Files
Colosseum/Assets/External/Models/SidekickCharacters/Scripts/Runtime/Utils/SampleAutoInputModule.cs
dal4segno c265f980db chore: Assets 디렉토리 구조 정리 및 네이밍 컨벤션 적용
- Assets/_Game/ 하위로 게임 에셋 통합
- External/ 패키지 벤더별 분류 (Synty, Animations, UI)
- 에셋 네이밍 컨벤션 확립 및 적용
  (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등)
- pre-commit hook으로 네이밍 컨벤션 자동 검사 추가
- RESTRUCTURE_CHECKLIST.md 작성

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-16 19:08:27 +09:00

71 lines
2.5 KiB
C#

// 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
}
}
}