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:
2026-04-06 14:04:09 +09:00
parent c8edf838fd
commit cf103baf57
140 changed files with 15090 additions and 14829 deletions

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// Copyright (c) 2025 Synty Studios Limited. All rights reserved.
//
// Use of this software is subject to the terms and conditions of the End User Licence Agreement (EULA)
// of the store at which you purchased this asset.
//
// Synty assets are available at:
// https://www.syntystore.com
// https://assetstore.unity.com/publishers/5217
// https://www.fab.com/sellers/Synty%20Studios
//
// Sample scripts are included only as examples and are not intended as production-ready.
using UnityEngine;
using UnityEngine.EventSystems;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
// compile errors?
using UnityEngine.InputSystem.UI;
// compile errors?
// 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)'
#endif
namespace Synty.SidekickCharacters.Utils
{
/// <summary>
/// Sample script that helps automatically select the correct input event module depending on your project's settings.
/// </summary>
[ExecuteAlways]
[RequireComponent(typeof(EventSystem))]
public class SampleAutoInputModule : MonoBehaviour
{
void OnEnable()
{
UpdateInputModule();
}
void UpdateInputModule()
{
#if ENABLE_INPUT_SYSTEM
// New Input System only
if (GetComponent<InputSystemUIInputModule>() == null)
{
// Remove any existing modules
foreach (var module in GetComponents<BaseInputModule>())
{
DestroyImmediate(module);
}
gameObject.AddComponent<InputSystemUIInputModule>();
if(!Application.isPlaying) Debug.Log("Added InputSystemUIInputModule (new input system)");
}
#elif ENABLE_LEGACY_INPUT_MANAGER
// Old Input Manager only
if (GetComponent<StandaloneInputModule>() == null)
{
// Remove any existing modules
foreach (var module in GetComponents<BaseInputModule>())
{
DestroyImmediate(module);
}
gameObject.AddComponent<StandaloneInputModule>();
if(!Application.isPlaying) Debug.Log("Added StandaloneInputModule (old input manager)");
}
#else
Debug.LogWarning("No input system enabled in project settings.");
#endif
}
}
}
// Copyright (c) 2025 Synty Studios Limited. All rights reserved.
//
// Use of this software is subject to the terms and conditions of the End User Licence Agreement (EULA)
// of the store at which you purchased this asset.
//
// Synty assets are available at:
// https://www.syntystore.com
// https://assetstore.unity.com/publishers/5217
// https://www.fab.com/sellers/Synty%20Studios
//
// Sample scripts are included only as examples and are not intended as production-ready.
using UnityEngine;
using UnityEngine.EventSystems;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
// compile errors?
using UnityEngine.InputSystem.UI;
// compile errors?
// 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)'
#endif
namespace Synty.SidekickCharacters.Utils
{
/// <summary>
/// Sample script that helps automatically select the correct input event module depending on your project's settings.
/// </summary>
[ExecuteAlways]
[RequireComponent(typeof(EventSystem))]
public class SampleAutoInputModule : MonoBehaviour
{
void OnEnable()
{
UpdateInputModule();
}
void UpdateInputModule()
{
#if ENABLE_INPUT_SYSTEM
// New Input System only
if (GetComponent<InputSystemUIInputModule>() == null)
{
// Remove any existing modules
foreach (var module in GetComponents<BaseInputModule>())
{
DestroyImmediate(module);
}
gameObject.AddComponent<InputSystemUIInputModule>();
if(!Application.isPlaying) Debug.Log("Added InputSystemUIInputModule (new input system)");
}
#elif ENABLE_LEGACY_INPUT_MANAGER
// Old Input Manager only
if (GetComponent<StandaloneInputModule>() == null)
{
// Remove any existing modules
foreach (var module in GetComponents<BaseInputModule>())
{
DestroyImmediate(module);
}
gameObject.AddComponent<StandaloneInputModule>();
if(!Application.isPlaying) Debug.Log("Added StandaloneInputModule (old input manager)");
}
#else
Debug.LogWarning("No input system enabled in project settings.");
#endif
}
}
}