void Update() { #if FLUX_PROFILE Profiler.BeginSample("flux Update"); #endif if (_sequenceEditor == null) { _sequenceEditor = FSequenceEditor.CreateInstance <FSequenceEditor>(); _sequenceEditor.Init(this); } FSequence sequence = _sequenceEditor.Sequence; if (Application.isPlaying && sequence != null && FUtility.RenderOnEditorPlay) { Repaint(); } #if FLUX_PROFILE Profiler.EndSample(); #endif }
void Update() { #if FLUX_PROFILE Profiler.BeginSample("flux Update"); #endif if (_sequenceEditor == null) { _sequenceEditor = FSequenceEditor.CreateInstance <FSequenceEditor>(); _sequenceEditor.Init(this); } FSequence sequence = _sequenceEditor.GetSequence(); if (EditorApplication.isCompiling) { _isEditorCompiling = true; _sequenceEditor.Stop(); } else if (_isEditorCompiling) { _isEditorCompiling = false; _windowRect = new Rect(); // clear window size so it rebuilds layout _sequenceEditor.Refresh(); } if (Application.isPlaying && sequence != null) { Repaint(); } _sequenceEditor.Update(); #if FLUX_PROFILE Profiler.EndSample(); #endif }