75 lines
1.9 KiB
C#
75 lines
1.9 KiB
C#
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.SceneManagement;
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#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
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using UnityEngine.InputSystem.UI;
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#endif
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namespace IngameDebugConsole
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{
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// Avoid multiple EventSystems in the scene by activating the embedded EventSystem only if one doesn't already exist in the scene
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[DefaultExecutionOrder( 1000 )]
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public class EventSystemHandler : MonoBehaviour
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{
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#pragma warning disable 0649
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[SerializeField]
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private GameObject embeddedEventSystem;
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#pragma warning restore 0649
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#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
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private void Awake()
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{
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StandaloneInputModule legacyInputModule = embeddedEventSystem.GetComponent<StandaloneInputModule>();
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if( legacyInputModule )
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{
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DestroyImmediate( legacyInputModule );
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embeddedEventSystem.AddComponent<InputSystemUIInputModule>();
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}
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}
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#endif
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private void OnEnable()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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SceneManager.sceneLoaded += OnSceneLoaded;
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SceneManager.sceneUnloaded -= OnSceneUnloaded;
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SceneManager.sceneUnloaded += OnSceneUnloaded;
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ActivateEventSystemIfNeeded();
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}
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private void OnDisable()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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SceneManager.sceneUnloaded -= OnSceneUnloaded;
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DeactivateEventSystem();
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}
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private void OnSceneLoaded( Scene scene, LoadSceneMode mode )
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{
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#if UNITY_2017_2_OR_NEWER
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DeactivateEventSystem();
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#endif
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ActivateEventSystemIfNeeded();
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}
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private void OnSceneUnloaded( Scene current )
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{
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// Deactivate the embedded EventSystem before changing scenes because the new scene might have its own EventSystem
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DeactivateEventSystem();
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}
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private void ActivateEventSystemIfNeeded()
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{
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if( embeddedEventSystem && !EventSystem.current )
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embeddedEventSystem.SetActive( true );
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}
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private void DeactivateEventSystem()
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{
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if( embeddedEventSystem )
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embeddedEventSystem.SetActive( false );
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}
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}
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}
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