diff --git a/README.md b/README.md index 6d7b7cb..4a83b08 100644 --- a/README.md +++ b/README.md @@ -18,7 +18,7 @@ This asset is designed to provide functions which enable your Unity application ## Confirmed environment -* Unity 5.6.6f2, Unity 2018.2.20f1 +* Unity 2018.4.20f1, Unity 2019.2.18f * Windows 10 Pro x64 * GeForce GTX980, GeForce GTX 1070 @@ -88,6 +88,7 @@ However, there is no operation guarantee. ## Change log +* 2020/06/07 Support Unity 2019. Add layered winodow method * 2019/01/23 Add file open dialog. Return the way to acquire self window to be active window standard * 2018/12/28 Add namespace, Modify the way to acquire self window to be PID standard * 2018/12/07 Separate the asset part of UniWinApi @@ -119,7 +120,7 @@ However, there is no operation guarantee. ## 確認済み動作環境 -* Unity 5.6.6f2, Unity 2018.2.20f1 +* Unity 2018.4.20f1, Unity 2019.2.18f * Windows 10 Pro x64 * GeForce GTX980, GeForce GTX 1070 @@ -183,6 +184,7 @@ UniWinApi は、CC0(パブリックドメイン)としています。 ## 更新履歴 +* 2020/06/07 Unity 2019 対応。Layered Window による透過モードを追加。 * 2019/01/23 ファイルオープンダイアログ追加。自ウィンドウ取得方法をアクティブウィンドウ基準に戻した。 * 2018/12/28 namespaceを設定、自ウィンドウ取得をPIDを基準とする方法に修正 * 2018/12/07 UniWinApiのアセット部分を分離 diff --git a/Scripts/Editor/WindowControllerEditor.cs b/Scripts/Editor/WindowControllerEditor.cs index f498f75..1b6bebb 100644 --- a/Scripts/Editor/WindowControllerEditor.cs +++ b/Scripts/Editor/WindowControllerEditor.cs @@ -149,7 +149,7 @@ private string[] ValidatePlayerSettings() // Unity 2019.1.7 以降であれば、Player 設定 の Use DXGI Flip... 無効化を推奨 if (PlayerSettings.useFlipModelSwapchain) { - warnings.Add("Disable 'Use DXGI Flip Mode Swapchain' to make the window transparent."); + warnings.Add("Disable 'Use DXGI Flip Model Swapchain' to make the window transparent."); } #endif diff --git a/Scripts/WindowController.cs b/Scripts/WindowController.cs index dc21d80..b79fa32 100644 --- a/Scripts/WindowController.cs +++ b/Scripts/WindowController.cs @@ -152,13 +152,13 @@ public bool enableFileDrop /// /// 描画の上にタッチがあればそのfingerIdが入る /// - [SerializeField] + //[SerializeField] private int activeFingerId = -1; /// /// 最後のドラッグはマウスによるものか、タッチによるものか /// - [SerializeField] + //[SerializeField] private bool wasUsingMouse; ///