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MMORPG/Packages/com.unity.inputsystem/InputSystem/Editor/AssetImporter/IInputActionAssetEditor.cs
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C#

#if UNITY_EDITOR
namespace UnityEngine.InputSystem.Editor
{
// For clarity, the tables below indicate the callback sequences of the asset modification processor and
// asset post-processor for various user operations done on assets.
//
// User operation: Callback sequence:
// ----------------------------------------------------------------------------------------
// Save Imported(s)
// Delete OnWillDelete(s), Deleted(s)
// Copy Imported(s)
// Rename OnWillMove(s,d), Imported(d), Moved(s,d)
// Move (drag) / Cut+Paste OnWillMove(s,d), Moved(s,d)
// ------------------------------------------------------------------------------------------------------------
//
// User operation: Callback/call sequence:
// ------------------------------------------------------------------------------------------------------------
// Save Imported(s)
// Delete OnWillDelete(s), Deleted(s)
// Copy Imported(s), Fix(s), Imported(s)
// Rename OnWillMove(s,d), Imported(d), Fix(d), Moved(s,d), Imported(d)
// Move(drag) / Cut+Paste OnWillMove(s,d), Moved(s,d)
// ------------------------------------------------------------------------------------------------------------
// Note that as stated in table above, JSON name changes (called "Fix" above) will only be executed when either
// Copying, Renaming within the editor. For all other operations the name and file name would not differ.
//
// External user operation: Callback/call sequence:
// ------------------------------------------------------------------------------------------------------------
// Save Imported(s)
// Delete Deleted(s)
// Copy Imported(s)
// Rename Imported(d), Deleted(s)
// Move(drag) / Cut+Paste Imported(d), Deleted(s)
// ------------------------------------------------------------------------------------------------------------
/// <summary>
/// Callback interface for monitoring changes to assets.
/// </summary>
internal interface IAssetObserver
{
/// <summary>
/// Callback triggered when the associated asset is imported.
/// </summary>
void OnAssetImported();
/// <summary>
/// Callback triggered when the associated asset is moved.
/// </summary>
void OnAssetMoved();
/// <summary>
/// Callback triggered when the associated asset is deleted.
/// </summary>
void OnAssetDeleted();
}
/// <summary>
/// Interface representing an editor capable of editing <c>InputActionAsset</c> instances associated
/// with an asset file in the Asset Database (ADB).
/// </summary>
internal interface IInputActionAssetEditor : IAssetObserver
{
/// <summary>
/// A read-only string representation of the asset GUID associated with the asset being edited.
/// </summary>
string assetGUID { get; }
/// <summary>
/// Returns whether the editor has unsaved changes compared to the associated imported source asset.
/// </summary>
bool isDirty { get; }
}
}
#endif // UNITY_EDITOR