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