Exemplo n.º 1
0
            static EditorInitialize()
            {
#if UNITY_POST_PROCESSING_STACK_V2
                // We have PPv2
                CinemachinePostProcessing.InitializeModule();
#else
                // Check for PostProcessing V1.  Define symbol if we have it.
                if (ReflectionHelpers.TypeIsDefined("UnityEngine.PostProcessing.PostProcessingBehaviour"))
                {
                    if (Cinemachine.Editor.ScriptableObjectUtility.AddDefineForAllBuildTargets("UNITY_POST_PROCESSING_STACK_V1"))
                    {
                        string path = Cinemachine.Editor.ScriptableObjectUtility.CinemachineInstallAssetPath + "/PostFX/CinemachinePostFX.cs";
                        UnityEditor.AssetDatabase.ImportAsset(path, UnityEditor.ImportAssetOptions.ForceUpdate);
                    }
                }
    #if UNITY_POST_PROCESSING_STACK_V1
                // We have PPv1
                CinemachinePostFX.InitializeModule();
    #endif
#endif
            }