1818using UnityEngine . Networking . PlayerConnection ;
1919
2020using System . Linq ;
21+ using UnityEditor ;
22+ using EditorHelpers = UnityEngine . Rendering . VirtualTexturing . EditorHelpers ;
2123
2224#if UNITY_EDITOR
2325using CustomBindingPathValidator = System . Func < string , System . Action > ;
@@ -855,7 +857,7 @@ public static bool IsFirstLayoutBasedOnSecond(string firstLayoutName, string sec
855857 /// <seealso cref="InputBinding.processors"/>
856858 /// <seealso cref="InputAction.processors"/>
857859 /// <seealso cref="InputControlLayout.ControlItem.processors"/>
858- /// <seealso cref="UnityEngine.InputSystem. Editor.InputParameterEditor{TObject}"/>
860+ /// <seealso cref="Editor.InputParameterEditor{TObject}"/>
859861 public static void RegisterProcessor ( Type type , string name = null )
860862 {
861863 s_Manager . RegisterProcessor ( type , name ) ;
@@ -964,7 +966,7 @@ public static void RegisterProcessor(Type type, string name = null)
964966 /// <seealso cref="InputBinding.processors"/>
965967 /// <seealso cref="InputAction.processors"/>
966968 /// <seealso cref="InputControlLayout.ControlItem.processors"/>
967- /// <seealso cref="UnityEngine.InputSystem. Editor.InputParameterEditor{TObject}"/>
969+ /// <seealso cref="Editor.InputParameterEditor{TObject}"/>
968970 public static void RegisterProcessor < T > ( string name = null )
969971 {
970972 RegisterProcessor ( typeof ( T ) , name ) ;
@@ -3064,7 +3066,7 @@ public static InputActionAsset actions
30643066
30653067 // Track reference to enable including it in built Players, note that it will discard any non-persisted
30663068 // object reference
3067- ProjectWideActionsBuildProvider . actionsToIncludeInPlayerBuild = value ;
3069+ // ProjectWideActionsBuildProvider.actionsToIncludeInPlayerBuild = value;
30683070 #endif // UNITY_EDITOR
30693071
30703072 // Update underlying value
@@ -3377,7 +3379,7 @@ public static bool runInBackground
33773379 internal static InputRemoting s_Remote ;
33783380
33793381#if DEVELOPMENT_BUILD || UNITY_EDITOR
3380- private static RemoteInputPlayerConnection s_RemoteConnection ;
3382+ internal static RemoteInputPlayerConnection s_RemoteConnection ;
33813383 internal static RemoteInputPlayerConnection remoteConnection => s_RemoteConnection ;
33823384
33833385 internal static void SetUpRemoting ( )
@@ -3511,7 +3513,7 @@ internal static void InitializeInEditor(bool calledFromCtor, IInputRuntime runti
35113513 s_Manager . runtime . onPlayModeChanged = OnPlayModeChange ;
35123514 s_Manager . runtime . onProjectChange = OnProjectChange ;
35133515
3514- InputEditorUserSettings . s_Settings = new InputEditorUserSettings . SerializedState ( ) ;
3516+ // InputEditorUserSettings.s_Settings = new InputEditorUserSettings.SerializedState();
35153517
35163518 #if ! UNITY_DISABLE_DEFAULT_INPUT_PLUGIN_INITIALIZATION
35173519 InputSystem . PerformDefaultPluginInitialization ( ) ;
@@ -3531,7 +3533,7 @@ internal static void InitializeInEditor(bool calledFromCtor, IInputRuntime runti
35313533
35323534 s_DomainStateManager = existingSystemStateManagers [ 0 ] ;
35333535 s_Manager . RestoreStateWithoutDevices ( s_DomainStateManager . systemState . managerState ) ;
3534- InputDebuggerWindow . ReviveAfterDomainReload ( ) ;
3536+ // InputDebuggerWindow.ReviveAfterDomainReload();
35353537
35363538 // Restore remoting state.
35373539 s_RemoteConnection = s_DomainStateManager . systemState . remoteConnection ;
@@ -3544,7 +3546,7 @@ internal static void InitializeInEditor(bool calledFromCtor, IInputRuntime runti
35443546 s_Manager . m_SavedAvailableDevices = s_DomainStateManager . systemState . managerState . availableDevices ;
35453547
35463548 // Restore editor settings.
3547- InputEditorUserSettings . s_Settings = s_DomainStateManager . systemState . userSettings ;
3549+ // InputEditorUserSettings.s_Settings = s_DomainStateManager.systemState.userSettings;
35483550
35493551 // Get rid of saved state.
35503552 s_DomainStateManager . systemState = new InputSystemState ( ) ;
@@ -3556,17 +3558,17 @@ internal static void InitializeInEditor(bool calledFromCtor, IInputRuntime runti
35563558 s_DomainStateManager . hideFlags = HideFlags . HideAndDontSave ;
35573559
35583560 // See if we have a remembered settings object.
