UI 자동화를 위해 바인딩 기능 구현

- 유니티 에셋 인증 오류로 meta 재생성
This commit is contained in:
2026-01-25 01:31:34 +09:00
parent 2ceb28f55d
commit ce83f21c93
1861 changed files with 377882 additions and 211 deletions

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{
"displayName": "Rebinding UI",
"description": "An example UI component that demonstrates how to create UI for rebinding actions."
}

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using System;
using System.Collections.Generic;
using UnityEngine.Events;
using UnityEngine.UI;
namespace UnityEngine.InputSystem.Samples.RebindUI
{
public class ActionLabel : MonoBehaviour
{
[Tooltip("Reference to action that is to be rebound from the UI.")]
[SerializeField]
private InputActionReference m_Action;
[SerializeField]
private string m_BindingId;
[SerializeField]
private InputBinding.DisplayStringOptions m_DisplayStringOptions;
[Tooltip("Text label that will receive the current, formatted binding string.")]
[SerializeField]
private Text m_BindingText;
[Tooltip("Event that is triggered when the way the binding is display should be updated. This allows displaying "
+ "bindings in custom ways, e.g. using images instead of text.")]
[SerializeField]
private UpdateBindingUIEvent m_UpdateBindingUIEvent;
private static List<ActionLabel> s_InputActionUIs;
/// <summary>
/// Reference to the action that is to be rebound.
/// </summary>
public InputActionReference actionReference
{
get => m_Action;
set
{
m_Action = value;
UpdateBindingDisplay();
}
}
/// <summary>
/// ID (in string form) of the binding that is to be rebound on the action.
/// </summary>
/// <seealso cref="InputBinding.id"/>
public string bindingId
{
get => m_BindingId;
set
{
m_BindingId = value;
UpdateBindingDisplay();
}
}
/// <summary>
/// Text component that receives the display string of the binding. Can be <c>null</c> in which
/// case the component entirely relies on <see cref="updateBindingUIEvent"/>.
/// </summary>
public Text bindingText
{
get => m_BindingText;
set
{
m_BindingText = value;
UpdateBindingDisplay();
}
}
/// <summary>
/// Display options for the binding.
/// </summary>
public InputBinding.DisplayStringOptions displayStringOptions
{
get => m_DisplayStringOptions;
set
{
m_DisplayStringOptions = value;
UpdateBindingDisplay();
}
}
/// <summary>
/// Trigger a refresh of the currently displayed binding.
/// </summary>
public void UpdateBindingDisplay()
{
var displayString = string.Empty;
var deviceLayoutName = default(string);
var controlPath = default(string);
// Get display string from action.
var action = m_Action?.action;
if (action != null)
{
var bindingIndex = action.bindings.IndexOf(x => x.id.ToString() == m_BindingId);
if (bindingIndex != -1)
displayString = action.GetBindingDisplayString(bindingIndex, out deviceLayoutName, out controlPath, displayStringOptions);
}
// Set on label (if any).
if (m_BindingText != null)
m_BindingText.text = displayString;
// Give listeners a chance to configure UI in response.
m_UpdateBindingUIEvent?.Invoke(this, displayString, deviceLayoutName, controlPath);
}
protected void OnEnable()
{
if (s_InputActionUIs == null)
s_InputActionUIs = new List<ActionLabel>();
s_InputActionUIs.Add(this);
if (s_InputActionUIs.Count == 1)
InputSystem.onActionChange += OnActionChange;
UpdateBindingDisplay();
}
protected void OnDisable()
{
s_InputActionUIs.Remove(this);
if (s_InputActionUIs.Count == 0)
{
s_InputActionUIs = null;
InputSystem.onActionChange -= OnActionChange;
}
}
// When the action system re-resolves bindings, we want to update our UI in response
// to show the currently relevant binding.
private static void OnActionChange(object obj, InputActionChange change)
{
if (change != InputActionChange.BoundControlsChanged)
return;
var action = obj as InputAction;
var actionMap = action?.actionMap ?? obj as InputActionMap;
var actionAsset = actionMap?.asset ?? obj as InputActionAsset;
for (var i = 0; i < s_InputActionUIs.Count; ++i)
{
var component = s_InputActionUIs[i];
var referencedAction = component.actionReference?.action;
if (referencedAction == null)
continue;
if (referencedAction == action ||
referencedAction.actionMap == actionMap ||
referencedAction.actionMap?.asset == actionAsset)
component.UpdateBindingDisplay();
}
}
}
[Serializable]
public class UpdateBindingUIEvent : UnityEvent<ActionLabel, string, string, string>
{
}
}

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#if UNITY_EDITOR
using System.Linq;
using UnityEditor;
////TODO: support multi-object editing
namespace UnityEngine.InputSystem.Samples.RebindUI
{
/// <summary>
/// A custom inspector for <see cref="RebindActionUI"/> which provides a more convenient way for
/// picking the binding which to rebind.
/// </summary>
[CustomEditor(typeof(ActionLabel))]
public class ActionLabelEditor : UnityEditor.Editor
{
protected void OnEnable()
{
m_BindingTextProperty = serializedObject.FindProperty("m_BindingText");
m_UpdateBindingUIEventProperty = serializedObject.FindProperty("m_UpdateBindingUIEvent");
m_BindingUI = new BindingUI(serializedObject);
}
public override void OnInspectorGUI()
{
EditorGUI.BeginChangeCheck();
// Binding section.
m_BindingUI.Draw();
// UI section.
EditorGUILayout.Space();
EditorGUILayout.LabelField(m_UILabel, Styles.boldLabel);
using (new EditorGUI.IndentLevelScope())
{
EditorGUILayout.PropertyField(m_BindingTextProperty);
}
// Events section.
EditorGUILayout.Space();
EditorGUILayout.LabelField(m_EventsLabel, Styles.boldLabel);
using (new EditorGUI.IndentLevelScope())
{
EditorGUILayout.PropertyField(m_UpdateBindingUIEventProperty);
}
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
m_BindingUI.Refresh();
}
}
private SerializedProperty m_BindingTextProperty;
private SerializedProperty m_UpdateBindingUIEventProperty;
private GUIContent m_UILabel = new GUIContent("UI");
private GUIContent m_EventsLabel = new GUIContent("Events");
private BindingUI m_BindingUI;
private static class Styles
{
public static GUIStyle boldLabel = new GUIStyle("MiniBoldLabel");
}
}
}
#endif

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#if UNITY_EDITOR
using System;
using System.Linq;
using UnityEditor;
namespace UnityEngine.InputSystem.Samples.RebindUI
{
/// <summary>
/// Common binding UI helper to allow editor composition.
