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EditorPlayerSettingHelpers.cs 6.1KB

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  1. #if UNITY_EDITOR
  2. using System;
  3. using System.Linq;
  4. using UnityEditor;
  5. namespace UnityEngine.InputSystem.Editor
  6. {
  7. internal static class EditorPlayerSettingHelpers
  8. {
  9. /// <summary>
  10. /// Whether the backends for the new input system are enabled in the
  11. /// player settings for the Unity runtime.
  12. /// </summary>
  13. public static bool newSystemBackendsEnabled
  14. {
  15. get
  16. {
  17. #if UNITY_2020_2_OR_NEWER
  18. var property = GetPropertyOrNull(kActiveInputHandler);
  19. return property == null || ActiveInputHandlerToTuple(property.intValue).newSystemEnabled;
  20. #else
  21. var property = GetPropertyOrNull(kEnableNewSystemProperty);
  22. return property == null || property.boolValue;
  23. #endif
  24. }
  25. set
  26. {
  27. #if UNITY_2020_2_OR_NEWER
  28. var property = GetPropertyOrNull(kActiveInputHandler);
  29. if (property != null)
  30. {
  31. var tuple = ActiveInputHandlerToTuple(property.intValue);
  32. tuple.newSystemEnabled = value;
  33. property.intValue = TupleToActiveInputHandler(tuple);
  34. property.serializedObject.ApplyModifiedProperties();
  35. }
  36. else
  37. {
  38. Debug.LogError($"Cannot find '{kActiveInputHandler}' in player settings");
  39. }
  40. #else
  41. var property = GetPropertyOrNull(kEnableNewSystemProperty);
  42. if (property != null)
  43. {
  44. property.boolValue = value;
  45. property.serializedObject.ApplyModifiedProperties();
  46. }
  47. else
  48. {
  49. Debug.LogError($"Cannot find '{kEnableNewSystemProperty}' in player settings");
  50. }
  51. #endif
  52. }
  53. }
  54. /// <summary>
  55. /// Whether the backends for the old input system are enabled in the
  56. /// player settings for the Unity runtime.
  57. /// </summary>
  58. public static bool oldSystemBackendsEnabled
  59. {
  60. get
  61. {
  62. #if UNITY_2020_2_OR_NEWER
  63. var property = GetPropertyOrNull(kActiveInputHandler);
  64. return property == null || ActiveInputHandlerToTuple(property.intValue).oldSystemEnabled;
  65. #else
  66. var property = GetPropertyOrNull(kDisableOldSystemProperty);
  67. return property == null || !property.boolValue;
  68. #endif
  69. }
  70. set
  71. {
  72. #if UNITY_2020_2_OR_NEWER
  73. var property = GetPropertyOrNull(kActiveInputHandler);
  74. if (property != null)
  75. {
  76. var tuple = ActiveInputHandlerToTuple(property.intValue);
  77. tuple.oldSystemEnabled = value;
  78. property.intValue = TupleToActiveInputHandler(tuple);
  79. property.serializedObject.ApplyModifiedProperties();
  80. }
  81. else
  82. {
  83. Debug.LogError($"Cannot find '{kActiveInputHandler}' in player settings");
  84. }
  85. #else
  86. var property = GetPropertyOrNull(kDisableOldSystemProperty);
  87. if (property != null)
  88. {
  89. property.boolValue = !value;
  90. property.serializedObject.ApplyModifiedProperties();
  91. }
  92. else
  93. {
  94. Debug.LogError($"Cannot find '{kDisableOldSystemProperty}' in player settings");
  95. }
  96. #endif
  97. }
  98. }
  99. #if UNITY_2020_2_OR_NEWER
  100. private const string kActiveInputHandler = "activeInputHandler";
  101. private enum InputHandler
  102. {
  103. OldInputManager = 0,
  104. NewInputSystem = 1,
  105. InputBoth = 2
  106. };
  107. private static (bool newSystemEnabled, bool oldSystemEnabled) ActiveInputHandlerToTuple(int value)
  108. {
  109. switch ((InputHandler)value)
  110. {
  111. case InputHandler.OldInputManager:
  112. return (false, true);
  113. case InputHandler.NewInputSystem:
  114. return (true, false);
  115. case InputHandler.InputBoth:
  116. return (true, true);
  117. default:
  118. throw new ArgumentException($"Invalid value of 'activeInputHandler' setting: {value}");
  119. }
  120. }
  121. private static int TupleToActiveInputHandler((bool newSystemEnabled, bool oldSystemEnabled) tuple)
  122. {
  123. switch (tuple)
  124. {
  125. case (false, true):
  126. return (int)InputHandler.OldInputManager;
  127. case (true, false):
  128. return (int)InputHandler.NewInputSystem;
  129. case (true, true):
  130. return (int)InputHandler.InputBoth;
  131. // Special case, when using two separate bool's of the public API here,
  132. // it's possible to end up with both settings in false, for example:
  133. // - EditorPlayerSettingHelpers.newSystemBackendsEnabled = true;
  134. // - EditorPlayerSettingHelpers.oldSystemBackendsEnabled = false;
  135. // - EditorPlayerSettingHelpers.newSystemBackendsEnabled = false;
  136. // - EditorPlayerSettingHelpers.oldSystemBackendsEnabled = true;
  137. // On line 3 both settings will be false, even if we set old system to true on line 4.
  138. case (false, false):
  139. return (int)InputHandler.OldInputManager;
  140. }
  141. }
  142. #else
  143. private const string kEnableNewSystemProperty = "enableNativePlatformBackendsForNewInputSystem";
  144. private const string kDisableOldSystemProperty = "disableOldInputManagerSupport";
  145. #endif
  146. private static SerializedProperty GetPropertyOrNull(string name)
  147. {
  148. var playerSettings = Resources.FindObjectsOfTypeAll<PlayerSettings>().FirstOrDefault();
  149. if (playerSettings == null)
  150. return null;
  151. var playerSettingsObject = new SerializedObject(playerSettings);
  152. return playerSettingsObject.FindProperty(name);
  153. }
  154. }
  155. }
  156. #endif // UNITY_EDITOR