架构大更

This commit is contained in:
SoulliesOfficial
2026-03-20 11:56:50 -04:00
parent e60ef64d01
commit d09b58fd80
3663 changed files with 15232012 additions and 105579 deletions

View File

@@ -7,67 +7,66 @@ using UnityEngine.InputSystem.UI;
namespace IngameDebugConsole
{
// Avoid multiple EventSystems in the scene by activating the embedded EventSystem only if one doesn't already exist in the scene
[DefaultExecutionOrder( 1000 )]
public class EventSystemHandler : MonoBehaviour
{
// Avoid multiple EventSystems in the scene by activating the embedded EventSystem only if one doesn't already exist in the scene
[DefaultExecutionOrder(1000)]
public class EventSystemHandler : MonoBehaviour
{
#pragma warning disable 0649
[SerializeField]
private GameObject embeddedEventSystem;
[SerializeField] private GameObject embeddedEventSystem;
#pragma warning restore 0649
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
private void Awake()
{
StandaloneInputModule legacyInputModule = embeddedEventSystem.GetComponent<StandaloneInputModule>();
if( legacyInputModule )
{
DestroyImmediate( legacyInputModule );
embeddedEventSystem.AddComponent<InputSystemUIInputModule>();
}
}
private void Awake()
{
var legacyInputModule = embeddedEventSystem.GetComponent<StandaloneInputModule>();
if (legacyInputModule)
{
DestroyImmediate(legacyInputModule);
embeddedEventSystem.AddComponent<InputSystemUIInputModule>();
}
}
#endif
private void OnEnable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneLoaded += OnSceneLoaded;
SceneManager.sceneUnloaded -= OnSceneUnloaded;
SceneManager.sceneUnloaded += OnSceneUnloaded;
private void OnEnable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneLoaded += OnSceneLoaded;
SceneManager.sceneUnloaded -= OnSceneUnloaded;
SceneManager.sceneUnloaded += OnSceneUnloaded;
ActivateEventSystemIfNeeded();
}
ActivateEventSystemIfNeeded();
}
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneUnloaded -= OnSceneUnloaded;
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneUnloaded -= OnSceneUnloaded;
DeactivateEventSystem();
}
DeactivateEventSystem();
}
private void OnSceneLoaded( Scene scene, LoadSceneMode mode )
{
DeactivateEventSystem();
ActivateEventSystemIfNeeded();
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
DeactivateEventSystem();
ActivateEventSystemIfNeeded();
}
private void OnSceneUnloaded( Scene current )
{
// Deactivate the embedded EventSystem before changing scenes because the new scene might have its own EventSystem
DeactivateEventSystem();
}
private void OnSceneUnloaded(Scene current)
{
// Deactivate the embedded EventSystem before changing scenes because the new scene might have its own EventSystem
DeactivateEventSystem();
}
private void ActivateEventSystemIfNeeded()
{
if( embeddedEventSystem && !EventSystem.current )
embeddedEventSystem.SetActive( true );
}
private void ActivateEventSystemIfNeeded()
{
if (embeddedEventSystem && !EventSystem.current)
embeddedEventSystem.SetActive(true);
}
private void DeactivateEventSystem()
{
if( embeddedEventSystem )
embeddedEventSystem.SetActive( false );
}
}
private void DeactivateEventSystem()
{
if (embeddedEventSystem)
embeddedEventSystem.SetActive(false);
}
}
}