/// </summary>
internal class BindingUI
{
private readonly SerializedProperty m_ActionProperty;
private readonly SerializedProperty m_BindingIdProperty;
private readonly SerializedProperty m_DisplayStringOptionsProperty;
public BindingUI(SerializedObject serializedObject)
: this(serializedObject.FindProperty("m_Action"), serializedObject.FindProperty("m_BindingId"),
serializedObject.FindProperty("m_DisplayStringOptions"))
{}
public BindingUI(SerializedProperty actionProperty, SerializedProperty bindingIdProperty,
SerializedProperty displayStringOptionsProperty = null)
{
m_ActionProperty = actionProperty;
m_BindingIdProperty = bindingIdProperty;
m_DisplayStringOptionsProperty = displayStringOptionsProperty;
Reset();
Refresh();
}
private void Reset()
{
bindingOptions = Array.Empty<GUIContent>();
bindingOptionValues = Array.Empty<string>();
selectedBindingIndex = -1;
}
public void Draw()
{
// Binding section.
EditorGUILayout.LabelField(m_BindingLabel);
using (new EditorGUI.IndentLevelScope())
{
EditorGUILayout.PropertyField(m_ActionProperty);
var newSelectedBinding = EditorGUILayout.Popup(m_BindingLabel, selectedBindingIndex, bindingOptions);
if (newSelectedBinding != selectedBindingIndex)
{
var id = bindingOptionValues[newSelectedBinding];
m_BindingIdProperty.stringValue = id;
selectedBindingIndex = newSelectedBinding;
}
if (m_DisplayStringOptionsProperty != null)
{
var optionsOld = (InputBinding.DisplayStringOptions)m_DisplayStringOptionsProperty.intValue;
var optionsNew = (InputBinding.DisplayStringOptions)EditorGUILayout.EnumFlagsField(m_DisplayOptionsLabel, optionsOld);
if (optionsOld != optionsNew)
m_DisplayStringOptionsProperty.intValue = (int)optionsNew;
}
}
}
public bool Refresh()
{
if (action == null)
{
Reset();
return false;
}
var bindings = action.bindings;
var bindingCount = bindings.Count;
bindingOptions = new GUIContent[bindingCount];
bindingOptionValues = new string[bindingCount];
selectedBindingIndex = -1;
var currentBindingId = m_BindingIdProperty.stringValue;
for (var i = 0; i < bindingCount; ++i)
{
var binding = bindings[i];
var id = binding.id.ToString();
var haveBindingGroups = !string.IsNullOrEmpty(binding.groups);
// If we don't have a binding groups (control schemes), show the device that if there are, for example,
// there are two bindings with the display string "A", the user can see that one is for the keyboard
// and the other for the gamepad.
var displayOptions =
InputBinding.DisplayStringOptions.DontUseShortDisplayNames | InputBinding.DisplayStringOptions.IgnoreBindingOverrides;
if (!haveBindingGroups)
displayOptions |= InputBinding.DisplayStringOptions.DontOmitDevice;
// Create display string.
var displayString = action.GetBindingDisplayString(i, displayOptions);
// If binding is part of a composite, include the part name.
if (binding.isPartOfComposite)
displayString = $"{ObjectNames.NicifyVariableName(binding.name)}: {displayString}";
// Some composites use '/' as a separator. When used in popup, this will lead to to submenus. Prevent
// by instead using a backlash.
displayString = displayString.Replace('/', '\\');
// If the binding is part of control schemes, mention them.
if (haveBindingGroups)
{
var asset = action.actionMap?.asset;
if (asset != null)
{
var controlSchemes = string.Join(", ",
binding.groups.Split(InputBinding.Separator)
.Select(x => asset.controlSchemes.FirstOrDefault(c => c.bindingGroup == x).name));
displayString = $"{displayString} ({controlSchemes})";
}
}
bindingOptions[i] = new GUIContent(displayString);
bindingOptionValues[i] = id;
if (currentBindingId == id)
selectedBindingIndex = i;
}
return true;
}
public string bindingId => m_BindingIdProperty.stringValue;
public int bindingIndex => action.FindBindingById(m_BindingIdProperty.stringValue);
public InputAction action => ((InputActionReference)m_ActionProperty.objectReferenceValue)?.action;
private GUIContent[] bindingOptions { get; set; }
private string[] bindingOptionValues { get; set; }
private int selectedBindingIndex { get; set; }
private readonly GUIContent m_BindingLabel = new GUIContent("Binding");
private readonly GUIContent m_DisplayOptionsLabel = new GUIContent("Display Options");
}
}
#endif // UNITY_EDITOR

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using UnityEngine.EventSystems;
namespace UnityEngine.InputSystem.Samples.RebindUI
{
/// <summary>
/// Simple utility that modifies a referenced CanvasGroup while being active.
/// </summary>
public class CanvasGroupModifier : MonoBehaviour
{
[Tooltip("The Canvas Group to be modified while this component is active")]
public CanvasGroup canvasGroup;
[Tooltip("The interactable setting to use for the Canvas Group while this component is active")]
public bool interactable = false;
private bool m_SavedInteractable;
private GameObject m_SelectedObject;
private void OnEnable()
{
if (canvasGroup != null)
{
// Store selection to make sure it is not changed when switching "windows".
m_SelectedObject = EventSystem.current.currentSelectedGameObject;
// Save current setting and override
m_SavedInteractable = canvasGroup.interactable;
canvasGroup.interactable = interactable;
}
}
private void OnDisable()
{
if (canvasGroup != null)
{
// Restore previous setting.
canvasGroup.interactable = m_SavedInteractable;
// Restore previous selection.
var eventSystem = EventSystem.current;
if (eventSystem != null)
{
if (m_SelectedObject != null)
eventSystem.SetSelectedGameObject(m_SelectedObject);
else if (EventSystem.current.currentSelectedGameObject == null)
eventSystem.SetSelectedGameObject(eventSystem.firstSelectedGameObject);
}
}
}
}
}

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using UnityEngine.Pool;
namespace UnityEngine.InputSystem.Samples.RebindUI
{
/// <summary>
/// Represents a projectile with collision detection.