3559- if ( EditorBuildSettings . TryGetConfigObject ( InputSettingsProvider . kEditorBuildSettingsConfigKey , out InputSettings settingsAsset ) )
3561+ /* if (EditorBuildSettings.TryGetConfigObject(InputSettingsProvider.kEditorBuildSettingsConfigKey, out InputSettings settingsAsset))
35603562 {
3561- s_Manager . settings = settingsAsset ;
3563+ s_Manager.settings = settingsAsset;
35623564 }
35633565
35643566 // See if we have a saved actions object
35653567 var savedActions = ProjectWideActionsBuildProvider.actionsToIncludeInPlayerBuild;
3566- if ( savedActions != null )
3567- s_Manager . actions = savedActions ;
3568+ if (savedActions != null)
3569+ s_Manager.actions = savedActions;
35683570
3569- InputEditorUserSettings . Load ( ) ;
3571+ InputEditorUserSettings.Load();*/
35703572
35713573 SetUpRemoting ( ) ;
35723574 }
@@ -3581,7 +3583,7 @@ internal static void InitializeInEditor(bool calledFromCtor, IInputRuntime runti
35813583 // this would cancel the import of large assets that are dependent on the InputSystem package and import it as a dependency.
35823584 EditorApplication . delayCall += ShowRestartWarning ;
35833585
3584- RunInitialUpdate ( ) ;
3586+ // RunInitialUpdate();
35853587
35863588 EnableActions ( ) ;
35873589
@@ -3591,7 +3593,7 @@ internal static void InitializeInEditor(bool calledFromCtor, IInputRuntime runti
35913593 private static void ShowRestartWarning ( )
35923594 {
35933595 if ( ! s_DomainStateManager . newInputBackendsCheckedAsEnabled &&
3594- ! EditorPlayerSettingHelpers . newSystemBackendsEnabled &&
3596+ // !EditorPlayerSettingHelpers.newSystemBackendsEnabled &&
35953597 ! Application . isBatchMode )
35963598 {
35973599 const string dialogText = "The new Input System Package is installed, but not configured to enable native device input, such as keyboard, mouse, or gamepad actions. " +
@@ -3616,8 +3618,8 @@ private static void ShowRestartWarning()
36163618#endif
36173619 if ( userChoseEnableAndRestart )
36183620 {
3619- EditorPlayerSettingHelpers . newSystemBackendsEnabled = true ;
3620- EditorHelpers . RestartEditorAndRecompileScripts ( ) ;
3621+ /* EditorPlayerSettingHelpers.newSystemBackendsEnabled = true;
3622+ EditorHelpers.RestartEditorAndRecompileScripts();*/
36213623 }
36223624 }
36233625 s_DomainStateManager . newInputBackendsCheckedAsEnabled = true ;
@@ -3692,7 +3694,7 @@ internal static void OnProjectChange()
36923694 ////TODO: use dirty count to find whether settings have actually changed
36933695 // May have added, removed, moved, or renamed settings asset. Force a refresh
36943696 // of the UI.
3695- InputSettingsProvider . ForceReload ( ) ;
3697+ // InputSettingsProvider.ForceReload();
36963698
36973699 // Also, if the asset holding our current settings got deleted, switch back to a
36983700 // temporary settings object.
@@ -3732,6 +3734,8 @@ internal static void InitializeInPlayer(IInputRuntime runtime, bool loadSettings
37323734 EnableActions ( ) ;
37333735 }
37343736
3737+ #endif
3738+
37353739#if DEVELOPMENT_BUILD || UNITY_EDITOR
37363740 internal static void InitializeInPlayer ( IInputRuntime runtime , InputSettings settings )
37373741 {
@@ -3749,7 +3753,7 @@ internal static void InitializeInPlayer(IInputRuntime runtime, InputSettings set
37493753 EnableActions ( ) ;
37503754 }
37513755
3752- #endif
3756+ #endif //DEVELOPMENT_BUILD || UNITY_EDITOR
37533757
37543758#if UNITY_INCLUDE_TESTS
37553759 //
@@ -3775,7 +3779,7 @@ internal static void TestHook_EnableActions()
37753779#endif // UNITY_INCLUDE_TESTS
37763780
37773781 [ RuntimeInitializeOnLoadMethod ( RuntimeInitializeLoadType . BeforeSceneLoad ) ]
3778- private static void RunInitialUpdate ( )
3782+ internal static void RunInitialUpdate ( )
37793783 {
37803784 // Request an initial Update so that user methods such as Start and Awake
37813785 // can access the input devices.
@@ -3920,7 +3924,7 @@ internal static void Destroy()
39203924 // NOTE: Does not destroy InputSystemObject. We want to destroy input system
39213925 // state repeatedly during tests but we want to not create InputSystemObject
39223926 // over and over.
3923- s_Manager . Destroy ( ) ;
3927+ // s_Manager.Destroy();
39243928 if ( s_RemoteConnection != null )
39253929 Object . DestroyImmediate ( s_RemoteConnection ) ;
39263930 s_Manager = null ;
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