public static void run() { // ADD ZNET ERROR HANDLING AND REMOVE OBJECT IF // force exit if (forceExitNextIteration) { forceExitNextIteration = false; resetObjectInfo(); isActive = false; return; } // CHECK FOR BUILD MODE if (isInBuildMode()) { if (isActive) { exitMode(); resetObjectTransform(); } return; } // CHECK FOR ABM if (ABM.isActive) { if (isActive) { exitMode(); resetObjectTransform(); } return; } if (!isActive) { if (Input.GetKeyDown(Settings.getHotkey("enterAdvancedEditingMode"))) { if (checkForObject()) { startMode(); } return; } } if (Input.GetKeyDown(Settings.getHotkey("abortAndExitAdvancedEditingMode"))) { exitMode(); resetObjectTransform(); } if (isActive) { // If object is not in exsistence anymore if (hitPieceStillExsists()) { // Try to prevent znet error, relatively untested yet if this is any solution. // ghetto solution, will be improved in future version if it proofs to be effective. try { ZNetView component1 = HitPiece.GetComponent <ZNetView>(); if ((UnityEngine.Object)component1 == (UnityEngine.Object)null) { Debug.Log("AEM: Error, network object empty. Code: 2."); exitMode(); return; } } catch (Exception e) { Debug.Log("AEM: Error, network object empty. Code: 3."); exitMode(); } AEM.isRunning(); listenToHotKeysAndDoWork(); } else { exitMode(); } } }
public static void run() { // force exit if (forceExitNextIteration) { forceExitNextIteration = false; resetObjectInfo(); isActive = false; return; } // CHECK FOR BUILD MODE if (isInBuildMode()) { if (isActive) { exitMode(); resetObjectTransform(); } return; } // CHECK FOR ABM if (ABM.isActive) { exitMode(); resetObjectTransform(); return; } if (!isActive) { if (Input.GetKeyDown(Settings.getHotkey("enterAdvancedEditingMode"))) { if (checkForObject()) { startMode(); } return; } } if (Input.GetKeyDown(Settings.getHotkey("abortAndExitAdvancedEditingMode"))) { exitMode(); resetObjectTransform(); } if (isActive) { // If object is not in exsistence anymore if (hitPieceStillExsists()) { AEM.isRunning(); listenToHotKeysAndDoWork(); } else { exitMode(); } } }