lot's of fixes, fixed animation retargetting, fixed FSM

This commit is contained in:
2025-07-24 17:19:42 +02:00
parent 802eb5ac1d
commit d4d01dfb69
27 changed files with 4381 additions and 2990 deletions

View File

@@ -1,11 +1,13 @@
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
namespace UnityStandardAssets.CrossPlatformInput.Inspector
{
[InitializeOnLoad]
public class CrossPlatformInitialize
public class CrossPlatformInitialize : IPreprocessBuildWithReport
{
// Custom compiler defines:
//
@@ -13,6 +15,8 @@ namespace UnityStandardAssets.CrossPlatformInput.Inspector
// EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app).
// MOBILE_INPUT : denotes that mobile input should be used right now!
public int callbackOrder { get { return 0; } }
static CrossPlatformInitialize()
{
var defines = GetDefinesList(buildTargetGroups[0]);
@@ -23,6 +27,14 @@ namespace UnityStandardAssets.CrossPlatformInput.Inspector
}
}
public void OnPreprocessBuild(BuildReport report)
{
if (report.summary.platform == BuildTarget.iOS)
{
SetEnabled("MOBILE_INPUT", true, true);
}
}
[MenuItem("Mobile Input/Enable")]
private static void Enable()
@@ -32,7 +44,7 @@ namespace UnityStandardAssets.CrossPlatformInput.Inspector
{
case BuildTarget.Android:
case BuildTarget.iOS:
case BuildTarget.WSAPlayer:
case BuildTarget.WSAPlayer:
EditorUtility.DisplayDialog("Mobile Input",
"You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.",
"OK");
@@ -90,7 +102,7 @@ namespace UnityStandardAssets.CrossPlatformInput.Inspector
{
BuildTargetGroup.Android,
BuildTargetGroup.iOS,
BuildTargetGroup.WSA
BuildTargetGroup.WSA
};
@@ -130,4 +142,4 @@ namespace UnityStandardAssets.CrossPlatformInput.Inspector
return new List<string>(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';'));
}
}
}
}