/// </summary>
public class Bullet : MonoBehaviour
{
[Tooltip("The bullet velocity")]
public float speed = 1.0f;
[Tooltip("The bullet movement direction vector")]
public Vector3 direction = Vector3.forward;
private IObjectPool<Bullet> m_Pool;
private GameplayManager m_Manager;
private bool m_Destroyed;
public void Initialize(GameplayManager manager, IObjectPool<Bullet> pool)
{
m_Manager = manager;
m_Pool = pool;
}
private void Update()
{
// Animate bullet
transform.position += direction * (speed * Time.deltaTime);
// Destroy bullet if it has exited the game area
if (!m_Manager.IsInsideGameplayArea(transform.position))
DestroyBullet();
}
void OnEnable()
{
m_Destroyed = false;
}
private void OnCollisionEnter(Collision other)
{
DestroyBullet();
}
private void DestroyBullet()
{
if (m_Destroyed)
return;
// Return this object to the pool
m_Pool.Release(this);
m_Destroyed = true;
}
}
}

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using UnityEngine.Pool;
namespace UnityEngine.InputSystem.Samples.RebindUI
{
/// <summary>
/// A simple enemy for the mini-game.
/// </summary>
public class Enemy : MonoBehaviour
{
[Tooltip("The rotation animation target")]
public GameObject animationTarget;
[Tooltip("The target that the enemy will seek, e.g. player transform")]
public Transform target;
[Tooltip("The rotation speed around the X-axis")]
public float rotationSpeedX = 130.0f;
[Tooltip("The rotation speed around the Y-axis")]
public float rotationSpeedY = 100.0f;
[Tooltip("The movement speed")]
public float speed = 1.0f;
[Tooltip("The explosion color")]
public Color explosionColor = new Color(0.8711135f, 0.5424528f, 1.0f);
public IObjectPool<Enemy> pool;
[HideInInspector] public GameplayManager manager;
private void OnCollisionEnter(Collision other)
{
// If we are hit by a bullet apply force
if (other.gameObject.GetComponent<Bullet>())
{
manager.KillEnemy();
manager.Explosion(animationTarget.transform, other.GetContact(0).point, 0.1f, explosionColor);
pool.Release(this);
}
}
// Update is called once per frame
private void Update()
{
// Animate rotation
if (animationTarget)
{
animationTarget.transform.Rotate(Vector3.up, rotationSpeedX * Time.deltaTime, Space.World);
animationTarget.transform.Rotate(Vector3.right, rotationSpeedY * Time.deltaTime, Space.World);
}
// Animate movement towards target
if (target)
transform.position += (target.position - transform.position).normalized * (Time.deltaTime * speed);
// Handle enemies getting lost in the world and make them wrap-around
if (manager.TryTeleportOrthographicExtents(transform.position, out var result))
transform.position = result;
}
}
}

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using UnityEngine;
public class Explosion : MonoBehaviour
{
public Vector3 explosionPosition;
private ParticleSystem m_ParticleSystem;
private Rigidbody[] m_Rigidbodies;
private bool m_Exploded;
private bool m_Destroyed;
private void Awake()
{
m_ParticleSystem = GetComponent<ParticleSystem>();
m_Rigidbodies = gameObject.GetComponentsInChildren<Rigidbody>();
}
private void OnEnable()
{
m_ParticleSystem.Play();
m_Exploded = false;
}
private void OnDisable()
{
m_ParticleSystem.Stop();
}
private void Update()
{
if (!m_ParticleSystem.isPlaying && !m_Destroyed)
{
m_Destroyed = true;
Destroy(gameObject);
}
}
private void FixedUpdate()
{
if (!m_Exploded)
{
for (var i = 0; i < m_Rigidbodies.Length; i++)
{
var body = m_Rigidbodies[i];
body.AddExplosionForce(10.0f, explosionPosition, 0.5f, 0.0f, ForceMode.Impulse);
}
m_Exploded = true;
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine.InputSystem.DualShock;
namespace UnityEngine.InputSystem.Samples.RebindUI
{
/// <summary>
/// Component that integrates Input System actions with feedback effects.
/// </summary>
public class FeedbackController : MonoBehaviour
{
private const float kDefaultOutputFrequency = 10.0f;
private const float kDefaultOutputThrottleDelay = 1.0f / kDefaultOutputFrequency;
[Header("Color Output")]
[Tooltip("The device color output frequency (Hz)")]
public float colorOutputFrequency = kDefaultOutputFrequency;
[Header("Force Feedback Output")]
[Tooltip("The device rumble output frequency (Hz)")]
public float rumbleOutputFrequency = kDefaultOutputFrequency;
/// <summary>
/// Gets or sets the target light color.
/// </summary>
public Color color { get; set; }
/// <summary>
/// Gets or sets the strength of the rumble effect [0, 1].
/// </summary>
public float rumble
{
get => m_Rumble;
set => m_Rumble = Mathf.Clamp01(value);
}
/// <summary>
/// Records the device used to trigger an action.
/// </summary>
/// <remarks>
/// This should be called during interaction to assist the feedback controller in understanding
/// what devices are currently in use to manage feedback across devices.
/// </remarks>
/// <param name="action">The associated action that got triggered or cancelled.</param>
public void RecordRecentDeviceFromAction(InputAction action)
{
var control = action.activeControl;
if (control == null)
return;
var device = control.device;
var now = Time.realtimeSinceStartupAsDouble;
// If this is a device we haven't seen before or a device coming back to being used we
// need to make sure we have applied target feedback to it.
var previouslyRegistered = s_RecentlyUsedDevices.ContainsKey(device);
if (!previouslyRegistered || (now - s_RecentlyUsedDevices[device]) >= kRecentThresholdSeconds)
{
m_InvalidateLight = true;
m_InvalidateRumble = true;
}
// Register device
s_RecentlyUsedDevices[device] = now;
s_MostRecentInputDevice = device;
}
// Track recent controls used for light and haptic force feedback.
private const double kRecentThresholdSeconds = 3.0;
private static readonly Dictionary<InputDevice, double> s_RecentlyUsedDevices = new Dictionary<InputDevice, double>();
private static InputDevice s_MostRecentInputDevice;
private bool m_InvalidateLight;
private bool m_InvalidateRumble;
// Feedback constants
private static readonly Color NoLight = Color.black;
private const float kNoRumble = 0.0f;
// Device I/O throttling
private double m_NextLightUpdateTime;
private Color m_DeviceColor = NoLight;
private double m_NextRumbleUpdateTime;
private float m_DeviceRumble;
private float m_Rumble;
private void Awake()
{
// Initialize throttling times to allow direct update
var now = Time.realtimeSinceStartupAsDouble;
m_NextLightUpdateTime = now;
m_NextRumbleUpdateTime = now;
}
private void OnEnable()
{
m_InvalidateLight = true;
m_InvalidateRumble = true;
}
private void OnDisable()
{
// "Restore" rumble and light effects of any supported devices.
// Note: When disabling the component we skip throttling to make sure the value reaches the device.
