#if UNITY_EDITOR && UNITY_2020_2_OR_NEWER
using System;
using System.Collections.ObjectModel;
using UnityEditor;
using UnityEditor.PackageManager;
namespace UnityEngine.InputSystem.Editor
{
///
/// Forces the Editor to restart if the InputSystem package is removed to activate and initialize it on the managed side.
/// Automatically sets "Project Settings > Player > Active Input Handling" to "Input Manager" once the package is removed.
///
internal class InputSystemPackageControl
{
const string packageName = "com.unity.inputsystem";
[InitializeOnLoadMethod]
static void SubscribePackageManagerEvent()
{
//There's a number of cases where it might not be called, for instance if the user changed the project manifest and deleted the Library folder before opening the project
UnityEditor.PackageManager.Events.registeringPackages += CheckForInputSystemPackageRemoved;
}
private static void CheckForInputSystemPackageRemoved(PackageRegistrationEventArgs packageArgs)
{
if (IsInputSystemRemoved(packageArgs.removed))
HandleInputSystemRemoved();
}
private static bool IsInputSystemRemoved(ReadOnlyCollection packages)
{
foreach (var package in packages)
{
if (package.name == packageName)
return true;
}
return false;
}
private static void HandleInputSystemRemoved()
{
//Set input handling to InputManager
EditorPlayerSettingHelpers.newSystemBackendsEnabled = false;
if (EditorUtility.DisplayDialog("The Unity Editor needs to be restarted", "You've removed the Input System package. This requires a restart of the Unity Editor.", "Restart the Editor", "Ignore (Not recommended)"))
EditorApplication.OpenProject(Environment.CurrentDirectory);
}
}
}
#endif