Esempio n. 1
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    /// <summary>
    /// Quits Game
    /// </summary>
    public void QuitGame()
    {
#if UNITY_EDITOR                          // if In Unity Editor
        EditorApplication.ExitPlaymode(); //Exits Playmode
#endif
        Application.Quit();               //Quits Application
    }
Esempio n. 2
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    public static void killProcesses()
    {
        GameLauncherSettings gls = GameObject.FindObjectOfType <GameLauncherSettings>();

        if (gls)
        {
            if (gls.enterPlayMode && EditorApplication.isPlaying)
            {
                EditorApplication.ExitPlaymode();
            }
        }
        string gameProcName = PlayerSettings.productName;

        //Find valid processes of this game
        Process.GetProcesses().ToList().FindAll(
            proc =>
        {
            try
            {
                return(!proc.HasExited && proc.ProcessName == gameProcName);
            }
            catch
            {
                return(false);
            }
        })
        //And then kill them
        .ForEach(proc => proc.Kill());
    }
Esempio n. 3
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    public void Exit()
    {
        Application.Quit();
#if UNITY_EDITOR
        EditorApplication.ExitPlaymode();
#endif
    }
Esempio n. 4
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    public void QuitGame()
    {
#if UNITY_EDITOR
        EditorApplication.ExitPlaymode(); // exits playmode when using the editor
#endif
        Application.Quit();               // used to quit to desktop when running the build
    }
Esempio n. 5
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        private static void OnPlayModeStateChanged(PlayModeStateChange playModeChange)
        {
            if (!IsGhostCompilationEnabled())
            {
                return;
            }

            // If we're still compiling the domain will reload and cause an error, so as a safeguard forcibly exit play mode
            if (playModeChange == PlayModeStateChange.EnteredPlayMode && EditorApplication.isCompiling)
            {
                Debug.Log("Cannot enter playmode while editor is compiling");
                EditorApplication.ExitPlaymode();
                return;
            }

            if (playModeChange == PlayModeStateChange.ExitingEditMode && !EditorUtility.scriptCompilationFailed)
            {
                if (service.HasPendingChanges())
                {
                    //I need to recompile or at least advise that we have potential changes pending.
                    if (service.Settings.autoRecompile)
                    {
                        Debug.Log("Exiting playmode pending changes");
                        EditorApplication.ExitPlaymode();
                        System.Threading.Interlocked.Increment(ref service._regenerateChangeCount);
                        return;
                    }
                    if (EditorUtility.DisplayDialog(TxtDialogTitle, TxtDialogMessage, TxtBuild, TxtEnterPlayMode))
                    {
                        EditorApplication.ExitPlaymode();
                        System.Threading.Interlocked.Increment(ref service._regenerateChangeCount);
                    }
                }
            }
        }
Esempio n. 6
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        static void OnBeforeSceneLoadRuntimeMethod()
        {
            SettingsObject settings = SettingsHandler.Load();

            if (!settings.checkBeforePlay)
            {
                return;
            }

            Session session = new Session();

            session.Refresh();
            for (int i = 0; i < session.fields.Count; i++)
            {
                //Todo: Make this not an abomination.
                Field field     = session.fields[i];
                bool  confirmed = (field.preCheck == Field.Check.ConfirmedValue ||
                                   ((field.allowNull || !settings.warnIfNull) && field.preCheck == Field.Check.ConfirmedNull));
                if (!confirmed)
                {
                    EditorApplication.ExitPlaymode();
                    EditorApplication.playModeStateChanged += Changed;
                    break;
                }
            }
        }
Esempio n. 7
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        void Validate()
        {
#if UNITY_EDITOR
            if (!EditorApplication.isPlayingOrWillChangePlaymode ||
                EditorApplication.isCompiling
                )
            {
                return;
            }

