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cooney ce83f21c93 UI 자동화를 위해 바인딩 기능 구현
- 유니티 에셋 인증 오류로 meta 재생성
2026-01-25 01:31:34 +09:00

307 lines
16 KiB
C#

using System;
////REVIEW: Can we somehow make this a simple struct? The one problem we have is that we can't put struct instances as sub-assets into
//// the import (i.e. InputActionImporter can't do AddObjectToAsset with them). However, maybe there's a way around that. The thing
//// is that we really want to store the asset reference plus the action GUID on the *user* side, i.e. the referencing side. Right
//// now, what happens is that InputActionImporter puts these objects along with the reference and GUID they contain in the
//// *imported* object, i.e. right with the asset. This partially defeats the whole purpose of having these objects and it means
//// that now the GUID doesn't really matter anymore. Rather, it's the file ID that now has to be stable.
////
//// If we always store the GUID and asset reference on the user side, we can put the serialized data *anywhere* and it'll remain
//// save and proper no matter what we do in InputActionImporter.
////REVIEW: should this throw if you try to assign an action that is not a singleton?
////REVIEW: akin to this, also have an InputActionMapReference?
namespace UnityEngine.InputSystem
{
/// <summary>
/// References a specific <see cref="InputAction"/> in an <see cref="InputActionMap"/>
/// stored inside an <see cref="InputActionAsset"/>.
/// </summary>
/// <remarks>
/// The difference to a plain reference directly to an <see cref="InputAction"/> object is
/// that an InputActionReference can be serialized without causing the referenced <see cref="InputAction"/>
/// to be serialized as well. The reference will remain intact even if the action or the map
/// that contains the action is renamed.
///
/// References can be set up graphically in the editor by dropping individual actions from the project
/// browser onto a reference field.
/// </remarks>
/// <seealso cref="InputActionProperty"/>
/// <seealso cref="InputAction"/>
/// <seealso cref="InputActionAsset"/>
public class InputActionReference : ScriptableObject
{
/// <summary>
/// The asset that the referenced action is part of. Null if the reference
/// is not initialized or if the asset has been deleted.
/// </summary>
/// <value>InputActionAsset of the referenced action.</value>
public InputActionAsset asset => m_Action?.m_ActionMap != null ? m_Action.m_ActionMap.asset : m_Asset;
/// <summary>
/// The action that the reference resolves to. Null if the action cannot be found.
/// </summary>
/// <value>The action that reference points to.</value>
/// <remarks>
/// Actions are resolved on demand based on their internally stored IDs.
/// </remarks>
public InputAction action
{
get
{
// Note that we need to check multiple things here that could invalidate the validity of the reference:
// 1) m_Action != null, this indicates if we have a resolved cached reference.
// 2) m_Action.actionMap != null, this would fail if the action has been removed from an action map
// and converted into a "singleton action". This would render the reference invalid since the action
// is no longer indirectly bound to m_Asset.
// 3) m_Action.actionMap.asset == m_Asset, needs to be checked to make sure that its action map
// have not been moved to another asset which would invalidate the reference since reference is
// defined by action GUID and asset reference.
// 4) m_Asset, a Unity object life-time check that would fail if the asset has been deleted.
if (m_Action != null && m_Action.actionMap != null && m_Action.actionMap.asset == m_Asset && m_Asset)
return m_Action;
// Attempt to resolve action based on asset and GUID.
return (m_Action = m_Asset ? m_Asset.FindAction(new Guid(m_ActionId)) : null);
}
}
/// <summary>
/// Initialize the reference to refer to the given action.
/// </summary>
/// <param name="action">An input action. Must be contained in an <see cref="InputActionMap"/>
/// that is itself contained in an <see cref="InputActionAsset"/>. Can be <c>null</c> in which
/// case the reference is reset to its default state which does not reference an action.</param>
/// <exception cref="InvalidOperationException"><paramref name="action"/> is not contained in an
/// <see cref="InputActionMap"/> that is itself contained in an <see cref="InputActionAsset"/>.</exception>
/// <exception cref="InvalidOperationException">If attempting to mutate a reference object
/// that is backed by an .inputactions asset. This is not allowed to prevent side-effects.</exception>
public void Set(InputAction action)
{
if (action == null)
{
m_Asset = null;
m_ActionId = null;
m_Action = null;
name = string.Empty; // Scriptable object default name is empty string.
return;
}
var map = action.actionMap;
if (map == null || map.asset == null)
throw new InvalidOperationException(
$"Action '{action}' must be part of an InputActionAsset in order to be able to create an InputActionReference for it");
SetInternal(map.asset, action);
}
/// <summary>
/// Look up an action in the given asset and initialize the reference to
/// point to it.
