38 lines
		
	
	
		
			991 B
		
	
	
	
		
			C#
		
	
	
	
		
		
			
		
	
	
			38 lines
		
	
	
		
			991 B
		
	
	
	
		
			C#
		
	
	
	
|  | // | ||
|  | //  EventSystemChecker.cs | ||
|  | //  AppLovin MAX Unity Plugin | ||
|  | // | ||
|  | //  Created by Jonathan Liu on 10/23/2022. | ||
|  | //  Copyright © 2022 AppLovin. All rights reserved. | ||
|  | // | ||
|  | 
 | ||
|  | #if UNITY_EDITOR | ||
|  | using UnityEngine; | ||
|  | using UnityEngine.EventSystems; | ||
|  | 
 | ||
|  | namespace AppLovinMax.Scripts | ||
|  | { | ||
|  |     /// <summary> | ||
|  |     /// A script to check and enable event system as needed for the AppLovin MAX ad prefabs. | ||
|  |     /// </summary> | ||
|  |     [RequireComponent(typeof(EventSystem))] | ||
|  |     public class MaxEventSystemChecker : MonoBehaviour | ||
|  |     { | ||
|  |         private void Awake() | ||
|  |         { | ||
|  |             // Enable the EventSystem if there is no other EventSystem in the scene | ||
|  |             var eventSystem = GetComponent<EventSystem>(); | ||
|  |             var currentSystem = EventSystem.current; | ||
|  |             if (currentSystem == null || currentSystem == eventSystem) | ||
|  |             { | ||
|  |                 eventSystem.enabled = true; | ||
|  |             } | ||
|  |             else | ||
|  |             { | ||
|  |                 eventSystem.enabled = false; | ||
|  |             } | ||
|  |         } | ||
|  |     } | ||
|  | } | ||
|  | #endif |