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139 行
5.1 KiB
139 行
5.1 KiB
using System;
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using System.Collections.Generic;
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using UnityEditor;
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namespace UnityStandardAssets.CrossPlatformInput.Inspector
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{
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[InitializeOnLoad]
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public class CrossPlatformInitialize
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{
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// Custom compiler defines:
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//
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// CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions.
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// EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app).
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// MOBILE_INPUT : denotes that mobile input should be used right now!
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static CrossPlatformInitialize()
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{
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var defines = GetDefinesList(buildTargetGroups[0]);
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if (!defines.Contains("CROSS_PLATFORM_INPUT"))
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{
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SetEnabled("CROSS_PLATFORM_INPUT", true, false);
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SetEnabled("MOBILE_INPUT", true, true);
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}
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}
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[MenuItem("Mobile Input/Enable")]
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private static void Enable()
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{
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SetEnabled("MOBILE_INPUT", true, true);
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switch (EditorUserBuildSettings.activeBuildTarget)
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{
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case BuildTarget.Android:
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case BuildTarget.iOS:
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case BuildTarget.PSM:
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case BuildTarget.Tizen:
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case BuildTarget.WSAPlayer:
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EditorUtility.DisplayDialog("Mobile Input",
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"You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.",
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"OK");
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break;
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default:
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EditorUtility.DisplayDialog("Mobile Input",
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"You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.",
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"OK");
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break;
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}
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}
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[MenuItem("Mobile Input/Enable", true)]
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private static bool EnableValidate()
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{
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var defines = GetDefinesList(mobileBuildTargetGroups[0]);
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return !defines.Contains("MOBILE_INPUT");
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}
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[MenuItem("Mobile Input/Disable")]
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private static void Disable()
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{
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SetEnabled("MOBILE_INPUT", false, true);
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switch (EditorUserBuildSettings.activeBuildTarget)
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{
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case BuildTarget.Android:
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case BuildTarget.iOS:
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EditorUtility.DisplayDialog("Mobile Input",
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"You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.",
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"OK");
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break;
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}
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}
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[MenuItem("Mobile Input/Disable", true)]
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private static bool DisableValidate()
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{
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var defines = GetDefinesList(mobileBuildTargetGroups[0]);
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return defines.Contains("MOBILE_INPUT");
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}
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private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[]
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{
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BuildTargetGroup.Standalone,
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BuildTargetGroup.Android,
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BuildTargetGroup.iOS,
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BuildTargetGroup.WSA
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};
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private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[]
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{
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BuildTargetGroup.Android,
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BuildTargetGroup.iOS,
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BuildTargetGroup.PSM,
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BuildTargetGroup.SamsungTV,
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BuildTargetGroup.Tizen,
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BuildTargetGroup.WSA
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};
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private static void SetEnabled(string defineName, bool enable, bool mobile)
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{
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//Debug.Log("setting "+defineName+" to "+enable);
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foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups)
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{
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var defines = GetDefinesList(group);
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if (enable)
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{
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if (defines.Contains(defineName))
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{
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return;
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}
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defines.Add(defineName);
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}
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else
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{
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if (!defines.Contains(defineName))
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{
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return;
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}
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while (defines.Contains(defineName))
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{
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defines.Remove(defineName);
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}
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}
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string definesString = string.Join(";", defines.ToArray());
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PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString);
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}
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}
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private static List<string> GetDefinesList(BuildTargetGroup group)
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{
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return new List<string>(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';'));
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}
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}
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}
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