ApplyRumble(kNoRumble);
ApplyLight(NoLight);
}
private void Update()
{
var now = Time.realtimeSinceStartupAsDouble;
if (DetectAbandonedDevices(now))
m_InvalidateLight = m_InvalidateRumble = true;
// Animate device color, note that we throttle this to avoid output congestion on device side.
// See https://jira.unity3d.com/browse/ISXB-1587 for why this workaround was added.
// If this ticket is resolved, frequency settings and this workaround may be removed.
if (now >= m_NextLightUpdateTime && (m_InvalidateLight || m_DeviceColor != color))
{
m_InvalidateLight = false;
m_NextLightUpdateTime = ComputeNextUpdateTime(now, colorOutputFrequency);
ApplyLight(color);
}
// Animate device rumble, note that we throttle this to avoid output congestion on device side.
// The else branch makes sure rumble effect is paused if user pauses with motors running.
// See https://jira.unity3d.com/browse/ISXB-1586 for why this workaround was added.
// If this ticket is resolved, frequency settings and this workaround may be removed.
if (now >= m_NextRumbleUpdateTime && (m_InvalidateRumble || !Mathf.Approximately(m_DeviceRumble, rumble)))
{
m_InvalidateRumble = false;
m_NextRumbleUpdateTime = ComputeNextUpdateTime(now, rumbleOutputFrequency);
ApplyRumble(rumble);
}
}
private void ApplyLight(Color colorValue)
{
m_DeviceColor = colorValue;
// Note: There is currently no interface for light effects so we check type
// Always allow devices to go back to zero light, but only apply light if device is recently used.
var now = Time.realtimeSinceStartupAsDouble;
foreach (var gamepad in Gamepad.all)
{
if (IsRecentlyUsed(gamepad, now))
ApplyLightToDevice(gamepad, colorValue);
else
ApplyLightToDevice(gamepad, NoLight);
}
}
private void ApplyLightToDevice(Gamepad device, Color value)
{
var dualShockGamepad = device as DualShockGamepad;
dualShockGamepad?.SetLightBarColor(value);
}
private void ApplyRumble(float value)
{
m_DeviceRumble = value;
// Note: Rumble is currently only supported by gamepads.
// Always allow devices to go back to zero rumble, but only apply rumble if device is recently used.
var now = Time.realtimeSinceStartupAsDouble;
foreach (var gamepad in Gamepad.all)
{
if (IsRecentlyUsed(gamepad, now))
ApplyRumbleToDevice(gamepad, value);
else
ApplyRumbleToDevice(gamepad, kNoRumble);
}
}
private void ApplyRumbleToDevice(Gamepad device, float value)
{
device.SetMotorSpeeds(value, 0.0f);
}
// Note that we track recently used devices to manage feedback effects across devices.
// Note that this requires appropriate filtering, e.g. dead-zone filtering or relying on non-noisy controls
// for detection.
// We do this so that a player using a gamepad will receive feedback effects, but if the player puts
// down the gamepad and use e.g. keyboard/mouse instead, any feedback on gamepad is undesirable since it
// may be distracting. Also note that the gamepad might be used even though controls are stationary, e.g.
// holding fire button but not moving nor looking.
private static bool IsRecentlyUsed(InputDevice device, double realtimeSinceStartup,
double thresholdSeconds = kRecentThresholdSeconds)
{
return s_MostRecentInputDevice == device || s_RecentlyUsedDevices.ContainsKey(device) &&
(realtimeSinceStartup - s_RecentlyUsedDevices[device]) < thresholdSeconds;
}
private static bool DetectAbandonedDevices(double realTimeSinceStartup)
{
bool removed;
var foundAtLeastOnePassiveDevice = false;
do
{
removed = false;
foreach (var pair in s_RecentlyUsedDevices)
{
// If device have not been used for a while and its not the most recently used device
if (realTimeSinceStartup - pair.Value < kRecentThresholdSeconds ||
s_MostRecentInputDevice == pair.Key)
continue;
// Remove and restart evaluation since invalidated iterators
s_RecentlyUsedDevices.Remove(pair.Key);
foundAtLeastOnePassiveDevice = true;
removed = true;
break;
}
}
while (removed);
return foundAtLeastOnePassiveDevice;
}
private static double ComputeNextUpdateTime(double now, float frequency)
{
var factor = frequency > 0.0 ? 1.0f / frequency : kDefaultOutputThrottleDelay;
return Math.Ceiling(now / factor) * factor;
}
}
}

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using System;
using UnityEngine.Pool;
using UnityEngine.SceneManagement;
// This sample can be optimized with pooled explosions.
namespace UnityEngine.InputSystem.Samples.RebindUI
{
public class GameplayManager : MonoBehaviour
{
[Tooltip("The game camera")]
public Camera gameCamera;
[Tooltip("The enemy spawn rate")]
public float enemySpawnRate = 1.0f;
[Tooltip("The enemy spawn distance from center")]
public float spawnDistance = 10.0f;
[Tooltip("The enemy prefab for the mini game")]
public GameObject enemy;
[Tooltip("The explosion prefab for the mini game")]
public GameObject enemyExplosion;
[Tooltip("The player prefab for the mini game")]
public GameObject player;
/// <summary>
/// Returns the current game level.
/// </summary>
public int level { get; private set; }
/// <summary>
/// Game state.
/// </summary>
public enum GameplayState
{
None,
StartLevel,
Playing,
CompleteLevel,
GameOver,
ResetGame,
}
/// <summary>
/// Returns the current game state.
/// </summary>
public GameplayState state => m_GameplayState;
/// <summary>
/// Event fired when game state changes.
/// </summary>
public event Action<GameplayState> GameplayStateChanged;
/// <summary>
/// Event fired when pause state changes.
/// </summary>
public event Action<bool> PauseChanged;
private double m_TimeToNextSpawn;
private GameObject m_Player;
private ObjectPool<Enemy> m_EnemyPool;
private float m_ShakeForce;
private float m_ShakeMaxForce;
private float m_ShakeDuration;
private double m_ShakeTime;
private Vector3 m_CameraPosition;
private int m_RemainingEnemiesOnThisLevel;
private int m_EnemySpawnCount;
private FeedbackController m_FeedbackController;
private GameplayState m_GameplayState = GameplayState.None;
private double m_EarliestTimeToChangeState;
/// <summary>
/// Get/set whether the game is paused.