/// </summary>
/// <param name="asset">An .inputactions asset.</param>
/// <param name="mapName">Name of the <see cref="InputActionMap"/> in <paramref name="asset"/>
/// (see <see cref="InputActionAsset.actionMaps"/>). Case-insensitive.</param>
/// <param name="actionName">Name of the action in <paramref name="mapName"/>. Case-insensitive.</param>
/// <exception cref="ArgumentNullException"><paramref name="asset"/> is <c>null</c> -or-
/// <paramref name="mapName"/> is <c>null</c> or empty -or- <paramref name="actionName"/>
/// is <c>null</c> or empty.</exception>
/// <exception cref="InvalidOperationException">If attempting to mutate a reference object
/// that is backed by by .inputactions asset. This is not allowed to prevent side-effects.</exception>
/// <exception cref="ArgumentException">No action map called <paramref name="mapName"/> could
/// be found in <paramref name="asset"/> -or- no action called <paramref name="actionName"/>
/// could be found in the action map called <paramref name="mapName"/> in <paramref name="asset"/>.</exception>
public void Set(InputActionAsset asset, string mapName, string actionName)
{
if (asset == null)
throw new ArgumentNullException(nameof(asset));
if (string.IsNullOrEmpty(mapName))
throw new ArgumentNullException(nameof(mapName));
if (string.IsNullOrEmpty(actionName))
throw new ArgumentNullException(nameof(actionName));
var actionMap = asset.FindActionMap(mapName);
if (actionMap == null)
throw new ArgumentException($"No action map '{mapName}' in '{asset}'", nameof(mapName));
var foundAction = actionMap.FindAction(actionName);
if (foundAction == null)
throw new ArgumentException($"No action '{actionName}' in map '{mapName}' of asset '{asset}'",
nameof(actionName));
SetInternal(asset, foundAction);
}
private void SetInternal(InputActionAsset assetArg, InputAction actionArg)
{
CheckImmutableReference();
// If we are setting the reference in edit-mode, we want the state to be reflected in the serialized
// object and hence assign serialized fields. This is a destructive operation.
m_Asset = assetArg;
m_ActionId = actionArg.id.ToString();
m_Action = actionArg;
name = GetDisplayName(actionArg);
}
/// <summary>
/// Return a string representation of the reference useful for debugging.
/// </summary>
/// <returns>A string representation of the reference.</returns>
public override string ToString()
{
var value = action; // Indirect resolve
if (value == null)
return base.ToString();
if (value.actionMap != null)
return m_Asset != null ? $"{m_Asset.name}:{value.actionMap.name}/{value.name}" : $"{value.actionMap.name}/{value.name}";
return m_Asset != null ? $"{m_Asset.name}:{m_ActionId}" : m_ActionId;
}
private static string GetDisplayName(InputAction action)
{
return !string.IsNullOrEmpty(action?.actionMap?.name)
? $"{action.actionMap?.name}/{action.name}"
: action?.name;
}
/// <summary>
/// Return a string representation useful for showing in UI.
/// </summary>
internal string ToDisplayName()
{
return string.IsNullOrEmpty(name) ? GetDisplayName(action) : name;
}
/// <summary>
/// Convert an InputActionReference to the InputAction it points to.
/// </summary>
/// <param name="reference">An InputActionReference object. Can be null.</param>
/// <returns>The value of <see cref="action"/> from <paramref name="reference"/>. Can be null.</returns>
public static implicit operator InputAction(InputActionReference reference)
{
return reference?.action;
}
/// <summary>
/// Create a new InputActionReference object that references the given action.
/// </summary>
/// <param name="action">An input action. Must be contained in an <see cref="InputActionMap"/>
/// that is itself contained in an <see cref="InputActionAsset"/>. Can be <c>null</c> in which
/// case the reference is reset to its default state which does not reference an action.</param>
/// <returns>A new InputActionReference referencing <paramref name="action"/>.</returns>
public static InputActionReference Create(InputAction action)
{
var reference = CreateInstance<InputActionReference>();
reference.Set(action);
return reference;
}
/// <summary>
/// Clears the cached <see cref="m_Action"/> field for all current <see cref="InputActionReference"/> objects.
