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using System.Collections;
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using UnityEngine;
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using UnityEngine.EventSystems;
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#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
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using UnityEngine.InputSystem.UI;
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#endif
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// This helper class handles adding the appropriate input module depending on whether the project is using the old or new input system
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/// </summary>
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public class MMAutoInputModule : MonoBehaviour
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{
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#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
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protected InputSystemUIInputModule _module;
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#endif
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protected GameObject _eventSystemGameObject;
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/// <summary>
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/// On Awake, we initialize the input module
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/// </summary>
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protected virtual void Awake()
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{
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StartCoroutine(InitializeInputModule());
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}
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/// <summary>
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/// We add the appropriate input module
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator InitializeInputModule()
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{
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EventSystem eventSystem = GameObject.FindObjectOfType<EventSystem>();
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if (eventSystem == null)
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{
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yield break;
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}
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#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
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_eventSystemGameObject = eventSystem.gameObject;
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_module = eventSystem.gameObject.AddComponent<InputSystemUIInputModule>();
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// thanks new input system.
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yield return null;
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_module.enabled = false;
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yield return null;
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_module.enabled = true;
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#else
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eventSystem.gameObject.AddComponent<StandaloneInputModule>();
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#endif
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yield return null;
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}
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}
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}
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