UI 자동화를 위해 바인딩 기능 구현
- 유니티 에셋 인증 오류로 meta 재생성
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#if UNITY_EDITOR && ENABLE_INPUT_SYSTEM && UNITY_2023_2_OR_NEWER
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine.InputSystem.Editor;
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namespace UnityEngine.InputSystem.Plugins.InputForUI
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{
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// Unlike InputSystemProvider we want the verifier to register itself directly on domain reload in editor.
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[InitializeOnLoad]
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internal class InputActionAssetVerifier : ProjectWideActionsAsset.IInputActionAssetVerifier
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{
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public enum ReportPolicy
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{
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ReportAll,
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SuppressChildErrors
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}
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// Note: This is intentionally not a constant to avoid dead code warning in tests while this remains
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// as a setting type of value.
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public static ReportPolicy DefaultReportPolicy = ReportPolicy.SuppressChildErrors;
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static InputActionAssetVerifier()
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{
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// Register an InputActionAsset verifier for this plugin.
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ProjectWideActionsAsset.RegisterInputActionAssetVerifier(() => new InputActionAssetVerifier());
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InputSystemProvider.SetOnRegisterActions((asset) => { ProjectWideActionsAsset.Verify(asset); });
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}
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#region ProjectWideActionsAsset.IInputActionAssetVerifier
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public void Verify(InputActionAsset asset,
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ProjectWideActionsAsset.IReportInputActionAssetVerificationErrors reporter)
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{
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// We don't want to log warnings if no UI action map is present as we default in this case.
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if (asset.FindActionMap("UI", false) == null)
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{
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return;
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}
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// Note:
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// PWA has initial state check true for "Point" action, DefaultActions do not, does it matter?
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//
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// Additionally note that "Submit" and "Cancel" are indirectly expected to be of Button action type.
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// This is not available in UI configuration, but InputActionRebindingExtensions suggests this.
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//
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// Additional "LeftClick" has initial state check set in PWA, but not "MiddleClick" and "RightClick".
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// Is this intentional? Are requirements different?
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var context = new Context(asset, reporter, DefaultReportPolicy);
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context.Verify(actionNameOrId: InputSystemProvider.Actions.PointAction, actionType: InputActionType.PassThrough, expectedControlType: nameof(Vector2));
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context.Verify(actionNameOrId: InputSystemProvider.Actions.MoveAction, actionType: InputActionType.PassThrough, expectedControlType: nameof(Vector2));
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context.Verify(actionNameOrId: InputSystemProvider.Actions.SubmitAction, actionType: InputActionType.Button, expectedControlType: "Button");
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context.Verify(actionNameOrId: InputSystemProvider.Actions.CancelAction, actionType: InputActionType.Button, expectedControlType: "Button");
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context.Verify(actionNameOrId: InputSystemProvider.Actions.LeftClickAction, actionType: InputActionType.PassThrough, expectedControlType: "Button");
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context.Verify(actionNameOrId: InputSystemProvider.Actions.MiddleClickAction, actionType: InputActionType.PassThrough, expectedControlType: "Button");
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context.Verify(actionNameOrId: InputSystemProvider.Actions.RightClickAction, actionType: InputActionType.PassThrough, expectedControlType: "Button");
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context.Verify(actionNameOrId: InputSystemProvider.Actions.ScrollWheelAction, actionType: InputActionType.PassThrough, expectedControlType: nameof(Vector2));
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}
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#endregion
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private struct Context
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{
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const string errorSuffix = "The Input System's runtime UI integration relies on certain required input action definitions, some of which are missing. This means some runtime UI input may not work correctly. See <a href=\"https://docs.unity3d.com/Packages/com.unity.inputsystem@latest/index.html?subfolder=/manual/UISupport.html#required-actions-for-ui\">Input System Manual - UI Support</a> for guidance on required actions for UI integration or see <a href=\"https://docs.unity3d.com/Packages/com.unity.inputsystem@latest/index.html?subfolder=/manual/ProjectWideActions.html#the-default-actions\">how to revert to defaults</a>.";
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public Context(InputActionAsset asset,
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ProjectWideActionsAsset.IReportInputActionAssetVerificationErrors reporter,
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ReportPolicy policy)
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{
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this.asset = asset;
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this.missingPaths = new HashSet<string>();
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this.reporter = reporter;
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this.policy = policy;
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}
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private string GetAssetReference()
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{
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var path = AssetDatabase.GetAssetPath(asset);
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return string.IsNullOrEmpty(path) ? asset.name : path;
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}
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private void ActionMapWarning(string actionMap, string problem)
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{
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reporter.Report($"InputActionMap with path '{actionMap}' in asset \"{GetAssetReference()}\" {problem}. {errorSuffix}");
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}
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private void ActionWarning(string actionNameOrId, string problem)
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{
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reporter.Report($"InputAction with path '{actionNameOrId}' in asset \"{GetAssetReference()}\" {problem}. {errorSuffix}");
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}
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public void Verify(string actionNameOrId, InputActionType actionType, string expectedControlType)
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{
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var action = asset.FindAction(actionNameOrId);
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if (action == null)
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{
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const string kCouldNotBeFound = "could not be found";
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// Check if the map (if any) exists
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var noMapOrMapExists = true;
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var index = actionNameOrId.IndexOf('/');
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if (index > 0)
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{
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var path = actionNameOrId.Substring(0, index);
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if (asset.FindActionMap(path) == null)
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{
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if (missingPaths == null)
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missingPaths = new HashSet<string>(1);
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if (missingPaths.Add(path))
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ActionMapWarning(path, kCouldNotBeFound);
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noMapOrMapExists = false;
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}
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}
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if (!noMapOrMapExists && policy == ReportPolicy.SuppressChildErrors)
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return;
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ActionWarning(actionNameOrId, kCouldNotBeFound);
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}
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else if (action.bindings.Count == 0)
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ActionWarning(actionNameOrId, "do not have any configured bindings");
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else if (action.type != actionType)
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ActionWarning(actionNameOrId, $"has 'type' set to '{nameof(InputActionType)}.{action.type}', but '{nameof(InputActionType)}.{actionType}' was expected");
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else if (!string.IsNullOrEmpty(expectedControlType) && !string.IsNullOrEmpty(action.expectedControlType) && action.expectedControlType != expectedControlType)
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ActionWarning(actionNameOrId, $"has 'expectedControlType' set to '{action.expectedControlType}', but '{expectedControlType}' was expected");
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}
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private readonly InputActionAsset asset;
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private readonly ProjectWideActionsAsset.IReportInputActionAssetVerificationErrors reporter;
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private HashSet<string> missingPaths; // Avoids generating multiple warnings around missing map
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private ReportPolicy policy;
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}
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}
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}
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#endif // UNITY_EDITOR && ENABLE_INPUT_SYSTEM && UNITY_2023_2_OR_NEWER
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