UI 자동화를 위해 바인딩 기능 구현

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using System;
using System.Collections.Generic;
using UnityEngine.Events;
using UnityEngine.UI;
////TODO: localization support
////TODO: deal with composites that have parts bound in different control schemes
namespace UnityEngine.InputSystem.Samples.RebindUI
{
/// <summary>
/// A reusable component with a self-contained UI for rebinding a single action.
/// </summary>
public class RebindActionUI : MonoBehaviour
{
/// <summary>
/// Reference to the action that is to be rebound.
/// </summary>
public InputActionReference actionReference
{
get => m_Action;
set
{
m_Action = value;
UpdateActionLabel();
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();
}
}
public InputBinding.DisplayStringOptions displayStringOptions
{
get => m_DisplayStringOptions;
set
{
m_DisplayStringOptions = value;
UpdateBindingDisplay();
}
}
/// <summary>
/// Text component that receives the name of the action. Optional.
/// </summary>
public Text actionLabel
{
get => m_ActionLabel;
set
{
m_ActionLabel = value;
UpdateActionLabel();
}
}
/// <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>
/// Optional text component that receives a text prompt when waiting for a control to be actuated.
/// </summary>
/// <seealso cref="startRebindEvent"/>
/// <seealso cref="rebindOverlay"/>
public Text rebindPrompt
{
get => m_RebindText;
set => m_RebindText = value;
}
/// <summary>
/// Optional text component that shows relevant information when waiting for a control to be actuated.
/// </summary>
/// <seealso cref="rebindPrompt"/>
/// <seealso cref="rebindOverlay"/>
public Text rebindInfo
{
get => m_RebindInfo;
set => m_RebindInfo = value;
}
/// <summary>
/// Optional button to manually cancel rebinding while waiting.
/// </summary>
public Button rebindCancelButton
{
get => m_RebindCancelButton;
set => m_RebindCancelButton = value;
}
/// <summary>
/// Optional UI that is activated when an interactive rebind is started and deactivated when the rebind
/// is finished. This is normally used to display an overlay over the current UI while the system is
/// waiting for a control to be actuated.
/// </summary>
/// <remarks>
/// If neither <see cref="rebindPrompt"/> nor <c>rebindOverlay</c> is set, the component will temporarily
/// replaced the <see cref="bindingText"/> (if not <c>null</c>) with <c>"Waiting..."</c>.
/// </remarks>
/// <seealso cref="startRebindEvent"/>
/// <seealso cref="rebindPrompt"/>
public GameObject rebindOverlay
{
get => m_RebindOverlay;
set => m_RebindOverlay = value;
}
/// <summary>
/// Event that is triggered every time the UI updates to reflect the current binding.
/// This can be used to tie custom visualizations to bindings.
/// </summary>
public UpdateBindingUIEvent updateBindingUIEvent
{
get
{
if (m_UpdateBindingUIEvent == null)
m_UpdateBindingUIEvent = new UpdateBindingUIEvent();
return m_UpdateBindingUIEvent;
}
}
/// <summary>
/// Event that is triggered when an interactive rebind is started on the action.
/// </summary>
public InteractiveRebindEvent startRebindEvent
{
get
{
if (m_RebindStartEvent == null)
m_RebindStartEvent = new InteractiveRebindEvent();
return m_RebindStartEvent;
}
}
/// <summary>
/// Event that is triggered when an interactive rebind has been completed or canceled.
/// </summary>
public InteractiveRebindEvent stopRebindEvent
{
get
{
if (m_RebindStopEvent == null)
m_RebindStopEvent = new InteractiveRebindEvent();
return m_RebindStopEvent;
}
}
/// <summary>
/// When an interactive rebind is in progress, this is the rebind operation controller.
/// Otherwise, it is <c>null</c>.
/// </summary>
public InputActionRebindingExtensions.RebindingOperation ongoingRebind => m_RebindOperation;
/// <summary>
/// Return the action and binding index for the binding that is targeted by the component
/// according to the binding ID property.
