예제 #1
0
파일: VSCode.cs 프로젝트: dftty/LeetCode
 /// <summary>
 /// Executed when the Editor's playmode changes allowing for capture of required data
 /// </summary>
 static void OnPlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
 {
     if (UnityEngine.Application.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode)
     {
         UpdateLaunchFile();
     }
 }
예제 #2
0
 public static void OnPlayModeStateChange(UnityEditor.PlayModeStateChange pmsc)
 {
     // We don't want any of our callbacks causing trouble outside of play mode.
     if (pmsc != UnityEditor.PlayModeStateChange.EnteredPlayMode)
     {
         CompilationPipeline.assemblyCompilationStarted -= WorkaroundDestroyManagersBeforeCompile;
     }
 }
예제 #3
0
        /// <summary>
        /// Executed when the Editor's playmode changes allowing for capture of required data
        /// </summary>
#if UNITY_2017_2_OR_NEWER
        static void OnPlaymodeStateChanged(UnityEditor.PlayModeStateChange state)