UI 자동화를 위해 바인딩 기능 구현
- 유니티 에셋 인증 오류로 meta 재생성
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#if UNITY_EDITOR
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using System;
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namespace UnityEngine.InputSystem.Editor
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{
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/// <summary>
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/// Enumeration type identifying a Input System MonoBehavior component.
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/// </summary>
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[Serializable]
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internal enum InputSystemComponent
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{
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// Feature components
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PlayerInput = 1,
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PlayerInputManager = 2,
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OnScreenStick = 3,
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OnScreenButton = 4,
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VirtualMouseInput = 5,
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// Debug components
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TouchSimulation = 1000,
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// Integration components
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StandaloneInputModule = 2000,
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InputSystemUIInputModule = 2001,
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}
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/// <summary>
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/// Analytics record for tracking engagement with Input Component editor(s).
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/// </summary>
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#if UNITY_2023_2_OR_NEWER
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[UnityEngine.Analytics.AnalyticInfo(eventName: kEventName, maxEventsPerHour: kMaxEventsPerHour,
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maxNumberOfElements: kMaxNumberOfElements, vendorKey: UnityEngine.InputSystem.InputAnalytics.kVendorKey)]
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#endif // UNITY_2023_2_OR_NEWER
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internal class InputComponentEditorAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
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{
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public const string kEventName = "input_component_editor_closed";
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public const int kMaxEventsPerHour = 100; // default: 1000
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public const int kMaxNumberOfElements = 100; // default: 1000
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/// <summary>
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/// The associated component type.
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/// </summary>
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private readonly InputSystemComponent m_Component;
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/// <summary>
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/// Represents component inspector editor data.
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/// </summary>
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/// <remarks>
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/// Ideally this struct should be readonly but then Unity cannot serialize/deserialize it.
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/// </remarks>
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[Serializable]
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public struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
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{
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/// <summary>
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/// Creates a new <c>ComponentEditorData</c> instance.
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/// </summary>
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/// <param name="component">The associated component.</param>
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public Data(InputSystemComponent component)
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{
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this.component = component;
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}
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/// <summary>
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/// Defines the associated component.
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/// </summary>
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public InputSystemComponent component;
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}
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public InputComponentEditorAnalytic(InputSystemComponent component)
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{
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info = new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
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m_Component = component;
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}
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#if UNITY_2023_2_OR_NEWER
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public bool TryGatherData(out UnityEngine.Analytics.IAnalytic.IData data, out Exception error)
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#else
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public bool TryGatherData(out InputAnalytics.IInputAnalyticData data, out Exception error)
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#endif
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{
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data = new Data(m_Component);
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error = null;
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return true;
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}
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public InputAnalytics.InputAnalyticInfo info { get; }
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}
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}
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#endif // UNITY_EDITOR
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