maint: hotreload updated to 1.13.7

This commit is contained in:
Chris
2026-01-06 22:42:15 -05:00
parent 796dbca5d8
commit 105da8850a
128 changed files with 3538 additions and 738 deletions

View File

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