设置分组

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bob
2025-06-10 14:57:35 +08:00
parent 1d3d4adbf5
commit 9963e4a51e
144 changed files with 8755 additions and 70 deletions

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@@ -57,6 +57,7 @@ MonoBehaviour:
- Rowlan.MicroVerse.Presets_3.Runtime - Rowlan.MicroVerse.Presets_3.Runtime
- StompyRobot.SRDebugger - StompyRobot.SRDebugger
- StompyRobot.SRF - StompyRobot.SRF
- Unity.InputSystem.RebindingUI
- VInspector - VInspector
- WaveHarmonic.Crest - WaveHarmonic.Crest
- WaveHarmonic.Crest.Samples - WaveHarmonic.Crest.Samples

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{
"displayName": "Custom Binding Composite",
"description": "Shows how to implement a custom composite binding."
}

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using System;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine.InputSystem.Editor;
using UnityEngine.UIElements;
#endif
// Let's say we want to have a composite that takes an axis and uses
// it's value to multiply the length of a vector from a stick. This could
// be used, for example, to have the right trigger on the gamepad act as
// a strength multiplier on the value of the left stick.
//
// We start by creating a class that is based on InputBindingComposite<>.
// The type we give it is the type of value that we will compute. In this
// case, we will consume a Vector2 from the stick so that is the type
// of value we return.
//
// NOTE: By advertising the type of value we return, we also allow the
// input system to filter out our composite if it is not applicable
// to a specific type of action. For example, if an action is set
// to "Value" as its type and its "Control Type" is set to "Axis",
// our composite will not be shown as our value type (Vector2) is
// incompatible with the value type of Axis (float).
//
// We can customize the way display strings are formed for our composite by
// annotating it with DisplayStringFormatAttribute. The string is simply a
// list with elements to be replaced enclosed in curly braces. Everything
// outside those will taken verbatim. The fragments inside the curly braces
// in this case refer to the binding composite parts by name. Each such
// instance is replaced with the display text for the corresponding
// part binding.
//
// NOTE: We don't supply a name for the composite here. The default logic
// will take the name of the type ("CustomComposite" in our case)
// and snip off "Composite" if used as a suffix (which is the case
// for us) and then use that as the name. So in our case, we are
// registering a composite called "Custom" here.
//
// If we were to use our composite with the AddCompositeBinding API,
// for example, it would look like this:
//
// myAction.AddCompositeBinding("Custom")
// .With("Stick", "<Gamepad>/leftStick")
// .With("Multiplier", "<Gamepad>/rightTrigger");
[DisplayStringFormat("{multiplier}*{stick}")]
public class CustomComposite : InputBindingComposite<Vector2>
{
// So, we need two parts for our composite. The part that delivers the stick
// value and the part that delivers the axis multiplier. Note that each part
// may be bound to multiple controls. The input system handles that for us
// by giving us an integer identifier for each part that reads a single value
// from however many controls are bound to the part.
//
// In our case, this could be used, for example, to bind the "multiplier" part
// to both the left and the right trigger on the gamepad.
// To tell the input system of a "part" binding that we need for a composite,
// we add a public field with an "int" type and annotated with an [InputControl]
// attribute. We set the "layout" property on the attribute to tell the system
// what kind of control we expect to be bound to the part.
//
// NOTE: These part binding need to be *public fields* for the input system
// to find them.
//
// So this is introduces a part to the composite called "multiplier" and
// expecting an "Axis" control. The value of the field will be set by the
// input system. It will be some internal, unique numeric ID for the part
// which we can then use with InputBindingCompositeContext.ReadValue to
// read out the value of just that part.
[InputControl(layout = "Axis")]
public int multiplier;
// The other part we need is for the stick.
//
// NOTE: We could use "Stick" here but "Vector2" is a little less restrictive.
[InputControl(layout = "Vector2")]
public int stick;
// We may also expose "parameters" on our composite. These can be configured
// graphically in the action editor and also through AddCompositeBinding.
//
// Let's say we want to allow the user to specify an additional scale factor
// to apply to the value of "multiplier". We can do so by simply adding a
// public field of type float. Any public field that is not annotated with
// [InputControl] will be treated as a possible parameter.
//
// If we added a composite with AddCompositeBinding, we could configure the
// parameter like so:
//
// myAction.AddCompositeBinding("Custom(scaleFactor=0.5)"
// .With("Multiplier", "<Gamepad>/rightTrigger")
// .With("Stick", "<Gamepad>/leftStick");
public float scaleFactor = 1;
// Ok, so now we have all the configuration in place. The final piece we
// need is the actual logic that reads input from "multiplier" and "stick"
// and computes a final input value.
//
// We can do that by defining a ReadValue method which is the actual workhorse
// for our composite.
public override Vector2 ReadValue(ref InputBindingCompositeContext context)
{
// We read input from the parts we have by simply
// supplying the part IDs that the input system has set up
// for us to ReadValue.
//
// NOTE: Vector2 is a less straightforward than primitive value types
// like int and float. If there are multiple controls bound to the
// "stick" part, we need to tell the input system which one to pick.
// We do so by giving it an IComparer. In this case, we choose
// Vector2MagnitudeComparer to return the Vector2 with the greatest
// length.
var stickValue = context.ReadValue<Vector2, Vector2MagnitudeComparer>(stick);
var multiplierValue = context.ReadValue<float>(multiplier);
// The rest is simple. We just scale the vector we read by the
// multiple from the axis and apply our scale factor.
return stickValue * (multiplierValue * scaleFactor);
}
}
// Our custom composite is complete and fully functional. We could stop here and
// call it a day. However, for the sake of demonstration, let's say we also want
// to customize how the parameters for our composite are edited. We have "scaleFactor"
// so let's say we want to replace the default float inspector with a slider.
//
// We can replace the default UI by simply deriving a custom InputParameterEditor
// for our composite.
#if UNITY_EDITOR
public class CustomCompositeEditor : InputParameterEditor<CustomComposite>
{
public override void OnGUI()
{
// Using the 'target' property, we can access an instance of our composite.
var currentValue = target.scaleFactor;
// The easiest way to lay out our UI is to simply use EditorGUILayout.
// We simply assign the changed value back to the 'target' object. The input
// system will automatically detect a change in value.
target.scaleFactor = EditorGUILayout.Slider(m_ScaleFactorLabel, currentValue, 0, 2);
}
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
public override void OnDrawVisualElements(VisualElement root, Action onChangedCallback)
{
var slider = new Slider(m_ScaleFactorLabel.text, 0, 2)
{
value = target.scaleFactor,
showInputField = true
};
// Note: For UIToolkit sliders, as of Feb 2022, we can't register for the mouse up event directly
// on the slider because an element inside the slider captures the event. The workaround is to
// register for the event on the slider container. This will be fixed in a future version of
// UIToolkit.
slider.Q("unity-drag-container").RegisterCallback<MouseUpEvent>(evt =>
{
target.scaleFactor = slider.value;
onChangedCallback?.Invoke();
});
root.Add(slider);
}
#endif
private GUIContent m_ScaleFactorLabel = new GUIContent("Scale Factor");
}
#endif

