using UnityEngine; namespace Watermelon { public static class ControlUtils { public static InputType GetCurrentInputType() { #if UNITY_EDITOR #if UNITY_ANDROID || UNITY_IOS return InputType.UIJoystick; #else return InputType.Keyboard; #endif #else #if UNITY_ANDROID || UNITY_IOS return InputType.UIJoystick; #elif UNITY_WEBGL return Application.isMobilePlatform ? InputType.UIJoystick : InputType.Keyboard; #else return InputType.Keyboard; #endif #endif } } }