/// </summary>
/// <param name="action">The action returned by reference.</param>
/// <param name="bindingIndex">The binding index returned by reference.</param>
/// <returns>true if able to resolve, otherwise false.</returns>
public bool ResolveActionAndBinding(out InputAction action, out int bindingIndex)
{
action = m_Action?.action;
bindingIndex = action.FindBindingById(m_BindingId);
if (bindingIndex >= 0)
return true;
if (action != null && !string.IsNullOrEmpty(m_BindingId))
Debug.LogError($"Cannot find binding with ID '{m_BindingId}' on '{action}'", this);
return false;
}
/// <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);
}
/// <summary>
/// Remove currently applied binding overrides.
/// </summary>
public void ResetToDefault()
{
if (!ResolveActionAndBinding(out var action, out var bindingIndex))
return;
if (action.bindings[bindingIndex].isComposite)
{
// It's a composite. Remove overrides from part bindings.
for (var i = bindingIndex + 1; i < action.bindings.Count && action.bindings[i].isPartOfComposite; ++i)
action.RemoveBindingOverride(i);
}
else
{
action.RemoveBindingOverride(bindingIndex);
}
UpdateBindingDisplay();
}
/// <summary>
/// Attempts to swap associated binding of this instance with another instance.
/// </summary>
/// <remarks>It is expected that the other control is of a compatible type.</remarks>
/// <param name="other">The other instance to swap binding with.</param>
/// <returns>true if successfully swapped, else false.</returns>
public void SwapBinding(RebindActionUI other)
{
if (this == other)
return; // Silently ignore any request to swap binding with itself
if (ongoingRebind != null || other.ongoingRebind != null)
throw new Exception("Cannot swap bindings when interactive rebinding is ongoing");
if (!ResolveActionAndBinding(out var action, out var bindingIndex))
throw new Exception("Failed to resolve action and binding index");
if (!other.ResolveActionAndBinding(out var otherAction, out var otherBindingIndex))
throw new Exception("Failed to resolve action and binding index");
// Apply binding override to target binding based on swapped effective binding paths.
var effectivePath = action.bindings[bindingIndex].effectivePath;
var otherEffectivePath = otherAction.bindings[otherBindingIndex].effectivePath;
action.ApplyBindingOverride(bindingIndex, otherEffectivePath);
otherAction.ApplyBindingOverride(otherBindingIndex, effectivePath);
}
/// <summary>
/// Initiate an interactive rebind that lets the player actuate a control to choose a new binding
/// for the action.
/// </summary>
public void StartInteractiveRebind()
{
if (!ResolveActionAndBinding(out var action, out var bindingIndex))
return;
// If the binding is a composite, we need to rebind each part in turn.
if (action.bindings[bindingIndex].isComposite)
{
var firstPartIndex = bindingIndex + 1;
if (firstPartIndex < action.bindings.Count && action.bindings[firstPartIndex].isPartOfComposite)
PerformInteractiveRebind(action, firstPartIndex, allCompositeParts: true);
}
else
{
PerformInteractiveRebind(action, bindingIndex);
}
}
private void PerformInteractiveRebind(InputAction action, int bindingIndex, bool allCompositeParts = false)
{
m_RebindOperation?.Cancel(); // Will null out m_RebindOperation.
// Extract enabled state to allow restoring enabled state after rebind completes
var actionWasEnabledPriorToRebind = action.enabled;
void CleanUp()
{
// Restore monitoring cancel button clicks
if (m_RebindCancelButton != null)
m_RebindCancelButton.onClick.RemoveListener(CancelRebind);
m_RebindOperation?.Dispose();
m_RebindOperation = null;
// Restore action enabled state based on state prior to rebind
if (actionWasEnabledPriorToRebind)
action.actionMap.Enable();
}
// An "InvalidOperationException: Cannot rebind action x while it is enabled" will
// be thrown if rebinding is attempted on an action that is enabled.
