34 lines
1.1 KiB
C#
34 lines
1.1 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem
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{
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#if DEBUG
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/// <summary>
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/// Snapshot of the state used by the input system.
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/// </summary>
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/// <remarks>
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/// Can be taken across domain reloads.
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/// </remarks>
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[Serializable]
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internal struct InputSystemState
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{
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[NonSerialized] public InputManager manager;
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[NonSerialized] public InputRemoting remote;
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[SerializeField] public RemoteInputPlayerConnection remoteConnection;
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[SerializeField] public InputManager.SerializedState managerState;
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[SerializeField] public InputRemoting.SerializedState remotingState;
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#if UNITY_EDITOR
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[SerializeField] public InputEditorUserSettings.SerializedState userSettings;
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[SerializeField] public string systemObject;
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#endif
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////TODO: make these saved states capable of surviving domain reloads
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[NonSerialized] public ISavedState inputActionState;
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[NonSerialized] public ISavedState touchState;
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[NonSerialized] public ISavedState inputUserState;
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}
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#endif
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}
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