObject.FindProperty("m_RebindOverlay"); |
|||
m_RebindTextProperty = serializedObject.FindProperty("m_RebindText"); |
|||
m_UpdateBindingUIEventProperty = serializedObject.FindProperty("m_UpdateBindingUIEvent"); |
|||
m_RebindStartEventProperty = serializedObject.FindProperty("m_RebindStartEvent"); |
|||
m_RebindStopEventProperty = serializedObject.FindProperty("m_RebindStopEvent"); |
|||
m_DisplayStringOptionsProperty = serializedObject.FindProperty("m_DisplayStringOptions"); |
|||
|
|||
RefreshBindingOptions(); |
|||
} |
|||
|
|||
public override void OnInspectorGUI() |
|||
{ |
|||
EditorGUI.BeginChangeCheck(); |
|||
|
|||
// Binding section.
|
|||
EditorGUILayout.LabelField(m_BindingLabel, Styles.boldLabel); |
|||
using (new EditorGUI.IndentLevelScope()) |
|||
{ |
|||
EditorGUILayout.PropertyField(m_ActionProperty); |
|||
|
|||
var newSelectedBinding = EditorGUILayout.Popup(m_BindingLabel, m_SelectedBindingOption, m_BindingOptions); |
|||
if (newSelectedBinding != m_SelectedBindingOption) |
|||
{ |
|||
var bindingId = m_BindingOptionValues[newSelectedBinding]; |
|||
m_BindingIdProperty.stringValue = bindingId; |
|||
m_SelectedBindingOption = newSelectedBinding; |
|||
} |
|||
|
|||
var optionsOld = (InputBinding.DisplayStringOptions)m_DisplayStringOptionsProperty.intValue; |
|||
var optionsNew = (InputBinding.DisplayStringOptions)EditorGUILayout.EnumFlagsField(m_DisplayOptionsLabel, optionsOld); |
|||
if (optionsOld != optionsNew) |
|||
m_DisplayStringOptionsProperty.intValue = (int)optionsNew; |
|||
} |
|||
|
|||
// UI section.
|
|||
EditorGUILayout.Space(); |
|||
EditorGUILayout.LabelField(m_UILabel, Styles.boldLabel); |
|||
using (new EditorGUI.IndentLevelScope()) |
|||
{ |
|||
EditorGUILayout.PropertyField(m_ActionLabelProperty); |
|||
EditorGUILayout.PropertyField(m_BindingTextProperty); |
|||
EditorGUILayout.PropertyField(m_RebindOverlayProperty); |
|||
EditorGUILayout.PropertyField(m_RebindTextProperty); |
|||
} |
|||
|
|||
// Events section.
|
|||
EditorGUILayout.Space(); |
|||
EditorGUILayout.LabelField(m_EventsLabel, Styles.boldLabel); |
|||
using (new EditorGUI.IndentLevelScope()) |
|||
{ |
|||
EditorGUILayout.PropertyField(m_RebindStartEventProperty); |
|||
EditorGUILayout.PropertyField(m_RebindStopEventProperty); |
|||
EditorGUILayout.PropertyField(m_UpdateBindingUIEventProperty); |
|||
} |
|||
|
|||
if (EditorGUI.EndChangeCheck()) |
|||
{ |
|||
serializedObject.ApplyModifiedProperties(); |
|||
RefreshBindingOptions(); |
|||
} |
|||
} |
|||
|
|||
protected void RefreshBindingOptions() |
|||
{ |
|||
var actionReference = (InputActionReference)m_ActionProperty.objectReferenceValue; |
|||
var action = actionReference?.action; |
|||
|
|||
if (action == null) |
|||
{ |
|||
m_BindingOptions = new GUIContent[0]; |
|||
m_BindingOptionValues = new string[0]; |
|||
m_SelectedBindingOption = -1; |
|||
return; |
|||
} |
|||
|
|||
var bindings = action.bindings; |
|||
var bindingCount = bindings.Count; |
|||
|
|||
m_BindingOptions = new GUIContent[bindingCount]; |
|||
m_BindingOptionValues = new string[bindingCount]; |
|||
m_SelectedBindingOption = -1; |
|||
|
|||
var currentBindingId = m_BindingIdProperty.stringValue; |
|||
for (var i = 0; i < bindingCount; ++i) |
|||
{ |
|||
var binding = bindings[i]; |
|||
var bindingId = binding.id.ToString(); |
|||
var haveBindingGroups = !string.IsNullOrEmpty(binding.groups); |
|||
|
|||
// If we don't have a binding groups (control schemes), show the device that if there are, for example,
|
|||
// there are two bindings with the display string "A", the user can see that one is for the keyboard
|
|||
// and the other for the gamepad.
