UI 자동화를 위해 바인딩 기능 구현
- 유니티 에셋 인증 오류로 meta 재생성
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#if UNITY_EDITOR
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namespace UnityEngine.InputSystem.Editor
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{
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internal static class InputActionsEditorConstants
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{
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// Paths
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public const string PackagePath = "Packages/com.unity.inputsystem";
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public const string ResourcesPath = "/InputSystem/Editor/UITKAssetEditor/PackageResources";
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/// Template names
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public const string ProjectSettingsUxml = "/InputActionsProjectSettings.uxml";
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public const string MainEditorViewNameUxml = "/InputActionsEditor.uxml";
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public const string BindingsPanelRowTemplateUxml = "/BindingPanelRowTemplate.uxml";
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public const string NameAndParametersListViewItemUxml = "/NameAndParameterListViewItemTemplate.uxml";
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public const string CompositeBindingPropertiesViewUxml = "/CompositeBindingPropertiesEditor.uxml";
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public const string CompositePartBindingPropertiesViewUxml = "/CompositePartBindingPropertiesEditor.uxml";
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public const string ControlSchemeEditorViewUxml = "/ControlSchemeEditor.uxml";
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public const string InputActionMapsTreeViewItemUxml = "/InputActionMapsTreeViewItem.uxml";
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public const string InputActionsTreeViewItemUxml = "/InputActionsTreeViewItem.uxml";
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/// Classes
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public static readonly string HiddenStyleClassName = "unity-input-actions-editor-hidden";
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public const string CompositePartAssignmentTooltip =
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"The named part of the composite that the binding is assigned to. Multiple bindings may be assigned the same part. All controls from "
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+ "all bindings that are assigned the same part will collectively feed values into that part of the composite.";
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public const string CompositeTypeTooltip =
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"Type of composite. Allows changing the composite type retroactively. Doing so will modify the bindings that are part of the composite.";
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public const string InitialStateCheckTooltip =
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"Whether in the next input update after the action was enabled, the action should "
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+ "immediately trigger if any of its bound controls are currently in a non-default state. "
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+ "This check happens implicitly for Value actions but can be explicitly enabled for Button and Pass-Through actions.";
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public struct CommandEvents
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{
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public const string Rename = "Rename";
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public const string Delete = "Delete";
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public const string SoftDelete = "SoftDelete";
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public const string Duplicate = "Duplicate";
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public const string Copy = "Copy";
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public const string Cut = "Cut";
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public const string Paste = "Paste";
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}
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}
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}
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#endif
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