using System.Collections; using System.Collections.Generic; using UnityEngine; using SC.InputSystem; using UnityEngine.EventSystems; using UnityEngine.SceneManagement; using System; public class BackKeyCallBackSet : PointerDelegate { static BackKeyCallBackSet instant; public EventTrigger eventTrigger; public bool IsBackQuit = true; public Action BackKeyCallBack; void Awake() { if(instant) { DestroyImmediate(gameObject); return; } instant = this; DontDestroyOnLoad(gameObject); } protected override void partAnyKeyDownDelegate(InputKeyCode keyCode, InputDevicePartBase part) { base.partAnyKeyDownDelegate(keyCode, part); if(keyCode != InputKeyCode.Back) return; if(BackKeyCallBack != null) { BackKeyCallBack(); } } void Update() { if(BackKeyCallBack != null) { Input.backButtonLeavesApp = false; } else { Input.backButtonLeavesApp = true; } } }