コード例 #1
0
ファイル: LevelScript.cs プロジェクト: GHChrisSu/uScript
    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);
    }
コード例 #2
0
ファイル: LevelScript.cs プロジェクト: GHChrisSu/uScript
    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( );
    }
コード例 #3
0
 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;
 }
コード例 #4
0
 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( );
    
 }