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