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| 1 | +#if UNITY_EDITOR |
| 2 | +using System; |
| 3 | +using System.Collections.ObjectModel; |
| 4 | +using UnityEditor; |
| 5 | +using UnityEditor.PackageManager; |
| 6 | + |
| 7 | + |
| 8 | +namespace UnityEngine.InputSystem.Editor |
| 9 | +{ |
| 10 | + /// <summary> |
| 11 | + /// Force restart if InputSystem package is added to activate and initialize it on managed side. |
| 12 | + /// Set Project Settings input handling to reflect the presence of the Input System package, since it is not available in the UI. |
| 13 | + /// </summary> |
| 14 | + internal class InputSystemPackageControl |
| 15 | + { |
| 16 | + const string packageName = "com.unity.inputsystem"; |
| 17 | + |
| 18 | + [InitializeOnLoadMethod] |
| 19 | + static void SubscribePackageManagerEvent() |
| 20 | + { |
| 21 | + //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 |
| 22 | + UnityEditor.PackageManager.Events.registeringPackages += CheckForInputSystemPackageRemoved; |
| 23 | + } |
| 24 | + |
| 25 | + private static void CheckForInputSystemPackageRemoved(PackageRegistrationEventArgs packageArgs) |
| 26 | + { |
| 27 | + if (InputSystemAddedRemoved(packageArgs.removed)) |
| 28 | + HandleInputSystemRemoved(); |
| 29 | + } |
| 30 | + |
| 31 | + private static bool InputSystemAddedRemoved(ReadOnlyCollection<UnityEditor.PackageManager.PackageInfo> packages) |
| 32 | + { |
| 33 | + foreach (var package in packages) |
| 34 | + { |
| 35 | + if (package.name == packageName) |
| 36 | + return true; |
| 37 | + } |
| 38 | + return false; |
| 39 | + } |
| 40 | + |
| 41 | + private static void HandleInputSystemRemoved() |
| 42 | + { |
| 43 | + //set input handling to none |
| 44 | + EditorPlayerSettingHelpers.newSystemBackendsEnabled = false; |
| 45 | + if (EditorUtility.DisplayDialog("Unity editor restart required", "You've removed the input system package. This requires a restart of the Editor.", "Restart Editor", "Ignore (Not recommended)")) |
| 46 | + EditorApplication.OpenProject(Environment.CurrentDirectory); |
| 47 | + } |
| 48 | + } |
| 49 | +} |
| 50 | +#endif |
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