/// </summary>
public bool paused
{
get => Time.timeScale == 0.0f;
set
{
if ((value && Time.timeScale == 0.0f) || (!value && Time.timeScale != 0.0f))
return;
Time.timeScale = value ? 0.0f : 1.0f;
UpdateCursor();
PauseChanged?.Invoke(value);
}
}
public void KillEnemy()
{
--m_RemainingEnemiesOnThisLevel;
}
public void GameOver()
{
m_Player.SetActive(false);
m_NextGameplayState = GameplayState.GameOver;
}
private void Shake(float duration, float amplitude)
{
m_ShakeMaxForce = amplitude;
m_ShakeForce = amplitude;
m_ShakeDuration = duration;
m_ShakeTime = Time.timeAsDouble;
}
public void Explosion(Transform target, Vector3 position, float amplitude, Color color, Material material = null)
{
var obj = Instantiate(enemyExplosion);
obj.transform.position = target.position;
obj.transform.rotation = target.rotation;
// If we are provided a material, use that for all debris
if (material != null)
{
var renderers = obj.GetComponentsInChildren<MeshRenderer>();
foreach (var childRenderer in renderers)
childRenderer.sharedMaterial = material;
}
// Set explosion position
var exp = obj.GetComponent<Explosion>();
exp.explosionPosition = position;
// Modify the particle color
var particles = exp.GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = particles.main;
main.startColor = color;
Shake(duration: 0.4f, amplitude: amplitude);
}
private static void WrapAround(ref float x, float min, float max)
{
if (x <= min)
x = max;
else if (x >= max)
x = min;
}
internal bool IsInsideGameplayArea(Vector3 position, float margin = 0.8f)
{
if (!gameCamera || !gameCamera.orthographic)
return true;
var orthoSize = gameCamera.orthographicSize;
var horizontalExtent = orthoSize * gameCamera.aspect;
return (position.x >= -horizontalExtent - margin) &&
(position.x <= horizontalExtent + margin) &&
(position.y >= -orthoSize - margin) &&
(position.y <= orthoSize + margin);
}
private static bool TryTeleportOrthographicExtents(Camera camera, Vector3 position,
out Vector3 result, float margin = 0.8f)
{
// Wrap around constraint x, y and teleport player if outside orthographic camera bounds
if (camera && camera.orthographic)
{
var orthoSize = camera.orthographicSize;
var horizontalExtent = orthoSize * camera.aspect;
var newPosition = position;
WrapAround(ref newPosition.x, -horizontalExtent - margin, horizontalExtent + margin);
WrapAround(ref newPosition.y, -orthoSize - margin, orthoSize + margin);
if (newPosition != position)
{
result = newPosition;
return true;
}
}
result = position;
return false;
}
internal bool TryTeleportOrthographicExtents(Vector3 position, out Vector3 result, float margin = 0.8f)
{
return TryTeleportOrthographicExtents(gameCamera, position, out result, margin);
}
private void Awake()
{
// This game is designed for landscape orientation, so make sure we use it.
Screen.orientation = ScreenOrientation.LandscapeLeft;
m_FeedbackController = GetComponent<FeedbackController>();
m_EnemyPool = new ObjectPool<Enemy>(
createFunc: () =>
{
var enemyComponent = Instantiate(enemy).GetComponent<Enemy>();
enemyComponent.pool = m_EnemyPool;
enemyComponent.target = m_Player.transform;
enemyComponent.manager = this;
return enemyComponent;
},
actionOnGet: (obj) => obj.gameObject.SetActive(true),
actionOnRelease: (obj) => obj.gameObject.SetActive(false),
actionOnDestroy: (obj) => Destroy(obj.gameObject));
m_CameraPosition = gameCamera.transform.position;
m_EarliestTimeToChangeState = Time.timeAsDouble;
}
private void Start()
{
// Instantiate and initialize the player
m_Player = Instantiate(player, transform, worldPositionStays: true);
var playerComponent = m_Player.GetComponent<Player>();
playerComponent.manager = this;
// Setup feedback controller
var playerController = m_Player.GetComponent<PlayerController>();
playerController.feedbackController = m_FeedbackController;
// Delay first spawn so player has a chance to get ready
m_TimeToNextSpawn = 3.0f;
}
private void OnEnable()
{
Application.focusChanged += OnApplicationFocusChanged;
paused = !Application.isFocused;
}
private void OnDisable()
{
Application.focusChanged -= OnApplicationFocusChanged;
paused = true;
}
private void OnApplicationFocusChanged(bool focus)
{
paused = !focus;
}
void SpawnEnemy()
{
if (m_EnemySpawnCount == 0)
return;
m_TimeToNextSpawn -= Time.deltaTime;
if (m_TimeToNextSpawn > 0.0f)
return;
m_TimeToNextSpawn += enemySpawnRate;
--m_EnemySpawnCount;
// Rent an enemy from the enemy pool
var enemyComponent = m_EnemyPool.Get();
// Make the enemy spawn on border of visible game area
var orthoSize = gameCamera.orthographicSize;
var horizontalExtent = orthoSize * gameCamera.aspect;
var axis = Random.Range(-1.0f, 1.0f);
var margin = 0.5f;
var random = Random.Range(0, 4);
switch (random)
{
case 0:
enemyComponent.transform.position = new Vector3(axis * horizontalExtent, orthoSize + margin, 0.0f);
break;
case 1:
enemyComponent.transform.position = new Vector3(axis * horizontalExtent, -orthoSize - margin, 0.0f);
break;
case 2:
enemyComponent.transform.position = new Vector3(-horizontalExtent - margin, axis * orthoSize, 0.0f);
break;
case 3:
enemyComponent.transform.position = new Vector3(horizontalExtent + margin, axis * orthoSize, 0.0f);
break;
}
}
void AnimateCameraShake()
{
var time = Time.timeAsDouble;
var elapsed = (time - m_ShakeTime);
var t = m_ShakeDuration <= 0.0f ? 1.0f : elapsed / m_ShakeDuration;
m_ShakeForce = Mathf.Lerp(m_ShakeMaxForce, 0.0f, (float)t);
var cameraShakeOffset = new Vector3(
m_ShakeForce * Mathf.Sin((float)time * 71.0f),
m_ShakeForce * Mathf.Sin((float)time * 53.0f + Mathf.PI / 3.0f),
0f);
gameCamera.transform.position = m_CameraPosition + cameraShakeOffset;
// Apply shake to feedback controller if available
if (m_FeedbackController != null)
m_FeedbackController.rumble = m_ShakeForce;
}
private GameplayState m_NextGameplayState = GameplayState.StartLevel;
void Update()
{
var now = Time.time;
while (now >= m_EarliestTimeToChangeState && m_NextGameplayState != m_GameplayState)
{
m_EarliestTimeToChangeState = now;
// Transition exit
switch (m_GameplayState)
{
case GameplayState.None: break;
case GameplayState.StartLevel: break;
case GameplayState.Playing: break;
case GameplayState.CompleteLevel: break;
case GameplayState.GameOver:
case GameplayState.ResetGame: break;
}
m_GameplayState = m_NextGameplayState;
// Transition enter
switch (m_NextGameplayState)
{
case GameplayState.None:
m_NextGameplayState = GameplayState.StartLevel;
break;
case GameplayState.StartLevel:
m_EnemySpawnCount = 5 + (++level) * 2;
m_RemainingEnemiesOnThisLevel = m_EnemySpawnCount;
enemySpawnRate *= 0.9f;
m_EarliestTimeToChangeState += 2.0;
m_NextGameplayState = GameplayState.Playing;
break;
case GameplayState.Playing:
break;
case GameplayState.CompleteLevel:
m_NextGameplayState = GameplayState.StartLevel;
break;
case GameplayState.GameOver:
m_EarliestTimeToChangeState += 3.0;
m_NextGameplayState = GameplayState.ResetGame;
break;
case GameplayState.ResetGame:
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
break;
}
// Notify listeners about gameplay state being updated
GameplayStateChanged?.Invoke(m_GameplayState);
}
// Spawn enemies while in playing state only
if (state == GameplayState.Playing)
{
if (m_RemainingEnemiesOnThisLevel == 0)
m_NextGameplayState = GameplayState.CompleteLevel;
else
SpawnEnemy();
}
// Always animate regardless of state
AnimateCameraShake();
}
void UpdateCursor()
{
if (paused)
{
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
else
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
}
}
}

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using System;
using UnityEngine;
using UnityEngine.UI;
namespace UnityEngine.InputSystem.Samples.RebindUI
{
/// <summary>
/// A UI to show messages reflecting changes to gameplay state.
