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