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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/// Analytics for tracking Player Input component user engagement in the editor.
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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 PlayerInputEditorAnalytic : UnityEngine.InputSystem.InputAnalytics.IInputAnalytic
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{
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public const string kEventName = "input_playerinput_editor_destroyed";
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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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private readonly UnityEditor.Editor m_Editor;
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public PlayerInputEditorAnalytic(UnityEditor.Editor editor)
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{
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m_Editor = editor;
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}
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public InputAnalytics.InputAnalyticInfo info =>
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new InputAnalytics.InputAnalyticInfo(kEventName, kMaxEventsPerHour, kMaxNumberOfElements);
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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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try
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{
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data = new Data(m_Editor.target as PlayerInput);
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error = null;
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}
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catch (Exception e)
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{
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data = null;
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error = e;
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}
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return true;
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}
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internal struct Data : UnityEngine.InputSystem.InputAnalytics.IInputAnalyticData
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{
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public InputEditorAnalytics.PlayerNotificationBehavior behavior;
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public bool has_actions;
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public bool has_default_map;
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public bool has_ui_input_module;
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public bool has_camera;
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public Data(PlayerInput playerInput)
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{
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behavior = InputEditorAnalytics.ToNotificationBehavior(playerInput.notificationBehavior);
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has_actions = playerInput.actions != null;
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has_default_map = playerInput.defaultActionMap != null;
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#if UNITY_INPUT_SYSTEM_ENABLE_UI
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has_ui_input_module = playerInput.uiInputModule != null;
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#else
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has_ui_input_module = false;
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#endif
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has_camera = playerInput.camera != null;
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}
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}
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}
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}
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#endif
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