UI 자동화를 위해 바인딩 기능 구현
- 유니티 에셋 인증 오류로 meta 재생성
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using System;
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namespace UnityEngine.InputSystem.Users
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{
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/// <summary>
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/// Handle for a user account in an external API.
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/// </summary>
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public struct InputUserAccountHandle : IEquatable<InputUserAccountHandle>
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{
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/// <summary>
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/// Symbolic name of the API that owns the handle.
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/// </summary>
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/// <remarks>
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/// This essentially provides a namespace for <see cref="handle"/>.
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///
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/// On PS4, for example, this will read "PS4" for user handles corresponding
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/// to <c>sceUserId</c>.
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///
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/// This will not be null or empty except if the handle is invalid.
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/// </remarks>
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public string apiName
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{
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get { return m_ApiName; }
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}
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public ulong handle
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{
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get { return m_Handle; }
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}
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public InputUserAccountHandle(string apiName, ulong handle)
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{
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if (string.IsNullOrEmpty(apiName))
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throw new ArgumentNullException("apiName");
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m_ApiName = apiName;
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m_Handle = handle;
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}
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public override string ToString()
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{
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if (m_ApiName == null)
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return base.ToString();
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return string.Format("{0}({1})", m_ApiName, m_Handle);
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}
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public bool Equals(InputUserAccountHandle other)
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{
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return string.Equals(apiName, other.apiName) && Equals(handle, other.handle);
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}
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public override bool Equals(object obj)
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{
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if (ReferenceEquals(null, obj))
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return false;
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return obj is InputUserAccountHandle && Equals((InputUserAccountHandle)obj);
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}
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public static bool operator==(InputUserAccountHandle left, InputUserAccountHandle right)
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{
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return left.Equals(right);
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}
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public static bool operator!=(InputUserAccountHandle left, InputUserAccountHandle right)
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{
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return !left.Equals(right);
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}
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public override int GetHashCode()
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{
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unchecked
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{
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return ((apiName != null ? apiName.GetHashCode() : 0) * 397) ^ handle.GetHashCode();
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}
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}
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private string m_ApiName;
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private ulong m_Handle;
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}
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}
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