コード例 #1
0
    // 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);
        }
    }
コード例 #2
0
        private void OnEditorPauseStateChanged(UnityEditor.PauseState state)
        {
            _isEditorPaused = state == UnityEditor.PauseState.Paused;
            var evt = _EditorPausedStateChangedEvent;

            if (evt != null)
            {
                evt(_isEditorPaused);
            }
        }
コード例 #3
0
 private void OnEditorPauseChanged(UnityEditor.PauseState state)
 {
     if (state == UnityEditor.PauseState.Paused)
     {
         _capture.Pause();
     }
     else if (state == UnityEditor.PauseState.Unpaused)
     {
         _capture.Resume();
     }
 }
コード例 #4
0
 private void OnEditorPauseChanged(UnityEditor.PauseState state)
 {
     if (state == UnityEditor.PauseState.Paused)
     {
         OnApplicationPause(true);
     }
     else if (state == UnityEditor.PauseState.Unpaused)
     {
         OnApplicationPause(false);
     }
 }
コード例 #5
0
 private void EditorApplication_pauseStateChanged(UnityEditor.PauseState obj)
 {
     if (obj == UnityEditor.PauseState.Paused)
     {
         NetworkNode.Pause = true;
     }
     else
     {
         NetworkNode.Pause = false;
     }
 }
コード例 #6
0
 void OnPlaymodeStateChanged(UnityEditor.PauseState state)
 {
     if (State == Music.PlayState.Playing || State == Music.PlayState.Suspended)
     {
         if (state == UnityEditor.PauseState.Paused)
         {
             Suspend();
         }
         else
         {
             Resume();
         }
     }
 }
コード例 #7
0
    // 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;
        }
    }
コード例 #8
0
    // 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();
 }
コード例 #10
0
 private void OnPauseStateChanged(UnityEditor.PauseState state)
 {
     OnPlaymodeStateChange();
 }
コード例 #11
0
 static void HandleEditorPauseStateChange(UnityEditor.PauseState pauseState)
 {
     HandleOnApplicationPause(pauseState == UnityEditor.PauseState.Paused);
 }