50 lines
2.0 KiB
C#
50 lines
2.0 KiB
C#
#if UNITY_EDITOR && UNITY_2020_2_OR_NEWER
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using System;
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using System.Collections.ObjectModel;
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using UnityEditor;
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using UnityEditor.PackageManager;
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namespace UnityEngine.InputSystem.Editor
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{
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/// <summary>
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/// Forces the Editor to restart if the InputSystem package is removed to activate and initialize it on the managed side.
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/// Automatically sets "Project Settings > Player > Active Input Handling" to "Input Manager" once the package is removed.
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/// </summary>
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internal class InputSystemPackageControl
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{
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const string packageName = "com.unity.inputsystem";
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[InitializeOnLoadMethod]
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static void SubscribePackageManagerEvent()
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{
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//There's a number of cases where it might not be called, for instance if the user changed the project manifest and deleted the Library folder before opening the project
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UnityEditor.PackageManager.Events.registeringPackages += CheckForInputSystemPackageRemoved;
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}
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private static void CheckForInputSystemPackageRemoved(PackageRegistrationEventArgs packageArgs)
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{
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if (IsInputSystemRemoved(packageArgs.removed))
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HandleInputSystemRemoved();
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}
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private static bool IsInputSystemRemoved(ReadOnlyCollection<UnityEditor.PackageManager.PackageInfo> packages)
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{
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foreach (var package in packages)
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{
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if (package.name == packageName)
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return true;
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}
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return false;
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}
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private static void HandleInputSystemRemoved()
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{
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//Set input handling to InputManager
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EditorPlayerSettingHelpers.newSystemBackendsEnabled = false;
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if (EditorUtility.DisplayDialog("The Unity Editor needs to be restarted", "You've removed the Input System package. This requires a restart of the Unity Editor.", "Restart the Editor", "Ignore (Not recommended)"))
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EditorApplication.OpenProject(Environment.CurrentDirectory);
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}
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}
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}
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#endif
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