/// </summary>
public class Message : MonoBehaviour
{
[Tooltip("The associated gameplay manager.")]
public GameplayManager gameplayManager;
[Tooltip("The associated UI root to hide/show.")]
public GameObject root;
[Tooltip("The associated UI text to be altered to show messages.")]
public Text text;
private Action m_TimeoutCallback;
private void OnEnable()
{
// Monitor changes to gameplay state and game pause state.
gameplayManager.GameplayStateChanged += OnGameplayStateChanged;
gameplayManager.PauseChanged += OnPauseChanged;
// Initialize
OnGameplayStateChanged(gameplayManager.state);
}
private void OnDisable()
{
// Unsubscribe from monitoring gameplay and pause state.
gameplayManager.GameplayStateChanged += OnGameplayStateChanged;
gameplayManager.PauseChanged -= OnPauseChanged;
}
private void OnPauseChanged(bool paused)
{
OnGameplayStateChanged(gameplayManager.state);
}
private void Hide()
{
root.SetActive(false);
}
private void Show(string message)
{
text.text = message;
root.SetActive(true);
}
private void Show(string message, float duration)
{
Show(message);
}
private void OnGameplayStateChanged(GameplayManager.GameplayState state)
{
if (gameplayManager.paused)
{
Show("PAUSED");
return;
}
switch (state)
{
case GameplayManager.GameplayState.None:
break;
case GameplayManager.GameplayState.StartLevel:
Show($"ROUND {gameplayManager.level}");
break;
case GameplayManager.GameplayState.CompleteLevel:
break;
case GameplayManager.GameplayState.Playing:
Hide();
break;
case GameplayManager.GameplayState.GameOver:
Show("GAME OVER");
break;
}
}
}
}

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using System;
using UnityEngine.Pool;
// Note: Error handling has been excluded from this script since not the main focus of example.
namespace UnityEngine.InputSystem.Samples.RebindUI
{
public class Player : MonoBehaviour
{
// Since since its expected to be assigned at run-time
[HideInInspector]
[Tooltip("The gameplay manager")]
public GameplayManager manager;
[Tooltip("The fire object")]
public GameObject fireObject;
[Tooltip("The omni-fire object")]
public GameObject omniFireObject;
[Tooltip("The bullet/particle object")]
public GameObject particle;
[Tooltip("The cannon belt")]
public GameObject belt;
[Tooltip("The cannon barrel")]
public GameObject barrel;
[Tooltip("The regular fire rate")]
public float fireRate = 0.25f;
[Tooltip("The omni-fire rate")]
public float omniFireRate = 1.0f;
[Tooltip("The change rate")]
public float changeRate = 1.0f;
[Tooltip("List of color animation targets")]
public Renderer[] animatedRenderers;
/// <summary>
/// Specifies whether the player is firing or not.
/// </summary>
public bool firing { get; set; }
/// <summary>
/// The move vector of the player that specifies movement direction and magnitude.
/// </summary>
public Vector2 move { get; set; }
/// <summary>
/// Get the current color of the player.
/// </summary>
/// <returns>Current color.</returns>
public Color GetColor() => GetColor(m_OmniFire); //m_Material != null ? m_Material.GetColor(Color1) : Color.black;
/// <summary>
/// Request mode change.
/// </summary>
public void Change()
{
m_ChangeRequested = true;
}
/// <summary>
/// Rotate the player by the given angle.
/// </summary>
/// <param name="angle">Angle in degrees (additive).</param>
public void Rotate(float angle)
{
m_RotationAngle += angle;
}
private static readonly int Color1 = Shader.PropertyToID("_Color");
private Material m_Material;
private Vector3 m_TargetEulerAngles;
private Color m_TargetColor;
private Color m_Color;
private float m_TargetScale;
private int m_ColorIndex;
private float m_TimeUntilNextFire;
private float m_TimeUntilNextChange;
private bool m_OmniFire;
private bool m_ChangeRequested;
private float m_TargetBeltAngle;
private float m_BeltAngle;
private float m_BarrelPosition;
private float m_RotationAngle;
private ObjectPool<Bullet> m_ObjectPool;
private Rigidbody m_Rigidbody;
private void Awake()
{
m_Rigidbody = GetComponent<Rigidbody>();
m_BarrelPosition = barrel.transform.localPosition.y;
fireObject.transform.localScale = m_OmniFire ? Vector3.zero : Vector3.one;
omniFireObject.transform.localScale = m_OmniFire ? Vector3.one : Vector3.zero;
m_TargetColor = GetColor(m_OmniFire);
}
private void Start()
{
#if UNITY_EDITOR
// Note that this creates a instance (copy) of the material we want to animate.
