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64 行
2.1 KiB
64 行
2.1 KiB
#if ENABLE_INPUT_SYSTEM
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.InputSystem;
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using System.Linq;
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using System.Collections.Generic;
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using GameplayIngredients.Events;
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namespace GameplayIngredients.Editor
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{
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[CustomPropertyDrawer(typeof(PlayerInputAction))]
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public class InputPlayerActionPropertyDrawer: PropertyDrawer
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{
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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return EditorGUIUtility.singleLineHeight * 2 + 8;
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}
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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var asset = property.FindPropertyRelative("playerInput");
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var path = property.FindPropertyRelative("path");
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position.height = EditorGUIUtility.singleLineHeight;
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EditorGUI.PropertyField(position, asset, new GUIContent("Player Input"));
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EditorGUI.indentLevel++;
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position.y += EditorGUIUtility.singleLineHeight + 2;
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var paths = GetPaths(asset.objectReferenceValue as InputActionAsset);
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int selected = paths.IndexOf(path.stringValue);
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selected = EditorGUI.Popup(position, "Action", selected, paths);
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if(GUI.changed)
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{
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if (selected >= 0)
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path.stringValue = paths[selected];
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else
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path.stringValue = string.Empty;
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}
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EditorGUI.indentLevel--;
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}
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string[] GetPaths(InputActionAsset asset)
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{
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if (asset == null)
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return new string[0];
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List<string> paths = new List<string>();
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foreach(var map in asset.actionMaps)
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{
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if (map == null) continue;
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foreach(var action in map.actions)
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{
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if (action == null) continue;
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paths.Add($"{map.name}{InputAssetAction.pathSeparator}{action.name}");
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}
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}
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return paths.ToArray();
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}
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}
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}
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#endif
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