// CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions.
// 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!
staticCrossPlatformInitialize()
{
vardefines=GetDefinesList(buildTargetGroups[0]);
if(!defines.Contains("CROSS_PLATFORM_INPUT"))
{
SetEnabled("CROSS_PLATFORM_INPUT",true,false);
SetEnabled("MOBILE_INPUT",true,true);
}
}
[MenuItem("Mobile Input/Enable")]
privatestaticvoidEnable()
{
SetEnabled("MOBILE_INPUT",true,true);
switch(EditorUserBuildSettings.activeBuildTarget)
{
caseBuildTarget.Android:
caseBuildTarget.iOS:
caseBuildTarget.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");
break;
default:
EditorUtility.DisplayDialog("Mobile Input",
"You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.",
"You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.",