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This sample shows how to implement and register a custom InputBindingComposite.

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{
"displayName": "Rebinding UI",
"description": "An example UI component that demonstrates how to create UI for rebinding actions."
}

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using System;
using UnityEngine.UI;
////TODO: have updateBindingUIEvent receive a control path string, too (in addition to the device layout name)
namespace UnityEngine.InputSystem.Samples.RebindUI
{
/// <summary>
/// This is an example for how to override the default display behavior of bindings. The component
/// hooks into <see cref="RebindActionUI.updateBindingUIEvent"/> which is triggered when UI display
/// of a binding should be refreshed. It then checks whether we have an icon for the current binding
/// and if so, replaces the default text display with an icon.
/// </summary>
public class GamepadIconsExample : MonoBehaviour
{
public GamepadIcons xbox;
public GamepadIcons ps4;
protected void OnEnable()
{
// Hook into all updateBindingUIEvents on all RebindActionUI components in our hierarchy.
var rebindUIComponents = transform.GetComponentsInChildren<RebindActionUI>();
foreach (var component in rebindUIComponents)
{
component.updateBindingUIEvent.AddListener(OnUpdateBindingDisplay);
component.UpdateBindingDisplay();
}
}
protected void OnUpdateBindingDisplay(RebindActionUI component, string bindingDisplayString, string deviceLayoutName, string controlPath)
{
if (string.IsNullOrEmpty(deviceLayoutName) || string.IsNullOrEmpty(controlPath))
return;
var icon = default(Sprite);
if (InputSystem.IsFirstLayoutBasedOnSecond(deviceLayoutName, "DualShockGamepad"))
icon = ps4.GetSprite(controlPath);
else if (InputSystem.IsFirstLayoutBasedOnSecond(deviceLayoutName, "Gamepad"))
icon = xbox.GetSprite(controlPath);
var textComponent = component.bindingText;
// Grab Image component.
var imageGO = textComponent.transform.parent.Find("ActionBindingIcon");
var imageComponent = imageGO.GetComponent<Image>();
if (icon != null)
{
textComponent.gameObject.SetActive(false);
imageComponent.sprite = icon;
imageComponent.gameObject.SetActive(true);
}
else
{
textComponent.gameObject.SetActive(true);
imageComponent.gameObject.SetActive(false);
}
}
[Serializable]
public struct GamepadIcons
{
public Sprite buttonSouth;
public Sprite buttonNorth;
public Sprite buttonEast;
public Sprite buttonWest;
public Sprite startButton;
public Sprite selectButton;
public Sprite leftTrigger;
public Sprite rightTrigger;
public Sprite leftShoulder;
public Sprite rightShoulder;
public Sprite dpad;
public Sprite dpadUp;
public Sprite dpadDown;
public Sprite dpadLeft;
public Sprite dpadRight;
public Sprite leftStick;
public Sprite rightStick;
public Sprite leftStickPress;
public Sprite rightStickPress;
public Sprite GetSprite(string controlPath)
{
// From the input system, we get the path of the control on device. So we can just
// map from that to the sprites we have for gamepads.
switch (controlPath)
{
case "buttonSouth": return buttonSouth;
case "buttonNorth": return buttonNorth;
case "buttonEast": return buttonEast;
case "buttonWest": return buttonWest;
case "start": return startButton;
case "select": return selectButton;
case "leftTrigger": return leftTrigger;
case "rightTrigger": return rightTrigger;
case "leftShoulder": return leftShoulder;
case "rightShoulder": return rightShoulder;
case "dpad": return dpad;
case "dpad/up": return dpadUp;
case "dpad/down": return dpadDown;
case "dpad/left": return dpadLeft;
case "dpad/right": return dpadRight;
case "leftStick": return leftStick;
case "rightStick": return rightStick;
case "leftStickPress": return leftStickPress;
case "rightStickPress": return rightStickPress;
}
return null;
}
}
}
}

