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MMORPG/Packages/com.unity.inputsystem/Samples~/RebindingUI/InvokeUnityEvent.cs
cooney ce83f21c93 UI 자동화를 위해 바인딩 기능 구현
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2026-01-25 01:31:34 +09:00

106 lines
3.3 KiB
C#

using System;
using UnityEngine.Events;
namespace UnityEngine.InputSystem.Samples.RebindUI
{
/// <summary>
/// A simple component that deactivates a target when action is performed.
/// </summary>
/// <remarks>
/// Note that this implementation do not handle action changing during run-time.
/// </remarks>
public class InvokeUnityEvent : MonoBehaviour
{
[Tooltip("The input action that triggers the Unity event when performed.")]
[SerializeField] private InputActionReference m_Action;
[Tooltip("The Unity event to be invoked when action is performed.")]
[SerializeField] private UnityEvent m_OnPerformed = new UnityEvent();
private Action<InputAction.CallbackContext> m_OnActionPerformed;
private bool m_HaveRegisteredCallback = false;
/// <summary>
/// Sets/gets the associated action that triggers the event.
/// </summary>
/// <remarks>Registration and unregistration for event forwarding is handled automatically.</remarks>
public InputActionReference action
{
get => m_Action;
set
{
if (m_Action == value)
return;
Unregister();
m_Action = value;
Register();
}
}
/// <summary>
/// Access or set the Unity event to be triggered when the action is performed.
/// </summary>
public UnityEvent onPerformed
{
get => m_OnPerformed;
set
{
if (m_OnPerformed == value)
return;
// If we just change forwarding target there is no need to do any action.
// If this is the first time its set or we set it to null we invoke registration logic.
var manageRegistration = m_OnPerformed == null || value == null;
if (manageRegistration)
Unregister();
m_OnPerformed = value;
if (manageRegistration)
Register();
}
}
private void Awake()
{
// Cache action ensuring no memory allocation occurs on registration of callback.
m_OnActionPerformed = OnActionPerformed;
}
private void OnEnable()
{
// Register callback when component is enabled.
Register();
}
private void OnDisable()
{
// Unregister callback when component is disabled.
Unregister();
}
private void Register()
{
if (!m_HaveRegisteredCallback && m_OnPerformed != null && m_Action != null && m_Action.action != null)
{
action.action.performed += m_OnActionPerformed;
m_HaveRegisteredCallback = true;
}
}
private void Unregister()
{
if (m_HaveRegisteredCallback && action != null && action.action != null)
{
action.action.performed -= m_OnActionPerformed;
m_HaveRegisteredCallback = false;
}
}
private void OnActionPerformed(InputAction.CallbackContext context)
{
// Invoke associated callback when performed.
onPerformed?.Invoke();
}
}
}