|
|||
var displayOptions = |
|||
InputBinding.DisplayStringOptions.DontUseShortDisplayNames | InputBinding.DisplayStringOptions.IgnoreBindingOverrides; |
|||
if (!haveBindingGroups) |
|||
displayOptions |= InputBinding.DisplayStringOptions.DontOmitDevice; |
|||
|
|||
// Create display string.
|
|||
var displayString = action.GetBindingDisplayString(i, displayOptions); |
|||
|
|||
// If binding is part of a composite, include the part name.
|
|||
if (binding.isPartOfComposite) |
|||
displayString = $"{ObjectNames.NicifyVariableName(binding.name)}: {displayString}"; |
|||
|
|||
// Some composites use '/' as a separator. When used in popup, this will lead to to submenus. Prevent
|
|||
// by instead using a backlash.
|
|||
displayString = displayString.Replace('/', '\\'); |
|||
|
|||
// If the binding is part of control schemes, mention them.
|
|||
if (haveBindingGroups) |
|||
{ |
|||
var asset = action.actionMap?.asset; |
|||
if (asset != null) |
|||
{ |
|||
var controlSchemes = string.Join(", ", |
|||
binding.groups.Split(InputBinding.Separator) |
|||
.Select(x => asset.controlSchemes.FirstOrDefault(c => c.bindingGroup == x).name)); |
|||
|
|||
displayString = $"{displayString} ({controlSchemes})"; |
|||
} |
|||
} |
|||
|
|||
m_BindingOptions[i] = new GUIContent(displayString); |
|||
m_BindingOptionValues[i] = bindingId; |
|||
|
|||
if (currentBindingId == bindingId) |
|||
m_SelectedBindingOption = i; |
|||
} |
|||
} |
|||
|
|||
private SerializedProperty m_ActionProperty; |
|||
private SerializedProperty m_BindingIdProperty; |
|||
private SerializedProperty m_ActionLabelProperty; |
|||
private SerializedProperty m_BindingTextProperty; |
|||
private SerializedProperty m_RebindOverlayProperty; |
|||
private SerializedProperty m_RebindTextProperty; |
|||
private SerializedProperty m_RebindStartEventProperty; |
|||
private SerializedProperty m_RebindStopEventProperty; |
|||
private SerializedProperty m_UpdateBindingUIEventProperty; |
|||
private SerializedProperty m_DisplayStringOptionsProperty; |
|||
|
|||
private GUIContent m_BindingLabel = new GUIContent("Binding"); |
|||
private GUIContent m_DisplayOptionsLabel = new GUIContent("Display Options"); |
|||
private GUIContent m_UILabel = new GUIContent("UI"); |
|||
private GUIContent m_EventsLabel = new GUIContent("Events"); |
|||
private GUIContent[] m_BindingOptions; |
|||
private string[] m_BindingOptionValues; |
|||
private int m_SelectedBindingOption; |
|||
|
|||
private static class Styles |
|||
{ |
|||
public static GUIStyle boldLabel = new GUIStyle("MiniBoldLabel"); |
|||
} |
|||
} |
|||
} |
|||
#endif
|
|
|||
fileFormatVersion: 2 |
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InputSystem_LocalMultiplayer_Project/Assets/Samples/Input System/1.0.0-preview.4/Rebinding UI/RebindingUISampleScene.unity
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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