// When then assign the instance to all tagged child renderers to benefit from
// batching and allow animating color without affecting the asset in editor.
foreach (var animatedRenderer in animatedRenderers)
{
if (animatedRenderer == null)
continue;
if (m_Material == null)
m_Material = animatedRenderer.material;
else
animatedRenderer.sharedMaterial = m_Material;
}
#else
// When not in editor we can safely modify the shared material without
// indirectly changing the source material.
m_Material = animatedRenderers[0].sharedMaterial;
#endif
// Create an object pool for bullets/projectiles
m_ObjectPool = new ObjectPool<Bullet>(
createFunc: () =>
{
var bullet = Instantiate(particle).GetComponent<Bullet>();
bullet.Initialize(manager, m_ObjectPool);
return bullet;
},
actionOnGet: (bullet) => bullet.gameObject.SetActive(true),
actionOnRelease: (bullet) => bullet.gameObject.SetActive(false),
actionOnDestroy: (bullet) => Destroy(bullet.gameObject));
}
private void OnEnable()
{
m_TimeUntilNextFire = 0.0f;
m_TimeUntilNextChange = 0.0f;
}
private void UpdateFire(float deltaTime)
{
if (Throttle(ref m_TimeUntilNextFire, firing, deltaTime, m_OmniFire ? omniFireRate : fireRate))
return;
// Fire in all directions with 45 degree offset for each bullet
if (m_OmniFire)
{
for (var i = 0; i < 8; ++i)
FireBullet(Quaternion.AngleAxis(i * 45.0f, Vector3.forward) * transform.up);
return;
}
// Else: Fire in forward direction
FireBullet(transform.up);
}
private static bool Throttle(ref float remainingTime, bool condition, float deltaTime, float timeUntilNextEvent)
{
remainingTime -= deltaTime;
if (remainingTime > 0.0f)
return true; // Enough time has not elapsed
if (condition)
remainingTime += timeUntilNextEvent;
if (remainingTime < 0.0f)
remainingTime = 0.0f;
return !condition;
}
private void FireBullet(Vector3 direction)
{
// Fire a single bullet in the direction of the player, approximately originating from the muzzle.
var bullet = m_ObjectPool.Get();
bullet.direction = direction;
bullet.transform.position = transform.position + direction.normalized * (1.6f * transform.lossyScale.y);
// Animate barrel to simulate recoil
var pos = barrel.transform.localPosition;
barrel.transform.localPosition = new Vector3(pos.x, m_BarrelPosition - 0.2f, pos.z);
// Rotate the belt for each fired round, simulated a reload
m_BeltAngle += 45.0f;
}
private void UpdateChangeWeapon(float deltaTime)
{
if (Throttle(ref m_TimeUntilNextChange, m_ChangeRequested, deltaTime, changeRate))
return;
m_ChangeRequested = false;
// Change weapon, animate change, belt rotation, color
m_OmniFire = !m_OmniFire;
m_TargetScale = m_OmniFire ? 1.0f : 0.0f;
m_BeltAngle += 360.0f;
m_TargetColor = GetColor(m_OmniFire);
}
private void UpdateRotate()
{
// We do not want to use physics for this rotation to give a more direct feel.
transform.Rotate(Vector3.forward, m_RotationAngle, Space.World);
// Reset rotation angle and let it accumulate until next update.
m_RotationAngle = 0;
}
private void OnCollisionEnter(Collision other)
{
// If we collide with an enemy
if (other.gameObject.GetComponent<Enemy>())
{
// Create an explosion matching our current color
Color.RGBToHSV(GetColor(), out float h, out float s, out float v);
var explosionColor = Color.HSVToRGB(h, s * 0.5f, v);
manager.Explosion(transform, other.GetContact(0).point, 0.5f, explosionColor, m_Material);
// End the game
manager.GameOver();
}
}
private void Update()
{
// Update game logic
var deltaTime = Time.deltaTime;
UpdateFire(deltaTime);
UpdateChangeWeapon(deltaTime);
UpdateRotate();
if (manager.TryTeleportOrthographicExtents(transform.position, out var result))
transform.position = result;
// Animate
AnimateChangeWeapon(deltaTime);
AnimateFireWeapon(deltaTime);
AnimateColors(deltaTime);
}
private void FixedUpdate()
{
// Use physics to animate player movement to get a feeling of inertia.
//var moveValue = move.action.ReadValue<Vector2>();
var y = move.y;
if (y < 0.0f)
y *= 0.33f;
#if UNITY_6000_0_OR_NEWER
var velocityMagnitude = m_Rigidbody.linearVelocity.magnitude;
#else
var velocityMagnitude = m_Rigidbody.velocity.magnitude;
#endif
if (velocityMagnitude < 10.0f)
m_Rigidbody.AddRelativeForce(Vector3.up * (10.0f * y) + Vector3.right * (5.0f * move.x), ForceMode.Acceleration);
}
private void AnimateChangeWeapon(float deltaTime)
{
// Animate scale of fire vs omni-fire to be the inverse of each other
var omniFireScale = Mathf.Lerp(omniFireObject.transform.localScale.x, m_TargetScale, deltaTime * 10.0f);
fireObject.transform.localScale = new Vector3(1.0f - omniFireScale, 1.0f - omniFireScale, 1.0f - omniFireScale);
omniFireObject.transform.localScale = new Vector3(omniFireScale, omniFireScale, omniFireScale);
}
private void AnimateFireWeapon(float deltaTime)
{
// Animate belt angle to simulate bullet reload
m_BeltAngle = Mathf.Lerp(m_BeltAngle, m_TargetBeltAngle, deltaTime * 10.0f);
belt.transform.localEulerAngles = new Vector3(0, m_BeltAngle, 0);
// Animate barrel back to rest position after bullet has been fired
var localPosition = barrel.transform.localPosition;
barrel.transform.localPosition = new Vector3(
localPosition.x,
Mathf.Lerp(localPosition.y, m_BarrelPosition, deltaTime * 10.0f),
localPosition.z);
}
private void AnimateColors(float deltaTime)
{
var color = Color.Lerp(m_Material.color, m_TargetColor, deltaTime * 2.0f);
if (color != GetColor())
{
// Update material
m_Material.SetColor(Color1, color);
}
}
private static Color GetColor(bool omniFire)
{
return omniFire ? Color.yellow : Color.red;
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.DualShock;
using UnityEngine.InputSystem.XR;
namespace UnityEngine.InputSystem.Samples.RebindUI
{
/// <summary>
/// Component that integrates Input System actions with the player object.