//
// On top of disabling the target action while rebinding, it is recommended to
// disable any actions (or action maps) that could interact with the rebinding UI
// or gameplay - it would be undesirable for rebinding to cause the player
// character to jump.
//
// In this example, we explicitly disable both the UI input action map and
// the action map containing the target action if it was initially enabled.
if (actionWasEnabledPriorToRebind)
action.actionMap.Disable();
// Configure the rebind.
m_RebindOperation = action.PerformInteractiveRebinding(bindingIndex)
.OnCancel(
operation =>
{
m_RebindStopEvent?.Invoke(this, operation);
if (m_RebindOverlay != null)
m_RebindOverlay.SetActive(false);
UpdateBindingDisplay();
CleanUp();
})
// We want matching events to be suppressed during rebinding (this is also default).
//.WithMatchingEventsBeingSuppressed()
// Since this sample has no interactable UI during rebinding we also want to suppress non-matching events.
//.WithNonMatchingEventsBeingSuppressed()
// We want device state to update but not actions firing during rebinding.
.WithActionEventNotificationsBeingSuppressed()
// We use a timeout to illustrate that its possible to skip cancel buttons and let rebind timeout.
.WithTimeout(m_RebindTimeout)
.OnComplete(
operation =>
{
if (m_RebindOverlay != null)
m_RebindOverlay.SetActive(false);
m_RebindStopEvent?.Invoke(this, operation);
UpdateBindingDisplay();
CleanUp();
// If there's more composite parts we should bind, initiate a rebind
// for the next part.
if (allCompositeParts)
{
var nextBindingIndex = bindingIndex + 1;
if (nextBindingIndex < action.bindings.Count && action.bindings[nextBindingIndex].isPartOfComposite)
PerformInteractiveRebind(action, nextBindingIndex, true);
}
});
// If it's a part binding, show the name of the part in the UI.
var partName = default(string);
if (action.bindings[bindingIndex].isPartOfComposite)
partName = $"Binding '{action.bindings[bindingIndex].name}'. ";
// Bring up rebind overlay, if we have one.
m_RebindOverlay?.SetActive(true);
if (m_RebindText != null)
{
var text = !string.IsNullOrEmpty(m_RebindOperation.expectedControlType)
? $"{partName}Waiting for {m_RebindOperation.expectedControlType} input..."
: $"{partName}Waiting for input...";
m_RebindText.text = text;
}
// Optionally allow canceling rebind via a button if it applicable for the use-case
if (m_RebindCancelButton != null)
{
m_RebindCancelButton.onClick.AddListener(CancelRebind);
}
// Update rebind overlay information, if we have one.
if (m_RebindInfo != null)
{
m_RebindStartTime = Time.realtimeSinceStartup;
UpdateRebindInfo(m_RebindStartTime);
}
// If we have no rebind overlay and no callback but we have a binding text label,
// temporarily set the binding text label to "<Waiting>".
if (m_RebindOverlay == null && m_RebindText == null && m_RebindStartEvent == null && m_BindingText != null)
m_BindingText.text = "<Waiting...>";
// Give listeners a chance to act on the rebind starting.
m_RebindStartEvent?.Invoke(this, m_RebindOperation);
m_RebindOperation.Start();
}
private void UpdateRebindInfo(double now)
{
if (m_RebindOperation == null)
return;
var elapsed = now - m_RebindStartTime;
var remainingTimeoutWholeSeconds = (int)Math.Floor(m_RebindOperation.timeout - elapsed);
if (remainingTimeoutWholeSeconds == m_LastRemainingTimeoutSeconds)
return;
var text = (m_RebindOperation.timeout > 0.0f)
? $"Cancels in <b>{remainingTimeoutWholeSeconds}</b> seconds if no matching input is provided."
