A game about forced loneliness, made by TACStudios
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1#if UNITY_EDITOR 2 3namespace UnityEngine.InputSystem.Editor 4{ 5 internal static class InputActionsEditorConstants 6 { 7 // Paths 8 public const string PackagePath = "Packages/com.unity.inputsystem"; 9 public const string ResourcesPath = "/InputSystem/Editor/UITKAssetEditor/PackageResources"; 10 11 /// Template names 12 public const string ProjectSettingsUxml = "/InputActionsProjectSettings.uxml"; 13 public const string MainEditorViewNameUxml = "/InputActionsEditor.uxml"; 14 public const string BindingsPanelRowTemplateUxml = "/BindingPanelRowTemplate.uxml"; 15 public const string NameAndParametersListViewItemUxml = "/NameAndParameterListViewItemTemplate.uxml"; 16 public const string CompositeBindingPropertiesViewUxml = "/CompositeBindingPropertiesEditor.uxml"; 17 public const string CompositePartBindingPropertiesViewUxml = "/CompositePartBindingPropertiesEditor.uxml"; 18 public const string ControlSchemeEditorViewUxml = "/ControlSchemeEditor.uxml"; 19 public const string InputActionMapsTreeViewItemUxml = "/InputActionMapsTreeViewItem.uxml"; 20 public const string InputActionsTreeViewItemUxml = "/InputActionsTreeViewItem.uxml"; 21 22 /// Classes 23 public static readonly string HiddenStyleClassName = "unity-input-actions-editor-hidden"; 24 25 public const string CompositePartAssignmentTooltip = 26 "The named part of the composite that the binding is assigned to. Multiple bindings may be assigned the same part. All controls from " 27 + "all bindings that are assigned the same part will collectively feed values into that part of the composite."; 28 29 public const string CompositeTypeTooltip = 30 "Type of composite. Allows changing the composite type retroactively. Doing so will modify the bindings that are part of the composite."; 31 32 public const string InitialStateCheckTooltip = 33 "Whether in the next input update after the action was enabled, the action should " 34 + "immediately trigger if any of its bound controls are currently in a non-default state. " 35 + "This check happens implicitly for Value actions but can be explicitly enabled for Button and Pass-Through actions."; 36 37 public struct CommandEvents 38 { 39 public const string Rename = "Rename"; 40 public const string Delete = "Delete"; 41 public const string SoftDelete = "SoftDelete"; 42 public const string Duplicate = "Duplicate"; 43 public const string Copy = "Copy"; 44 public const string Cut = "Cut"; 45 public const string Paste = "Paste"; 46 } 47 } 48} 49 50#endif