コード例 #1
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 #2
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( );
    
 }