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102 lines
2.3 KiB
102 lines
2.3 KiB
using System; |
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#if UNITY_EDITOR |
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using UnityEditor; |
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#endif |
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using UnityEngine; |
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namespace UnityStandardAssets.CrossPlatformInput |
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{ |
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[ExecuteInEditMode] |
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public class MobileControlRig : MonoBehaviour |
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#if UNITY_EDITOR |
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, UnityEditor.Build.IActiveBuildTargetChanged |
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#endif |
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{ |
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// this script enables or disables the child objects of a control rig |
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// depending on whether the USE_MOBILE_INPUT define is declared. |
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// This define is set or unset by a menu item that is included with |
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// the Cross Platform Input package. |
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#if !UNITY_EDITOR |
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void OnEnable() |
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{ |
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CheckEnableControlRig(); |
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} |
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#else |
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public int callbackOrder |
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{ |
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get |
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{ |
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return 1; |
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} |
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} |
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#endif |
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private void Start() |
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{ |
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#if UNITY_EDITOR |
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if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play |
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#endif |
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{ |
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UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType<UnityEngine.EventSystems.EventSystem>(); |
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if (system == null) |
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{//the scene have no event system, spawn one |
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GameObject o = new GameObject("EventSystem"); |
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o.AddComponent<UnityEngine.EventSystems.EventSystem>(); |
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o.AddComponent<UnityEngine.EventSystems.StandaloneInputModule>(); |
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} |
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} |
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} |
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#if UNITY_EDITOR |
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private void OnEnable() |
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{ |
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EditorApplication.update += Update; |
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} |
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private void OnDisable() |
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{ |
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EditorApplication.update -= Update; |
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} |
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private void Update() |
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{ |
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CheckEnableControlRig(); |
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} |
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#endif |
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private void CheckEnableControlRig() |
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{ |
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#if MOBILE_INPUT |
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EnableControlRig(true); |
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#else |
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EnableControlRig(false); |
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#endif |
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} |
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private void EnableControlRig(bool enabled) |
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{ |
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foreach (Transform t in transform) |
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{ |
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t.gameObject.SetActive(enabled); |
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} |
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} |
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#if UNITY_EDITOR |
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public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) |
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{ |
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CheckEnableControlRig(); |
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} |
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#endif |
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} |
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} |