WX-Game1/Assets/Samples/Unity Physics/1.3.10/Custom Physics Authoring/Unity.Physics.Custom/EditorInitialization.cs

28 lines
902 B
C#

#if UNITY_EDITOR
using System.Linq;
using UnityEditor;
using UnityEditor.Build;
namespace Unity.Physics.Authoring
{
[InitializeOnLoad]
class EditorInitialization
{
static readonly string k_CustomDefine = "UNITY_PHYSICS_CUSTOM";
static EditorInitialization()
{
var fromBuildTargetGroup = NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
var definesStr = PlayerSettings.GetScriptingDefineSymbols(fromBuildTargetGroup);
var defines = definesStr.Split(';').ToList();
var found = defines.Find(define => define.Equals(k_CustomDefine));
if (found == null)
{
defines.Add(k_CustomDefine);
PlayerSettings.SetScriptingDefineSymbols(fromBuildTargetGroup, string.Join(";", defines.ToArray()));
}
}
}
}
#endif