Пример #1
0
        public void RemovePresenter(IPresenterEvents presenter)
        {
            var loop = PlayerLoop.GetCurrentPlayerLoop();

            for (var i = 0; i < loop.subSystemList.Length; i++)
            {
                var system = loop.subSystemList[i];

                if (system.type == typeof(PlayerLoopTypes.Update))
                {
                    for (var j = 0; j < system.subSystemList.Length; j++)
                    {
                        if (system.subSystemList[j].type == typeof(Presenter) && system.updateDelegate?.Target == presenter)
                        {
                            var newSubSystems = new PlayerLoopSystem[system.subSystemList.Length - 1];
                            var n             = 0;

                            for (var k = 0; k < system.subSystemList.Length; k++)
                            {
                                if (k != j)
                                {
                                    newSubSystems[n++] = system.subSystemList[k];
                                }
                            }

                            system.subSystemList  = newSubSystems;
                            loop.subSystemList[i] = system;
                            PlayerLoop.SetPlayerLoop(loop);
                            break;
                        }
                    }
                }
            }
        }
        public static void Listen <T>(UpdateFunction updateFunction)
        {
            var updateSystems = PlayerLoop.GetCurrentPlayerLoop();

            Listen <T>(ref updateSystems, updateFunction);
            PlayerLoop.SetPlayerLoop(updateSystems);
        }
Пример #3
0
        internal static void DomainUnloadOrPlayModeChangeShutdown()
        {
#if !UNITY_DOTSRUNTIME
            if (!s_UnloadOrPlayModeChangeShutdownRegistered)
            {
                return;
            }

            var playerLoop = PlayerLoop.GetCurrentPlayerLoop();
            foreach (var w in World.s_AllWorlds)
            {
                ScriptBehaviourUpdateOrder.RemoveWorldFromPlayerLoop(w, ref playerLoop);
            }
            PlayerLoop.SetPlayerLoop(playerLoop);

            World.DisposeAllWorlds();

            WordStorage.Instance.Dispose();
            WordStorage.Instance = null;

            s_UnloadOrPlayModeChangeShutdownRegistered = false;

            DefaultWorldDestroyed?.Invoke();
#endif
        }
Пример #4
0
        // [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
        public static void Initialize()
        {
            lock (Runners)
            {
                if (initialized)
                {
                    return;
                }
                initialized = true;
            }

            for (var i = 0; i < Runners.Length; i++)
            {
                Runners[i] = new PlayerLoopRunner();
            }

            var playerLoop =
#if UNITY_2019_3_OR_NEWER
                PlayerLoop.GetCurrentPlayerLoop();
#else
                PlayerLoop.GetDefaultPlayerLoop();
#endif

            var copyList = playerLoop.subSystemList;

            ref var initializeSystem = ref FindSubSystem(typeof(Initialization), copyList);
Пример #5
0
        private static void Initialize()
        {
            if (isInitialized)
            {
                return;
            }

#if UNITY_2019_3_OR_NEWER
            var rootSystem = PlayerLoop.GetCurrentPlayerLoop();
#else
            var rootSystem = PlayerLoop.GetDefaultPlayerLoop();
#endif

            var fixedUpdateSystem = rootSystem.subSystemList.First(s => s.type == typeof(FixedUpdate));

            var fixedUpdateList = new List <PlayerLoopSystem>(fixedUpdateSystem.subSystemList)
            {
                new PlayerLoopSystem {
                    type           = typeof(HttxUnityWebRequestReporterFixedUpdate),
                    updateDelegate = UpdateFunctionImpl
                }
            };

            fixedUpdateSystem.subSystemList = fixedUpdateList.ToArray();
            rootSystem.subSystemList        = rootSystem.subSystemList.Select(s =>
                                                                              s.type == typeof(FixedUpdate) ? fixedUpdateSystem : s).ToArray();

            PlayerLoop.SetPlayerLoop(rootSystem);
            isInitialized = true;
        }
Пример #6
0
        // 余計なプレイヤーループを消す関数
        private static void RemoveUpdateSystem(System.Func <PlayerLoopSystem, bool> shouldExcludeFunc, bool removeAllPhysics)
        {
            var currentLoop          = PlayerLoop.GetCurrentPlayerLoop();
            var replaceSubSystems    = new List <PlayerLoopSystem>();
            var replaceUpdateSystems = new List <PlayerLoopSystem>();

            foreach (var subsystem in currentLoop.subSystemList)
            {
                // 物理丸っと消したい人向け
                if (removeAllPhysics &&
                    subsystem.type == typeof(UnityEngine.PlayerLoop.FixedUpdate))
                {
                    continue;
                }

                replaceUpdateSystems.Clear();
                var newSubSystem = subsystem;

                foreach (var updateSystem in subsystem.subSystemList)
                {
                    if (!shouldExcludeFunc(updateSystem))
                    {
                        replaceUpdateSystems.Add(updateSystem);
                    }
                }
                newSubSystem.subSystemList = replaceUpdateSystems.ToArray();
                replaceSubSystems.Add(newSubSystem);
            }
            currentLoop.subSystemList = replaceSubSystems.ToArray();

