forked from BilalY/Rasagar
75 lines
2.8 KiB
C#
75 lines
2.8 KiB
C#
#if UNITY_EDITOR && UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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using System;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.Editor
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{
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internal class ProjectWideActionsBuildProvider : IPreprocessBuildWithReport, IPostprocessBuildWithReport
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{
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private Object m_Asset;
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public int callbackOrder => 0;
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// In the editor, we keep track of the appointed project-wide action asset through EditorBuildSettings.
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internal const string EditorBuildSettingsActionsConfigKey = "com.unity.input.settings.actions";
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/// <summary>
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/// Holds an editor build setting for which InputActionAsset to be included as a preloaded asset in
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/// player builds.
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/// </summary>
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internal static InputActionAsset actionsToIncludeInPlayerBuild
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{
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get
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{
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// Attempt to get any persisted configuration
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EditorBuildSettings.TryGetConfigObject(EditorBuildSettingsActionsConfigKey, out InputActionAsset value);
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return value;
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}
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set
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{
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// Get the current persisted configuration and remove tag when changed
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if (EditorBuildSettings.TryGetConfigObject(EditorBuildSettingsActionsConfigKey,
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out InputActionAsset current))
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{
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current.m_IsProjectWide = false;
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}
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// Get asset path (note that this will fail if this is an in-memory object)
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var path = AssetDatabase.GetAssetPath(value);
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if (string.IsNullOrEmpty(path))
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{
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// Remove the object to not keep a broken reference
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EditorBuildSettings.RemoveConfigObject(EditorBuildSettingsActionsConfigKey);
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}
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else
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{
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// Add configuration object as a persisted setting
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value.m_IsProjectWide = true;
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EditorBuildSettings.AddConfigObject(EditorBuildSettingsActionsConfigKey, value, true);
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}
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}
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}
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public void OnPreprocessBuild(BuildReport report)
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{
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// Make sure flag is set to indicate project-wide in build
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var actions = actionsToIncludeInPlayerBuild;
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if (actions != null)
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actions.m_IsProjectWide = true;
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// Add asset
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m_Asset = BuildProviderHelpers.PreProcessSinglePreloadedAsset(actions);
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}
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public void OnPostprocessBuild(BuildReport report)
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{
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BuildProviderHelpers.PostProcessSinglePreloadedAsset(ref m_Asset);
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}
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}
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}
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#endif // UNITY_EDITOR && UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
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