            if (_sceneAsset == null)
            {
                _scenePath  = "";
                _buildIndex = -1;
                _sceneName  = "";
                return;
            }
            _buildIndex = SceneUtility.GetBuildIndexByScenePath(_scenePath);
            if (_sceneAsset != null && _buildIndex == -1)
            {
                /* Sadly its not easy to find which gameobject/component has this SceneField, at least not at this point */
                Debug.LogError($"A scene [{_sceneName}] you used as reference has no valid build Index", _sceneAsset);
                // Exit play mode - might be a bit too harsh?
#if UNITY_2019_1_OR_NEWER
                EditorApplication.ExitPlaymode();
#else
                EditorApplication.isPlaying = false;
#endif
            }
#endif
        }
Esempio n. 8
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    public static void NextLevel()
    {
        var nextIndex     = SceneManager.GetActiveScene().buildIndex + 1;
        var nextSceneName = SceneUtility.GetScenePathByBuildIndex(nextIndex);

        if (SceneUtility.GetScenePathByBuildIndex(nextIndex).Length == 0)
        {
            Debug.Log("Game Over");

#if UNITY_EDITOR
            if (EditorApplication.isPlaying)
            {
                EditorApplication.ExitPlaymode();
            }
            else
            {
                Application.Quit();
            }
#else
            Application.Quit();
#endif
        }
        else
        {
            var totalShots = PlayerPrefs.GetInt(TotalShots, 0) + GameManager.Instance.Shots;

            PlayerPrefs.SetInt(TotalShots, totalShots);
            SceneManager.UnloadSceneAsync(SceneManager.GetActiveScene().buildIndex);
            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
        }
    }
Esempio n. 9
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    /// <summary>
    /// Function that quits the game
    /// </summary>
    public void QuitGame()
    {
#if UNITY_EDITOR
        EditorApplication.ExitPlaymode();
#endif
        Application.Quit();
    }
Esempio n. 10
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    public void QuitGame()          // this is our quit game function
    {
        Debug.Log("Quitting Game"); // Logs when the exit button is pressed
#if UNITY_EDITOR                    // This will quit playmode when we are in the game and the exit button is pressed
        EditorApplication.ExitPlaymode();
#endif
        Application.Quit();
    }
Esempio n. 11
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 public void OnClickExit()
 {
     #if UNITY_EDITOR
     EditorApplication.ExitPlaymode();
     #endif
     ClickSound();
     Application.Quit();
 }
Esempio n. 12
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        public static void ApplicationClose(int exitCode = -1)
        {
            Application.Quit(exitCode);

#if UNITY_EDITOR
            EditorApplication.ExitPlaymode();
#endif
        }
Esempio n. 13
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    public void QuitGame()
    {
        Debug.Log("Quitting Game");
#if UNITY_EDITOR
        EditorApplication.ExitPlaymode();
#endif
        Application.Quit();
    }
Esempio n. 14
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File: Win.cs Progetto: Durzdor/MSVJ
 //cierra la aplicacion
 private void ExitButtonClicked()
 {
     if (Application.isEditor)
     {
         EditorApplication.ExitPlaymode();
     }
     Application.Quit();
 }
Esempio n. 15
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 public void QuitClick()
 {
   #if UNITY_EDITOR
     EditorApplication.ExitPlaymode();
   #else
     Application.Quit();
   #endif
 }
 private void HandleEndClick(Button recordButton, Button reportButton, List <Button> recordingStateBtns)
 {
     reportButton.style.display = recordButton.style.display = DisplayStyle.Flex;
     recordButton.text          = "RECORD";
     BulkButtonDisplayUpdate(recordingStateBtns, DisplayStyle.None);
     EditorApplication.ExitPlaymode();
     EditorApplication.isPlaying = false;
 }
        //-------------------------------------------------
        public void OnQuitGameClicked()
        {
#if UNITY_EDITOR
            EditorApplication.ExitPlaymode();
#else
            Application.Quit();
#endif
        }
Esempio n. 18
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    private void QuitGame()
    {
        Debug.Log("Quitting Purgatory...");
#if UNITY_EDITOR
        EditorApplication.ExitPlaymode();
#else
        Application.Quit();
#endif
    }
Esempio n. 19
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        public IEnumerator QuitGame()
        {
#if UNITY_EDITOR
            EditorApplication.ExitPlaymode();
#else
            Application.Quit();
#endif
            yield return(null);
        }
Esempio n. 20
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    public void QuitSimulation() //called with quit button
    {
        Debug.Log("Quitting application.");

