private void EditorApplication_playModeStateChanged(UnityEditor.PlayModeStateChange state) { if (state == UnityEditor.PlayModeStateChange.EnteredEditMode) { spawn = null; } }
static void AbortOnPlaymodeChange(UnityEditor.PlayModeStateChange state) { if (state == UnityEditor.PlayModeStateChange.ExitingEditMode || state == UnityEditor.PlayModeStateChange.ExitingPlayMode) { Abort(); } }
private static void RaiseOnQuit(UnityEditor.PlayModeStateChange playModeChange) { if (playModeChange == UnityEditor.PlayModeStateChange.ExitingPlayMode) { RaiseOnQuit(); } }
private void EditorApplication_playModeStateChanged(UnityEditor.PlayModeStateChange obj) { switch (obj) { case UnityEditor.PlayModeStateChange.EnteredEditMode: break; case UnityEditor.PlayModeStateChange.ExitingEditMode: break; case UnityEditor.PlayModeStateChange.EnteredPlayMode: int _saveSlot = saveSlot; saveSlot = -1; Save(); saveSlot = _saveSlot; break; case UnityEditor.PlayModeStateChange.ExitingPlayMode: int _saveSlot2 = saveSlot; saveSlot = -1; Load(); saveSlot = _saveSlot2; break; } }
private void EditorApplication_playModeStateChanged(UnityEditor.PlayModeStateChange state) { if (state == UnityEditor.PlayModeStateChange.EnteredEditMode) { QuestState = QuestState.UNASSIGNED; } }
private void EditorApplication_playModeStateChanged(UnityEditor.PlayModeStateChange state) { if (state == UnityEditor.PlayModeStateChange.EnteredEditMode) { topicIndex = 0; } }
private void EditorApplication_playModeStateChanged(UnityEditor.PlayModeStateChange state) { if (state == UnityEditor.PlayModeStateChange.ExitingPlayMode) { Reset(); } }
private void WebSocketCloseOnEditor(UnityEditor.PlayModeStateChange state) { if (UnityEditor.PlayModeStateChange.ExitingPlayMode == state) { Close(); } }
private void OnPlayModeStateChange(UnityEditor.PlayModeStateChange state) { if (state == UnityEditor.PlayModeStateChange.ExitingEditMode || state == UnityEditor.PlayModeStateChange.ExitingPlayMode) { Clear(); } }
private void SaveExpansionStatusBeforePlay(UnityEditor.PlayModeStateChange playMode) { if (playMode == UnityEditor.PlayModeStateChange.ExitingEditMode) { SaveExpansionStatus(); } }
private void Changed(UnityEditor.PlayModeStateChange state) { if (state == UnityEditor.PlayModeStateChange.ExitingPlayMode) { skip = true; } }
protected void PlayModeStateChanged(UnityEditor.PlayModeStateChange state) { if (state == UnityEditor.PlayModeStateChange.ExitingPlayMode) { this.StopThread(true); } }
static void OnPlayStateChanged(UnityEditor.PlayModeStateChange state) { if (state == UnityEditor.PlayModeStateChange.ExitingPlayMode) { Quitting(); } }
private void EditorApplication_playModeStateChanged(UnityEditor.PlayModeStateChange state) { if (state == UnityEditor.PlayModeStateChange.EnteredEditMode || state == UnityEditor.PlayModeStateChange.EnteredPlayMode) { BehaivorsClones.Clear(); } }
private void EditorApplication_playModeStateChanged(UnityEditor.PlayModeStateChange change) { if (change == UnityEditor.PlayModeStateChange.ExitingPlayMode) { OnDestroy(); } }
private static void OnPlaymodeStateChanged(UnityEditor.PlayModeStateChange change) { // Reset main thread id if exiting from play mode in Editor. if (!UnityEditor.EditorApplication.isPlaying) { mainThreadId = null; } }
private void OnEditorPlayModeChanged(UnityEditor.PlayModeStateChange stateChnage) { if (UnityEngine.Application.isPlaying == false) { UnityEditor.EditorApplication.playModeStateChanged -= OnEditorPlayModeChanged; Dispose(); } }
private void HandleEditorPlayModeStateChanged(UnityEditor.PlayModeStateChange state) { if (state == UnityEditor.PlayModeStateChange.ExitingPlayMode && !quitting) { OnUnityApplicationWantsToQuit(); UnityEditor.EditorApplication.isPlaying = true; } }
private void OnPlayStateChanged(UnityEditor.PlayModeStateChange stateChange) { if (_floatValue != null && _floatValue is ISOWatchable) { ISOWatchable watchableFloatValue = _floatValue as ISOWatchable; watchableFloatValue.onSOChanged -= OnValueChanged; } }
private void OnPlayModeStateChanged(UnityEditor.PlayModeStateChange playMode) { if (playMode == UnityEditor.PlayModeStateChange.ExitingPlayMode) { // hack to avoid 'Can't destroy Transform component' error due to parent hide flags. transform.parent = null; } }
private static void PlayModeChanged(UnityEditor.PlayModeStateChange mode) { if (mode == UnityEditor.PlayModeStateChange.EnteredEditMode) { AkWwiseProjectInfo.Populate(); AkWwiseFileWatcher.Instance.StartWatchers(); } }
void OnPlayModeChanged(UnityEditor.PlayModeStateChange state) { // Stop running in edit mode when entering play mode. if (state == UnityEditor.PlayModeStateChange.ExitingEditMode) { runInEditMode = false; OnDisable(); } }
private void HandleOnPlayModeChanged(UnityEditor.PlayModeStateChange state) //FIX FOR UNITY POST 2017 { // This method is run whenever the playmode state is changed. paused = UnityEditor.EditorApplication.isPaused; //print ("editor paused "+paused); // do stuff when the editor is paused. }
private void PlayModeStateChanged(UnityEditor.PlayModeStateChange stateChange) { if (stateChange != UnityEditor.PlayModeStateChange.EnteredEditMode) { return; } RestoreSettings(); }
static void PlayModeChanged ( #if UNITY_2017_2_OR_NEWER UnityEditor.PlayModeStateChange state #endif ) { applicationPlaying = Application.isPlaying && UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode; }
/// <summary> /// Invoked when the Unity Editor has a <see cref="UnityEditor.PlayModeStateChange"/> change. /// </summary> private static void OnPlayModeStateChanged(UnityEditor.PlayModeStateChange playModeStateChange) { // When entering edit-mode, reset all static state so that it does not interfere with the // next play-mode session. if (playModeStateChange == UnityEditor.PlayModeStateChange.EnteredEditMode) { _sharedInstance = null; } }
private void OnEditorPalyModeChanged(UnityEditor.PlayModeStateChange state) { //点击编辑器停止的时候调用 if (state == UnityEditor.PlayModeStateChange.ExitingPlayMode) { UnityEditor.EditorApplication.playModeStateChanged -= OnEditorPalyModeChanged; Exit(); } }
static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state) #endif { if (DOTween.instance == null) { return; } DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused); }
static void OnPlayMode(UnityEditor.PlayModeStateChange change) { if (change == UnityEditor.PlayModeStateChange.ExitingEditMode) { s_HUDTabs.Clear(); s_HeaderContents.Clear(); s_ActiveWindows.Clear(); } }
private void EditorApplication_playModeStateChanged(UnityEditor.PlayModeStateChange state) { if (state == UnityEditor.PlayModeStateChange.EnteredEditMode || state == UnityEditor.PlayModeStateChange.EnteredPlayMode) { runtimeBaseValue = baseValue; Value = baseValue; Modifiers.Clear(); } }