每日自动提交 2026-04-13 18:30

This commit is contained in:
2026-04-13 18:30:55 +08:00
parent 7f92437976
commit c438308159
187 changed files with 42955 additions and 64615 deletions
@@ -0,0 +1,71 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
using UnityEngine.InputSystem.UI;
#endif
namespace ImageCropperNamespace
{
// Avoid multiple EventSystems in the scene by activating the embedded EventSystem only if one doesn't already exist in the scene
[DefaultExecutionOrder( 1000 )]
public class EventSystemHandler : MonoBehaviour
{
[SerializeField]
private GameObject embeddedEventSystem;
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
private void Awake()
{
StandaloneInputModule legacyInputModule = embeddedEventSystem.GetComponent<StandaloneInputModule>();
if( legacyInputModule )
{
DestroyImmediate( legacyInputModule );
embeddedEventSystem.AddComponent<InputSystemUIInputModule>();
}
}
#endif
private void OnEnable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneLoaded += OnSceneLoaded;
SceneManager.sceneUnloaded -= OnSceneUnloaded;
SceneManager.sceneUnloaded += OnSceneUnloaded;
ActivateEventSystemIfNeeded();
}
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneUnloaded -= OnSceneUnloaded;
DeactivateEventSystem();
}
private void OnSceneLoaded( Scene scene, LoadSceneMode mode )
{
DeactivateEventSystem();
ActivateEventSystemIfNeeded();
}
private void OnSceneUnloaded( Scene current )
{
// Deactivate the embedded EventSystem before changing scenes because the new scene might have its own EventSystem
DeactivateEventSystem();
}
private void ActivateEventSystemIfNeeded()
{
if( embeddedEventSystem && !EventSystem.current )
embeddedEventSystem.SetActive( true );
}
private void DeactivateEventSystem()
{
if( embeddedEventSystem )
embeddedEventSystem.SetActive( false );
}
}
}