maint: hotreload updated to 1.13.7
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@@ -14,8 +14,8 @@ namespace SingularityGroup.HotReload {
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public GameObject connectedPrompt;
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public GameObject questionPrompt;
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[Header("Other")]
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[Tooltip("Used when project does not create an EventSystem early enough")]
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[Header(Localization.Translations.MenuItems.Other)]
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[Tooltip(Localization.Translations.MenuItems.FalllbackEventSystem)]
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public GameObject fallbackEventSystem;
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#region Singleton
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@@ -33,7 +33,7 @@ namespace SingularityGroup.HotReload {
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if (_I == null) {
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// allow showing prompts in editor (for testing)
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if (!Application.isEditor && !PlayerEntrypoint.IsPlayerWithHotReload()) {
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throw new NotSupportedException("IsPlayerWithHotReload() is false");
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throw new NotSupportedException(Localization.Translations.Errors.IsPlayerWithHotReloadFalse);
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}
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var go = Instantiate(HotReloadSettingsObject.I.PromptsPrefab,
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new Vector3(0, 0, 0), Quaternion.identity);
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@@ -134,8 +134,7 @@ namespace SingularityGroup.HotReload {
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/// Scene must contain an EventSystem and StandaloneInputModule, otherwise clicking/tapping on the overlay does nothing.
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private void DoEnsureEventSystem() {
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if (EventSystem.current == null) {
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Log.Info($"No EventSystem is active, enabling an EventSystem inside Hot Reload {name} prefab." +
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" A Unity EventSystem and an Input module is required for tapping buttons on the Unity UI.");
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Log.Info(string.Format(Localization.Translations.Settings.NoEventSystemWarning, name));
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fallbackEventSystem.SetActive(true);
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}
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}
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