private void OnLostFocus() { if (!EditorApplicationLayout.IsInitializingPlaymodeLayout()) { this.AllowCursorLockAndHide(false); } InternalEditorUtility.OnGameViewFocus(false); }
private void OnLostFocus() { if (!EditorApplicationLayout.IsInitializingPlaymodeLayout()) { Unsupported.SetAllowCursorLock(false); Unsupported.SetAllowCursorHide(false); } InternalEditorUtility.OnGameViewFocus(false); }
private void OnLostFocus() { // We unlock the cursor when the game view loses focus to allow the user to regain cursor control. // Fix for 389362: Ensure that we do not unlock cursor during init of play mode. Because we could // be maximizing game view, which causes a lostfocus on the original game view, in these situations we do // not unlock cursor. if (!EditorApplicationLayout.IsInitializingPlaymodeLayout()) { AllowCursorLockAndHide(false); } SetFocus(false); }
internal static void FinalizePlaymodeLayout() { if (EditorApplicationLayout.m_GameView != null) { if (EditorApplicationLayout.m_RootSplit != null) { WindowLayout.MaximizePresent(EditorApplicationLayout.m_GameView, EditorApplicationLayout.m_RootSplit); } EditorApplicationLayout.m_GameView.m_Parent.ClearStartView(); } EditorApplicationLayout.Clear(); }
internal static void SetPausemodeLayout() { EditorApplicationLayout.SetStopmodeLayout(); }
internal static void SetPlaymodeLayout() { EditorApplicationLayout.InitPlaymodeLayout(); EditorApplicationLayout.FinalizePlaymodeLayout(); }