UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/InputSystemObject.cs

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2024-10-27 10:53:47 +03:00
#if UNITY_EDITOR
using UnityEngine.InputSystem.Editor;
namespace UnityEngine.InputSystem
{
/// <summary>
/// A hidden, internal object we put in the editor to bundle input system state
/// and help us survive domain reloads.
/// </summary>
/// <remarks>
/// Player doesn't need this stuff because there's no domain reloads to survive.
/// </remarks>
internal class InputSystemObject : ScriptableObject, ISerializationCallbackReceiver
{
[SerializeField] public InputSystem.State systemState;
[SerializeField] public bool newInputBackendsCheckedAsEnabled;
[SerializeField] public string settings;
[SerializeField] public double exitEditModeTime;
[SerializeField] public double enterPlayModeTime;
public void OnBeforeSerialize()
{
// Save current system state.
systemState.manager = InputSystem.s_Manager;
systemState.remote = InputSystem.s_Remote;
systemState.remoteConnection = InputSystem.s_RemoteConnection;
systemState.managerState = InputSystem.s_Manager.SaveState();
systemState.remotingState = InputSystem.s_Remote.SaveState();
systemState.userSettings = InputEditorUserSettings.s_Settings;
}
public void OnAfterDeserialize()
{
}
}
}
#endif // UNITY_EDITOR