53 lines
1.9 KiB
C#
53 lines
1.9 KiB
C#
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#if UNITY_EDITOR
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using System.Linq;
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.Editor
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{
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internal class InputSettingsBuildProvider : IPreprocessBuildWithReport, IPostprocessBuildWithReport
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{
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public int callbackOrder => 0;
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public void OnPreprocessBuild(BuildReport report)
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{
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if (InputSystem.settings == null)
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return;
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// If we operate on temporary object instead of input setting asset,
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// adding temporary asset would result in preloadedAssets containing null object "{fileID: 0}".
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// Hence we ignore adding temporary objects to preloaded assets.
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if (!EditorUtility.IsPersistent(InputSystem.settings))
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return;
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// Add InputSettings object assets, if it's not in there already.
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var preloadedAssets = PlayerSettings.GetPreloadedAssets();
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if (!preloadedAssets.Contains(InputSystem.settings))
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{
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ArrayHelpers.Append(ref preloadedAssets, InputSystem.settings);
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PlayerSettings.SetPreloadedAssets(preloadedAssets);
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}
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}
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public void OnPostprocessBuild(BuildReport report)
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{
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// Revert back to original state by removing all input settings from preloaded assets.
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var preloadedAssets = PlayerSettings.GetPreloadedAssets();
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while (preloadedAssets != null && preloadedAssets.Length > 0)
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{
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var index = preloadedAssets.IndexOf(x => x is InputSettings);
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if (index != -1)
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{
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ArrayHelpers.EraseAt(ref preloadedAssets, index);
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PlayerSettings.SetPreloadedAssets(preloadedAssets);
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}
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else
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break;
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}
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}
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}
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}
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#endif // UNITY_EDITOR
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