void Update() { DebugManager debugManager = DebugManager.instance; debugManager.UpdateActions(); if (debugManager.GetAction(DebugAction.EnableDebugMenu) != 0.0f || debugManager.GetActionToggleDebugMenuWithTouch()) { debugManager.displayRuntimeUI = !debugManager.displayRuntimeUI; } if (debugManager.displayRuntimeUI && debugManager.GetAction(DebugAction.ResetAll) != 0.0f) { debugManager.Reset(); } if (debugManager.GetActionReleaseScrollTarget()) { debugManager.SetScrollTarget(null); // Allow mouse wheel scroll without causing auto-scroll } if (m_Orientation != Screen.orientation) { StartCoroutine(RefreshRuntimeUINextFrame()); m_Orientation = Screen.orientation; } }
void Update() { DebugManager debugManager = DebugManager.instance; // Runtime UI visibility can change i.e. due to scene unload - allow component cleanup in this case. if (m_RuntimeUiWasVisibleLastFrame != debugManager.displayRuntimeUI) { HandleInternalEventSystemComponents(debugManager.displayRuntimeUI); } debugManager.UpdateActions(); if (debugManager.GetAction(DebugAction.EnableDebugMenu) != 0.0f || debugManager.GetActionToggleDebugMenuWithTouch()) { debugManager.displayRuntimeUI = !debugManager.displayRuntimeUI; } if (debugManager.displayRuntimeUI) { if (debugManager.GetAction(DebugAction.ResetAll) != 0.0f) { debugManager.Reset(); } if (debugManager.GetActionReleaseScrollTarget()) { debugManager.SetScrollTarget(null); // Allow mouse wheel scroll without causing auto-scroll } } if (m_Orientation != Screen.orientation) { StartCoroutine(RefreshRuntimeUINextFrame()); m_Orientation = Screen.orientation; } m_RuntimeUiWasVisibleLastFrame = debugManager.displayRuntimeUI; }