#if UNITY_EDITOR
        EditorApplication.ExitPlaymode(); //If using unity, run this code, exit play mode
#endif
        Application.Quit();               //if not unity editor, quits app, i.e. once published, this will quit.
    }
Esempio n. 21
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    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
#if UNITY_EDITOR
            EditorApplication.ExitPlaymode();
#endif
            Application.Quit();
        }
    }
        private static void OpenLicenseRegistrationForm()
        {
            //always exit playmode.
            EditorApplication.ExitPlaymode();
            //var window = GetWindowTypes().Single(s=>s.FullName.Contains("Registration"));
            //open registration windows
            var menuItem = new MenuItem("License Spring/Registration");

            EditorApplication.ExecuteMenuItem(menuItem.menuItem);
        }
Esempio n. 23
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    public void ExitGame()
    {
#if UNITY_EDITOR
        EditorApplication.ExitPlaymode();
#endif
        if (!Application.isEditor)
        {
            Application.Quit();
        }
    }
Esempio n. 24
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        /// <summary>
        /// Quits Game if Escape is Pressed
        /// </summary>
        private static void ExitIfEscape()
        {
            if (Input.GetKeyDown(KeyCode.Escape))
            {
#if UNITY_EDITOR //allows function in Unity Editor Runtime to mimic application exit
                EditorApplication.ExitPlaymode();
#endif
                Application.Quit();
            }
        }
Esempio n. 25
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        private static void OnError()
        {
#if UNITY_EDITOR
            if (Application.isEditor)
            {
                EditorApplication.ExitPlaymode();
            }
            else
#endif
            Application.Quit();
        }
    /// <summary>
    /// 退出
    /// </summary>
    public void Quit()
    {
        // 存一下当前json
        JsonData.SaveMarkList(markedList);

#if UNITY_EDITOR
        EditorApplication.ExitPlaymode();
#else
        Application.Quit();
#endif
    }
Esempio n. 27
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 void OnPlayButtonValueChanged(ChangeEvent <bool> evt)
 {
     if (evt.newValue)
     {
         EditorApplication.EnterPlaymode();
     }
     else
     {
         EditorApplication.ExitPlaymode();
     }
 }
Esempio n. 28
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    public void testProfile()
    {
        Mesh mesh = (meshFilter.mesh.vertexCount > 0) ? meshFilter.mesh : meshFilter.sharedMesh;

        Profiler.BeginSample(gameObject.name + ".testProfile()", gameObject);
        var materials = new List <Material>(); meshRenderer.GetSharedMaterials(materials);
        var tree      = CSG.BSPTreeCreator.Construct(mesh, materials, maxTrianglesInLeaves, nbCandidates, precision);

        Profiler.EndSample();

        EditorApplication.ExitPlaymode();
    }
Esempio n. 29
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    void OnGUI()
    {
        if (GUILayout.Button("Stop"))
        {
            EditorApplication.ExitPlaymode();
        }

        if (Server.PlayMode.bRun == true)
        {
            EditorApplication.EnterPlaymode();
        }
    }
Esempio n. 30
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    // Start is called before the first frame update
    void Start()
    {
        if (testBoardSpace == null)
        {
            Debug.LogError("Test Board Space was not attached to the test script!");
            Application.Quit();

            #if UNITY_EDITOR
            EditorApplication.ExitPlaymode();
            #endif
        }
    }