// Enable/Disable the audio when pressing play/pause in the editor. #if UNITY_2017_2_OR_NEWER private void OnPauseStateChanged(UnityEditor.PauseState pauseState) { if (UnityEngine.Application.isPlaying) { ActivateAudio(pauseState != UnityEditor.PauseState.Paused); } }
private void OnEditorPauseStateChanged(UnityEditor.PauseState state) { _isEditorPaused = state == UnityEditor.PauseState.Paused; var evt = _EditorPausedStateChangedEvent; if (evt != null) { evt(_isEditorPaused); } }
private void OnEditorPauseChanged(UnityEditor.PauseState state) { if (state == UnityEditor.PauseState.Paused) { _capture.Pause(); } else if (state == UnityEditor.PauseState.Unpaused) { _capture.Resume(); } }
private void OnEditorPauseChanged(UnityEditor.PauseState state) { if (state == UnityEditor.PauseState.Paused) { OnApplicationPause(true); } else if (state == UnityEditor.PauseState.Unpaused) { OnApplicationPause(false); } }
private void EditorApplication_pauseStateChanged(UnityEditor.PauseState obj) { if (obj == UnityEditor.PauseState.Paused) { NetworkNode.Pause = true; } else { NetworkNode.Pause = false; } }
void OnPlaymodeStateChanged(UnityEditor.PauseState state) { if (State == Music.PlayState.Playing || State == Music.PlayState.Suspended) { if (state == UnityEditor.PauseState.Paused) { Suspend(); } else { Resume(); } } }
// void OnGUI () // { // GUI.Label(new Rect(16, 400, 240, 32), "LUUT: " + lastUnpausedUnscaledTime + "/LPUT: " + lastPausedUnscaledTime); // GUI.Label(new Rect(16, 430, 240, 32), "PAUSED: " + (lastPausedUnscaledTime > lastUnpausedUnscaledTime)); // } void OnPauseChange(UnityEditor.PauseState pause) { switch (pause) { case UnityEditor.PauseState.Paused: pausedFrame = Time.frameCount; lastPausedUnscaledTime = Time.unscaledTime; Debug.Log("Paused at frame: " + pausedFrame + "/ unscaledTime: " + Time.unscaledTime + "(" + SafeUnscaledTime + ")"); break; case UnityEditor.PauseState.Unpaused: if (Time.frameCount > pausedFrame) { pausedTimeTotal += 1f / 60f * (Time.frameCount - pausedFrame); Debug.Log("Frame count mismatch. Auto progress frames: " + (Time.frameCount - pausedFrame)); } ; pausedTimeTotal += Time.unscaledTime - lastPausedUnscaledTime; lastUnpausedUnscaledTime = Time.unscaledTime; break; } }
// Enable/Disable the audio when pressing play/pause in the editor. #if UNITY_2017_2_OR_NEWER private void OnPauseStateChanged(UnityEditor.PauseState pauseState) { ActivateAudio(pauseState != UnityEditor.PauseState.Paused); }
private static void OnUnityPauseModeChanged(UnityEditor.PauseState state) { OnUnityPlayModeChanged(); }
private void OnPauseStateChanged(UnityEditor.PauseState state) { OnPlaymodeStateChange(); }
static void HandleEditorPauseStateChange(UnityEditor.PauseState pauseState) { HandleOnApplicationPause(pauseState == UnityEditor.PauseState.Paused); }