bool CheckDebugBreak(string guid, string name, ContinueExecution method) { if (true == m_Breakpoint) { return(true); } if (true == uScript_MasterComponent.FindBreakpoint(guid)) { if (uScript_MasterComponent.LatestMasterComponent.CurrentBreakpoint == guid) { uScript_MasterComponent.LatestMasterComponent.CurrentBreakpoint = ""; } else { uScript_MasterComponent.LatestMasterComponent.CurrentBreakpoint = guid; UpdateEditorValues( ); UnityEngine.Debug.Log("uScript BREAK Node:" + name + " ((Time: " + Time.time + ""); UnityEngine.Debug.Break(); #if (!UNITY_FLASH) m_ContinueExecution = new ContinueExecution(method); #endif m_Breakpoint = true; return(true); } } return(false); }
public void Update() { //reset each Update, and increments each method call //if it ever goes above MaxRelayCallCount before being reset //then we assume it is stuck in an infinite loop if (relayCallCount < MaxRelayCallCount) { relayCallCount = 0; } if (null != m_ContinueExecution) { ContinueExecution continueEx = m_ContinueExecution; m_ContinueExecution = null; m_Breakpoint = false; continueEx( ); return; } UpdateEditorValues( ); //other scripts might have added GameObjects with event scripts //so we need to verify all our event listeners are registered SyncEventListeners( ); logic_uScriptAct_MoveToLocation_uScriptAct_MoveToLocation_4.Update( ); }
bool CheckDebugBreak(string guid, string name, ContinueExecution method) { if (true == m_Breakpoint) return true; if (true == uScript_MasterComponent.FindBreakpoint(guid)) { if (uScript_MasterComponent.LatestMasterComponent.CurrentBreakpoint == guid) { uScript_MasterComponent.LatestMasterComponent.CurrentBreakpoint = ""; } else { uScript_MasterComponent.LatestMasterComponent.CurrentBreakpoint = guid; UpdateEditorValues( ); UnityEngine.Debug.Log("uScript BREAK Node:" + name + " ((Time: " + Time.time + ""); UnityEngine.Debug.Break(); #if (!UNITY_FLASH) m_ContinueExecution = new ContinueExecution(method); #endif m_Breakpoint = true; return true; } } return false; }
public void Update() { //reset each Update, and increments each method call //if it ever goes above MaxRelayCallCount before being reset //then we assume it is stuck in an infinite loop if ( relayCallCount < MaxRelayCallCount ) relayCallCount = 0; if ( null != m_ContinueExecution ) { ContinueExecution continueEx = m_ContinueExecution; m_ContinueExecution = null; m_Breakpoint = false; continueEx( ); return; } UpdateEditorValues( ); //other scripts might have added GameObjects with event scripts //so we need to verify all our event listeners are registered SyncEventListeners( ); }