chore: 외부 에셋 권한 및 줄바꿈 재기록 반영
- Assets/External 하위 샘플 및 서드파티 에셋 파일의 실행 비트 변경을 별도 커밋으로 분리 - PolygonGeneric, SidekickCharacters, Synty 도구 자산 전반의 줄바꿈 및 재직렬화 차이를 그대로 보존 - 프로젝트 고유 로직 변경과 분리해 이후 히스토리에서 외부 에셋 노이즈 범위를 식별하기 쉽게 정리
This commit is contained in:
140
Assets/External/Models/SidekickCharacters/Scripts/Runtime/Utils/SampleAutoInputModule.cs
vendored
Normal file → Executable file
140
Assets/External/Models/SidekickCharacters/Scripts/Runtime/Utils/SampleAutoInputModule.cs
vendored
Normal file → Executable file
@@ -1,70 +1,70 @@
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// Copyright (c) 2025 Synty Studios Limited. All rights reserved.
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//
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// Use of this software is subject to the terms and conditions of the End User Licence Agreement (EULA)
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// of the store at which you purchased this asset.
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//
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// Synty assets are available at:
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// https://www.syntystore.com
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// https://assetstore.unity.com/publishers/5217
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// https://www.fab.com/sellers/Synty%20Studios
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//
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// Sample scripts are included only as examples and are not intended as production-ready.
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using UnityEngine;
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using UnityEngine.EventSystems;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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// compile errors?
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using UnityEngine.InputSystem.UI;
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// compile errors?
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// if you are getting a compile error here you likely need to import the Input System package (com.unity.inputsystem) in the package manager or change the input setting in player settings back to 'Input Manager (Old)'
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#endif
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namespace Synty.SidekickCharacters.Utils
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{
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/// <summary>
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/// Sample script that helps automatically select the correct input event module depending on your project's settings.
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/// </summary>
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[ExecuteAlways]
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[RequireComponent(typeof(EventSystem))]
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public class SampleAutoInputModule : MonoBehaviour
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{
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void OnEnable()
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{
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UpdateInputModule();
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}
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void UpdateInputModule()
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{
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#if ENABLE_INPUT_SYSTEM
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// New Input System only
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if (GetComponent<InputSystemUIInputModule>() == null)
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{
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// Remove any existing modules
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foreach (var module in GetComponents<BaseInputModule>())
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{
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DestroyImmediate(module);
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}
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gameObject.AddComponent<InputSystemUIInputModule>();
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if(!Application.isPlaying) Debug.Log("Added InputSystemUIInputModule (new input system)");
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}
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#elif ENABLE_LEGACY_INPUT_MANAGER
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// Old Input Manager only
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if (GetComponent<StandaloneInputModule>() == null)
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{
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// Remove any existing modules
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foreach (var module in GetComponents<BaseInputModule>())
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{
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DestroyImmediate(module);
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}
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gameObject.AddComponent<StandaloneInputModule>();
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if(!Application.isPlaying) Debug.Log("Added StandaloneInputModule (old input manager)");
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}
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#else
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Debug.LogWarning("No input system enabled in project settings.");
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#endif
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}
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}
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}
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// Copyright (c) 2025 Synty Studios Limited. All rights reserved.
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//
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// Use of this software is subject to the terms and conditions of the End User Licence Agreement (EULA)
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// of the store at which you purchased this asset.
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//
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// Synty assets are available at:
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// https://www.syntystore.com
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// https://assetstore.unity.com/publishers/5217
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// https://www.fab.com/sellers/Synty%20Studios
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//
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// Sample scripts are included only as examples and are not intended as production-ready.
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using UnityEngine;
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using UnityEngine.EventSystems;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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// compile errors?
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using UnityEngine.InputSystem.UI;
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// compile errors?
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// if you are getting a compile error here you likely need to import the Input System package (com.unity.inputsystem) in the package manager or change the input setting in player settings back to 'Input Manager (Old)'
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#endif
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namespace Synty.SidekickCharacters.Utils
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{
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/// <summary>
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/// Sample script that helps automatically select the correct input event module depending on your project's settings.
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/// </summary>
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[ExecuteAlways]
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[RequireComponent(typeof(EventSystem))]
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public class SampleAutoInputModule : MonoBehaviour
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{
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void OnEnable()
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{
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UpdateInputModule();
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}
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void UpdateInputModule()
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{
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#if ENABLE_INPUT_SYSTEM
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// New Input System only
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if (GetComponent<InputSystemUIInputModule>() == null)
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{
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// Remove any existing modules
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foreach (var module in GetComponents<BaseInputModule>())
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{
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DestroyImmediate(module);
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}
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gameObject.AddComponent<InputSystemUIInputModule>();
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if(!Application.isPlaying) Debug.Log("Added InputSystemUIInputModule (new input system)");
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}
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#elif ENABLE_LEGACY_INPUT_MANAGER
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// Old Input Manager only
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if (GetComponent<StandaloneInputModule>() == null)
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{
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// Remove any existing modules
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foreach (var module in GetComponents<BaseInputModule>())
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{
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DestroyImmediate(module);
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}
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gameObject.AddComponent<StandaloneInputModule>();
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if(!Application.isPlaying) Debug.Log("Added StandaloneInputModule (old input manager)");
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}
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#else
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Debug.LogWarning("No input system enabled in project settings.");
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#endif
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}
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}
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}
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0
Assets/External/Models/SidekickCharacters/Scripts/Runtime/Utils/SampleAutoInputModule.cs.meta
vendored
Normal file → Executable file
0
Assets/External/Models/SidekickCharacters/Scripts/Runtime/Utils/SampleAutoInputModule.cs.meta
vendored
Normal file → Executable file
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