A game about forced loneliness, made by TACStudios
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