/// </summary>
[RequireComponent(typeof(Player))]
[DefaultExecutionOrder(-1)] // We need this to run before Player to avoid potential additional latency
public class PlayerController : MonoBehaviour
{
[Tooltip("The move action, must generate Vector2")]
public InputActionReference move;
[Tooltip("The move action, must generate Vector2")]
public InputActionReference look;
[Tooltip("The move action, must generate Button value")]
public InputActionReference fire;
[Tooltip("The move action, must generate Button value")]
public InputActionReference change;
[Tooltip("Feedback controller handling device feedback")]
public FeedbackController feedbackController;
// Cached actions to avoid excessive memory allocation on binding callback functions
private Action<InputAction.CallbackContext> m_OnFire;
private Action<InputAction.CallbackContext> m_OnChange;
// Required player reference
private Player m_Player;
private const float kMouseSensitivity = 0.4f;
private const float kGamepadSensitivity = 1.0f;
private void Awake()
{
// Get required player instance
m_Player = GetComponent<Player>();
Debug.Assert(m_Player != null);
// Create (and cache) actions
m_OnFire = OnFire;
m_OnChange = OnChange;
}
private void OnEnable()
{
// Monitor button interaction via callbacks to not miss them.
fire.action.performed += m_OnFire;
change.action.performed += m_OnChange;
}
private void OnDisable()
{
fire.action.performed -= m_OnFire;
change.action.performed -= m_OnChange;
feedbackController.color = Color.black;
}
private void OnFire(InputAction.CallbackContext context)
{
var isFiring = context.action.IsPressed();
if (isFiring)
feedbackController?.RecordRecentDeviceFromAction(context.action);
m_Player.firing = isFiring;
}
private void OnChange(InputAction.CallbackContext context)
{
feedbackController?.RecordRecentDeviceFromAction(context.action);
m_Player.Change();
}
private void Update()
{
// Sample desired move direction and magnitude based on move input per update.
var moveValue = move.action.ReadValue<Vector2>();
m_Player.move = moveValue;
if (moveValue.sqrMagnitude > 0.05f)
feedbackController?.RecordRecentDeviceFromAction(move);
// Sample desired rotation angle based on look input per update:
// - If the underlying control is a relative control we should not scale with time, but rely
// on accumulated provided via action, e.g. accumulated (sum of) deltas since last update.
// - If the underlying control is absolute, we scale magnitude with elapsed time to sample
// the absolute state to behave like a per-update relative delta control.
if (look != null && look.action != null)
{
var lookValue = look.action.ReadValue<Vector2>();
if (lookValue.sqrMagnitude > 0.05f)
feedbackController?.RecordRecentDeviceFromAction(look);
var timeInvariant = look.action.activeControl is DeltaControl;
var scale = timeInvariant ?
1.0f * kMouseSensitivity :
Time.deltaTime * 300.0f * kGamepadSensitivity;
var angle = lookValue.x * -1.0f * scale;
m_Player.Rotate(angle);
}
// Let player color feedback on device when supported
if (feedbackController != null)
feedbackController.color = m_Player.GetColor();
}
}
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using System;
using UnityEngine.UI;
////TODO: have updateBindingUIEvent receive a control path string, too (in addition to the device layout name)
namespace UnityEngine.InputSystem.Samples.RebindUI
{
/// <summary>
/// This is an example for how to override the default display behavior of bindings. The component
/// hooks into <see cref="RebindActionUI.updateBindingUIEvent"/> which is triggered when UI display
/// of a binding should be refreshed. It then checks whether we have an icon for the current binding
/// and if so, replaces the default text display with an icon.
/// </summary>
public class GamepadIconsExample : MonoBehaviour
{
public GamepadIcons xbox;
public GamepadIcons ps4;
protected void OnEnable()
{
// Hook into all updateBindingUIEvents on all RebindActionUI components in our hierarchy.
var rebindUIComponents = transform.GetComponentsInChildren<RebindActionUI>();
foreach (var component in rebindUIComponents)
{
component.updateBindingUIEvent.AddListener(OnUpdateBindingDisplay);
component.UpdateBindingDisplay();
}
}
protected void OnUpdateBindingDisplay(RebindActionUI component, string bindingDisplayString, string deviceLayoutName, string controlPath)
{
if (string.IsNullOrEmpty(deviceLayoutName) || string.IsNullOrEmpty(controlPath))
return;
var icon = default(Sprite);
if (InputSystem.IsFirstLayoutBasedOnSecond(deviceLayoutName, "DualShockGamepad"))
icon = ps4.GetSprite(controlPath);
else if (InputSystem.IsFirstLayoutBasedOnSecond(deviceLayoutName, "Gamepad"))
icon = xbox.GetSprite(controlPath);
var textComponent = component.bindingText;
// Grab Image component.
var imageGO = textComponent.transform.parent.Find("ActionBindingIcon");
var imageComponent = imageGO.GetComponent<Image>();
if (icon != null)
{
textComponent.gameObject.SetActive(false);
imageComponent.sprite = icon;
imageComponent.gameObject.SetActive(true);
}
else
{
textComponent.gameObject.SetActive(true);
imageComponent.gameObject.SetActive(false);
}
}
[Serializable]
public struct GamepadIcons
{
public Sprite buttonSouth;
public Sprite buttonNorth;
public Sprite buttonEast;
public Sprite buttonWest;
public Sprite startButton;
public Sprite selectButton;
public Sprite leftTrigger;
public Sprite rightTrigger;
public Sprite leftShoulder;
public Sprite rightShoulder;
public Sprite dpad;
public Sprite dpadUp;
public Sprite dpadDown;
public Sprite dpadLeft;
public Sprite dpadRight;
public Sprite leftStick;
public Sprite rightStick;
public Sprite leftStickPress;
public Sprite rightStickPress;
public Sprite GetSprite(string controlPath)
{
// From the input system, we get the path of the control on device. So we can just
// map from that to the sprites we have for gamepads.
switch (controlPath)
{
case "buttonSouth": return buttonSouth;
case "buttonNorth": return buttonNorth;
case "buttonEast": return buttonEast;
case "buttonWest": return buttonWest;
case "start": return startButton;
case "select": return selectButton;
case "leftTrigger": return leftTrigger;
case "leftTriggerButton": return leftTrigger;
case "rightTrigger": return rightTrigger;
case "rightTriggerButton": return rightTrigger;
case "leftShoulder": return leftShoulder;
case "rightShoulder": return rightShoulder;
case "dpad": return dpad;
case "dpad/up": return dpadUp;
case "dpad/down": return dpadDown;
case "dpad/left": return dpadLeft;
case "dpad/right": return dpadRight;
case "leftStick": return leftStick;
case "rightStick": return rightStick;
case "leftStickPress": return leftStickPress;
case "rightStickPress": return rightStickPress;
}
return null;
}
}
}
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