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MMORPG/Packages/com.unity.inputsystem/InputSystem/Editor/UITKAssetEditor/InputActionsEditorConstants.cs
cooney ce83f21c93 UI 자동화를 위해 바인딩 기능 구현
- 유니티 에셋 인증 오류로 meta 재생성
2026-01-25 01:31:34 +09:00

51 lines
2.6 KiB
C#

#if UNITY_EDITOR
namespace UnityEngine.InputSystem.Editor
{
internal static class InputActionsEditorConstants
{
// Paths
public const string PackagePath = "Packages/com.unity.inputsystem";
public const string ResourcesPath = "/InputSystem/Editor/UITKAssetEditor/PackageResources";
/// Template names
public const string ProjectSettingsUxml = "/InputActionsProjectSettings.uxml";
public const string MainEditorViewNameUxml = "/InputActionsEditor.uxml";
public const string BindingsPanelRowTemplateUxml = "/BindingPanelRowTemplate.uxml";
public const string NameAndParametersListViewItemUxml = "/NameAndParameterListViewItemTemplate.uxml";
public const string CompositeBindingPropertiesViewUxml = "/CompositeBindingPropertiesEditor.uxml";
public const string CompositePartBindingPropertiesViewUxml = "/CompositePartBindingPropertiesEditor.uxml";
public const string ControlSchemeEditorViewUxml = "/ControlSchemeEditor.uxml";
public const string InputActionMapsTreeViewItemUxml = "/InputActionMapsTreeViewItem.uxml";
public const string InputActionsTreeViewItemUxml = "/InputActionsTreeViewItem.uxml";
/// Classes
public static readonly string HiddenStyleClassName = "unity-input-actions-editor-hidden";
public const string CompositePartAssignmentTooltip =
"The named part of the composite that the binding is assigned to. Multiple bindings may be assigned the same part. All controls from "
+ "all bindings that are assigned the same part will collectively feed values into that part of the composite.";
public const string CompositeTypeTooltip =
"Type of composite. Allows changing the composite type retroactively. Doing so will modify the bindings that are part of the composite.";
public const string InitialStateCheckTooltip =
"Whether in the next input update after the action was enabled, the action should "
+ "immediately trigger if any of its bound controls are currently in a non-default state. "
+ "This check happens implicitly for Value actions but can be explicitly enabled for Button and Pass-Through actions.";
public struct CommandEvents
{
public const string Rename = "Rename";
public const string Delete = "Delete";
public const string SoftDelete = "SoftDelete";
public const string Duplicate = "Duplicate";
public const string Copy = "Copy";
public const string Cut = "Cut";
public const string Paste = "Paste";
}
}
}
#endif