: string.Empty;
m_RebindInfo.text = text;
m_LastRemainingTimeoutSeconds = remainingTimeoutWholeSeconds;
}
private void CancelRebind()
{
m_RebindOperation?.Cancel();
}
protected void Update()
{
if (m_RebindInfo != null)
UpdateRebindInfo(Time.realtimeSinceStartupAsDouble);
}
protected void OnEnable()
{
if (s_RebindActionUIs == null)
s_RebindActionUIs = new List<RebindActionUI>();
s_RebindActionUIs.Add(this);
if (s_RebindActionUIs.Count == 1)
InputSystem.onActionChange += OnActionChange;
UpdateBindingDisplay();
}
protected void OnDisable()
{
m_RebindOperation?.Dispose();
m_RebindOperation = null;
s_RebindActionUIs.Remove(this);
if (s_RebindActionUIs.Count == 0)
{
s_RebindActionUIs = null;
InputSystem.onActionChange -= OnActionChange;
}
UpdateBindingDisplay();
}
// When the action system re-resolves bindings, we want to update our UI in response. While this will
// also trigger from changes we made ourselves, it ensures that we react to changes made elsewhere. If
// the user changes keyboard layout, for example, we will get a BoundControlsChanged notification and
// will update our UI to reflect the current keyboard layout.
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_RebindActionUIs.Count; ++i)
{
var component = s_RebindActionUIs[i];
var referencedAction = component.actionReference?.action;
if (referencedAction == null)
continue;
if (referencedAction == action ||
referencedAction.actionMap == actionMap ||
referencedAction.actionMap?.asset == actionAsset)
component.UpdateBindingDisplay();
}
}
[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 name of the action. Optional. Set to None to have the "
+ "rebind UI not show a label for the action.")]
[SerializeField]
private Text m_ActionLabel;
[Tooltip("Text label that will receive the current, formatted binding string.")]
[SerializeField]
private Text m_BindingText;
[Tooltip("Optional UI that will be shown while a rebind is in progress.")]
[SerializeField]
private GameObject m_RebindOverlay;
[Tooltip("Optional text label that will be updated with prompt for user input.")]
[SerializeField]
private Text m_RebindText;
[Tooltip("Optional text label that will be updated with relevant information during rebinding.")]
[SerializeField]
private Text m_RebindInfo;
[Tooltip("Optional cancellation UI button for rebinding overlay.")]
[SerializeField]
private Button m_RebindCancelButton;
[Tooltip("Optional rebinding timeout in seconds. If zero, no timeout will be used.")]
[SerializeField]
private float m_RebindTimeout;
[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;
[Tooltip("Event that is triggered when an interactive rebind is being initiated. This can be used, for example, "
+ "to implement custom UI behavior while a rebind is in progress. It can also be used to further "
+ "customize the rebind.")]
[SerializeField]
private InteractiveRebindEvent m_RebindStartEvent;
[Tooltip("Event that is triggered when an interactive rebind is complete or has been aborted.")]
[SerializeField]
private InteractiveRebindEvent m_RebindStopEvent;
private InputActionRebindingExtensions.RebindingOperation m_RebindOperation;
private static List<RebindActionUI> s_RebindActionUIs;
private double m_RebindStartTime = -1;
private int m_LastRemainingTimeoutSeconds;
// We want the label for the action name to update in edit mode, too, so
// we kick that off from here.
#if UNITY_EDITOR
protected void OnValidate()
{
UpdateActionLabel();
UpdateBindingDisplay();
}
#endif
private void UpdateActionLabel()
{
if (m_ActionLabel != null)
{
var action = m_Action?.action;
m_ActionLabel.text = action != null ? action.name : string.Empty;
}
}
[Serializable]
public class UpdateBindingUIEvent : UnityEvent<RebindActionUI, string, string, string>
{
}
[Serializable]
public class InteractiveRebindEvent : UnityEvent<RebindActionUI, InputActionRebindingExtensions.RebindingOperation>
{
}
}
}