/// </summary>
/// <remarks>
/// This method is used to clear the Action references when exiting PlayMode since those objects are no
/// longer valid.
/// </remarks>
internal static void InvalidateAll()
{
// It might be possible that Object.FindObjectOfTypeAll(true) would be sufficient here since we only
// need to invalidate non-serialized data on active/loaded objects. This returns a lot more, but for
// now we keep it like this to not change more than we have to. Optimizing this can be done separately.
var allActionRefs = Resources.FindObjectsOfTypeAll(typeof(InputActionReference));
foreach (var obj in allActionRefs)
((InputActionReference)obj).Invalidate();
}
/// <summary>
/// Clears the cached <see cref="m_Action"/> field for this <see cref="InputActionReference"/> instance.
/// </summary>
/// <remarks>
/// After calling this, the next call to <see cref="action"/> will resolve a new <see cref="InputAction"/>
/// reference from the existing <see cref="InputActionAsset"/> just as if using it for the first time.
/// The serialized <see cref="m_Asset"/> and <see cref="m_ActionId"/> fields are not touched and will continue
/// to hold their current values. Also the name remains valid since the underlying reference data is unmodified.
/// </remarks>
internal void Invalidate()
{
m_Action = null;
}
[SerializeField] internal InputActionAsset m_Asset;
// Can't serialize System.Guid and Unity's GUID is editor only so these
// go out as strings.
[SerializeField] internal string m_ActionId;
/// <summary>
/// The resolved, cached input action.
/// </summary>
[NonSerialized] private InputAction m_Action;
/// <summary>
/// Equivalent to <see cref="InputActionReference.action"/>.
/// </summary>
/// <returns>The associated action reference if its a valid reference, else <c>null</c>.</returns>
public InputAction ToInputAction()
{
return action;
}
/// <summary>
/// Checks if this input action reference instance can be safely mutated without side effects.
/// </summary>
/// <remarks>
/// This check isn't needed in player builds since ScriptableObject would never be persisted if mutated
/// in a player.
/// </remarks>
/// <exception cref="InvalidOperationException">Thrown if this input action reference is part of an
/// input actions asset and mutating it would have side-effects on the projects assets.</exception>
private void CheckImmutableReference()
{
#if UNITY_EDITOR
// Note that we do a lot of checking here, but it is only for a rather slim (unintended) use case in
// editor and not in final builds. The alternative would be to set a non-serialized field on the reference
// when importing assets which would simplify this class, but it adds complexity to import stage and
// is more difficult to assess from a asset version portability perspective.
static bool CanSetReference(InputActionReference reference)
{
// "Immutable" input action references are always sub-assets of InputActionAsset.
var isSubAsset = UnityEditor.AssetDatabase.IsSubAsset(reference);
if (!isSubAsset)
return true;
// If we cannot get the path of our reference, we cannot be a persisted asset within an InputActionAsset.
var path = UnityEditor.AssetDatabase.GetAssetPath(reference);
if (path == null)
return true;
// If we cannot get the main asset we cannot be a persisted asset within an InputActionAsset.
// Also we check that it is the expected type.
var mainAsset = UnityEditor.AssetDatabase.LoadMainAssetAtPath(path);
if (!mainAsset)
return true;
// We can only allow setting the reference if it is not part of an persisted InputActionAsset.
return (mainAsset is not InputActionAsset);
}
// Prevent accidental mutation of the source asset if this InputActionReference is a persisted object
// residing as a sub-asset within a .inputactions asset.
// This is not needed for players since scriptable objects aren't serialized back from within a player.
if (!CanSetReference(this))
{
throw new InvalidOperationException("Attempting to modify an immutable InputActionReference instance " +
"that is part of an .inputactions asset. This is not allowed since it would modify the source " +
"asset in which the reference is serialized and potentially corrupt it. " +
"Instead use InputActionReference.Create(action) to create a new mutable " +
"in-memory instance or serialize it as a separate asset if the intent is for changes to " +
"survive domain reloads.");
}
#endif // UNITY_EDITOR
}
}
}