public Context(object view, bool autoStartup) { //If firstContext was unloaded, the contextView will be null. Assign the new context as firstContext. if (_firstContext == null || _firstContext.GetContextView() == null) { _firstContext = this; #if UNITY_EDITOR DebuggingOptions = Resources.Load <ContextDebuggingOptions>("ContextDebuggingOptions"); if (DebuggingOptions == null) { // If not found, create DebuggingOptions = ScriptableObject.CreateInstance <ContextDebuggingOptions>(); AssetDatabase.CreateAsset(DebuggingOptions, "Assets/Resources/ContextDebuggingOptions.asset"); AssetDatabase.SaveAssets(); } #endif } else { _firstContext.AddContext(this); } this.autoStartup = autoStartup; SetContextView(view); addCoreComponents(); }
public Context(object view, bool autoStartup) { if (firstContext == null) { firstContext = this; } else { firstContext.AddContext(this); } this.autoStartup = autoStartup; SetContextView(view); addCoreComponents(); }
public Context(object view, bool autoStartup) { //If firstContext was unloaded, the contextView will be null. Assign the new context as firstContext. if (firstContext == null || firstContext.GetContextView() == null) { firstContext = this; } else { firstContext.AddContext(this); } this.autoStartup = autoStartup; SetContextView(view); addCoreComponents(); }
public Context(object view, ContextStartupFlags flags) { //If firstContext was unloaded, the contextView will be null. Assign the new context as firstContext. if (firstContext == null || firstContext.GetContextView() == null) { firstContext = this; } else { firstContext.AddContext(this); } SetContextView(view); addCoreComponents(); this.autoStartup = (flags & ContextStartupFlags.MANUAL_LAUNCH) != ContextStartupFlags.MANUAL_LAUNCH; if ((flags & ContextStartupFlags.MANUAL_MAPPING) != ContextStartupFlags.MANUAL_MAPPING) { Start(); } }
public Context(object view, ContextStartupFlags flags) { // If firstContext was unloaded, the contextView will be null. Assign the new context as firstContext. // The additional Equals(null) check is in the case the contextView GameObject is marked for destruction without // actually being destroyed yet. All three conditions, in this order, are valid reasons to set firstContext. // https://answers.unity.com/questions/586144/destroyed-monobehaviour-not-comparing-to-null.html if (firstContext == null || firstContext.GetContextView() == null || firstContext.GetContextView().Equals(null)) { firstContext = this; } else { firstContext.AddContext(this); } SetContextView(view); addCoreComponents(); this.autoStartup = (flags & ContextStartupFlags.MANUAL_LAUNCH) != ContextStartupFlags.MANUAL_LAUNCH; if ((flags & ContextStartupFlags.MANUAL_MAPPING) != ContextStartupFlags.MANUAL_MAPPING) { Start(); } }