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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).
Finally, the [RebindSaveLoad](./RebindSaveLoad.cs) script demonstrates how to persist user rebinds in `PlayerPrefs` and how to restore them from there.
The icons used in the sample are taken from [Free Prompts Pack v4.0](https://opengameart.org/content/free-keyboard-and-controllers-prompts-pack) created by, and made available to public domain by Nicolae Berbece.
Icons are licensed under [Creative Commons CC0](https://creativecommons.org/publicdomain/zero/1.0/).

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using System;
using System.Collections.Generic;
using UnityEngine.Events;
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;
action.actionMap.Enable();
m_UIInputActionMap?.Enable();
}
// An "InvalidOperationException: Cannot rebind action x while it is enabled" will
// be thrown if rebinding is attempted on an action that is enabled.
//
// On top of disabling the target action while rebinding, it is recommended to
// disable any actions (or action maps) that could interact with the rebinding UI
// or gameplay - it would be undesirable for rebinding to cause the player
// character to jump.
//
// In this example, we explicitly disable both the UI input action map and
// the action map containing the target action.
action.actionMap.Disable();
m_UIInputActionMap?.Disable();
// Configure the rebind.
m_RebindOperation = action.PerformInteractiveRebinding(bindingIndex)
.OnCancel(
operation =>
{
m_RebindStopEvent?.Invoke(this, operation);
if (m_RebindOverlay != null)
m_RebindOverlay.SetActive(false);
UpdateBindingDisplay();
CleanUp();
})
.OnComplete(
operation =>
{
if (m_RebindOverlay != null)
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;
if (m_DefaultInputActions != null && m_UIInputActionMap == null)
m_UIInputActionMap = m_DefaultInputActions.FindActionMap("UI");
}
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("Optional reference to default input actions containing the UI action map. The UI action map is "
+ "disabled when rebinding is in progress.")]
[SerializeField]
private InputActionAsset m_DefaultInputActions;
private InputActionMap m_UIInputActionMap;
[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>
{
}
}
}

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#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_DefaultInputActionsProperty = serializedObject.FindProperty("m_DefaultInputActions");
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);
EditorGUILayout.PropertyField(m_DefaultInputActionsProperty);
}
// 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_DefaultInputActionsProperty;
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

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fileFormatVersion: 2
guid: fa7fa75d154b431893a88cd8aa9c1d10
timeCreated: 1574957258

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using UnityEngine;
using UnityEngine.InputSystem;
public class RebindSaveLoad : MonoBehaviour
{
public InputActionAsset actions;
public void OnEnable()
{
var rebinds = PlayerPrefs.GetString("rebinds");
if (!string.IsNullOrEmpty(rebinds))
actions.LoadBindingOverridesFromJson(rebinds);
}
public void OnDisable()
{
var rebinds = actions.SaveBindingOverridesAsJson();
PlayerPrefs.SetString("rebinds", rebinds);
}
}

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