Added player character and step in/out of dialogue in scene 101

This commit is contained in:
2026-08-15 15:22:47 +02:00
parent a42f25d5fa
commit 38ba2b0eff
2019 changed files with 181227 additions and 265 deletions
@@ -0,0 +1,61 @@
#if ENABLE_DRIVEN_PROPERTIES
using System.Reflection;
using System;
using System.Diagnostics;
namespace UnityEngine.ProBuilder
{
static class SerializationUtility
{
static MethodInfo m_RegisterProperty;
static MethodInfo m_UnregisterProperty;
// used by tests
internal static MethodInfo registerProperty
{
get
{
if (m_RegisterProperty == null)
{
Type drivenPropertyManager = typeof(Transform).Assembly.GetType("UnityEngine.DrivenPropertyManager");
m_RegisterProperty = drivenPropertyManager.GetMethod("RegisterProperty", BindingFlags.Public | BindingFlags.Static);
}
return m_RegisterProperty;
}
}
internal static MethodInfo unregisterProperty
{
get
{
if (m_UnregisterProperty == null)
{
Type drivenPropertyManager = typeof(Transform).Assembly.GetType("UnityEngine.DrivenPropertyManager");
m_UnregisterProperty = drivenPropertyManager.GetMethod("UnregisterProperty", BindingFlags.Public | BindingFlags.Static);
}
return m_UnregisterProperty;
}
}
[Conditional("UNITY_EDITOR")]
public static void RegisterDrivenProperty(Object driver, Object target, string property)
{
#if UNITY_2020_1_OR_NEWER && RUNTIME_VISIBLE_TO_PROBUILDER_LANDED
DrivenPropertyManager.RegisterProperty(driver, target, property);
#else
registerProperty.Invoke(null, new object[] { driver, target, property });
#endif
}
[Conditional("UNITY_EDITOR")]
public static void UnregisterDrivenProperty(Object driver, Object target, string property)
{
#if UNITY_2020_1_OR_NEWER && RUNTIME_VISIBLE_TO_PROBUILDER_LANDED
DrivenPropertyManager.UnregisterProperty(driver, target, property);
#else
unregisterProperty.Invoke(null, new object[] { driver, target, property });
#endif
}
}
}
#endif