            PlayerLoop.SetPlayerLoop(currentLoop);
        }
        public static PlayerLoopSystem Build(PlayerLoopSystem.UpdateFunction update)
        {
            PlayerLoopSystem defaultSystem = PlayerLoop.GetCurrentPlayerLoop();
            PlayerLoopSystem newSystem     = new PlayerLoopSystem();

            newSystem.updateDelegate += update;

            PlayerLoopSystem[] defaultLoopSystem = defaultSystem.subSystemList;
            if (defaultLoopSystem == null || defaultLoopSystem.Length < 1)
            {
                defaultLoopSystem = new PlayerLoopSystem[1] {
                    newSystem
                };
                defaultSystem.subSystemList = defaultLoopSystem;
            }
            else
            {
                PlayerLoopSystem[] newLoopSystem = new PlayerLoopSystem[defaultLoopSystem.Length + 1];
                System.Array.Copy(defaultLoopSystem, 0, newLoopSystem, 0, defaultLoopSystem.Length);
                newLoopSystem[newLoopSystem.Length - 1] = newSystem;
                defaultSystem.subSystemList             = newLoopSystem;
            }

            PlayerLoop.SetPlayerLoop(defaultSystem);
            return(newSystem);
        }
    protected void OnGUI()
    {
        playerLoopSystem = PlayerLoop.GetCurrentPlayerLoop();
        scrollPos        = EditorGUILayout.BeginScrollView(scrollPos);

        if (firstCall)
        {
            leftBold = new GUIStyle()
            {
                alignment = TextAnchor.MiddleLeft,
                fontStyle = FontStyle.Bold
            };
            normalCenter = new GUIStyle()
            {
                alignment = TextAnchor.MiddleCenter
            };
            firstCall = false;
        }

        foreach (var header in playerLoopSystem.subSystemList)
        {
            EditorGUILayout.BeginVertical(GUI.skin.box);
            GUILayout.Label(header.type.Name, leftBold);

            foreach (var subSystem in header.subSystemList)
            {
                GUILayout.Label(subSystem.type.Name, normalCenter);
            }

            EditorGUILayout.EndVertical();
        }
        EditorGUILayout.EndScrollView();
    }
Пример #9
0
        private static void SetupUpdate()
        {
            var loop = PlayerLoop.GetCurrentPlayerLoop();

            PlayerLoopSystemUtil.AddSubSystem(ref loop, _loopSystem);
            PlayerLoop.SetPlayerLoop(loop);
        }
Пример #10
0
        public static void Init()
        {
            System.Type[] profilePoints =
            {
                // script
                typeof(Update.ScriptRunBehaviourUpdate),
                typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate),
                typeof(FixedUpdate.ScriptRunBehaviourFixedUpdate),
                // script (Coroutine)
                typeof(Update.ScriptRunDelayedDynamicFrameRate),
                // Animator
                typeof(PreLateUpdate.DirectorUpdateAnimationBegin),
                typeof(PreLateUpdate.DirectorUpdateAnimationEnd),
                // Renderer
                typeof(PostLateUpdate.UpdateAllRenderers),
                typeof(PostLateUpdate.UpdateAllSkinnedMeshes),
                // Rendering(require)
                typeof(PostLateUpdate.FinishFrameRendering),
                // Physics
                typeof(FixedUpdate.PhysicsFixedUpdate),
            };

#if UNITY_2019_3_OR_NEWER
            var playerLoop = PlayerLoop.GetCurrentPlayerLoop();
#else
            var playerLoop = PlayerLoop.GetDefaultPlayerLoop();
#endif

            AppendProfilingLoopSystem(ref playerLoop, profilePoints);
            PlayerLoop.SetPlayerLoop(playerLoop);
        }
Пример #11
0
        public void Initialize(bool createClientWorld, bool createServerWorld)
        {
            var systems = DefaultWorldInitialization.GetAllSystems(WorldSystemFilterFlags.Default);

            GenerateSystemLists(systems);

            var world = new World("DefaultWorld");

            World.DefaultGameObjectInjectionWorld = world;

            DefaultWorldInitialization.AddSystemsToRootLevelSystemGroups(world, ExplicitDefaultWorldSystems);

            var currentPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();

            ScriptBehaviourUpdateOrder.AddWorldToPlayerLoop(world, ref currentPlayerLoop);
            PlayerLoop.SetPlayerLoop(currentPlayerLoop);

            if (createClientWorld)
            {
                CreateClientWorld(world, "ClientWorld");
            }

            if (createServerWorld)
            {
                CreateServerWorld(world, "ServerWorld");
            }

            EntityWorldManager.Instance.Initialize();
        }
Пример #12
0
        internal void TryRestorePreviousSelection(bool showingPlayerLoop, string lastSelectedWorldName)
        {
            if (!showingPlayerLoop && PlayerLoop.GetCurrentPlayerLoop().subSystemList != null)
            {
                if (lastSelectedWorldName == kNoWorldName)
                {
                    if (World.All.Count > 0)
                    {
                        setWorldSelection(World.All[0]);
                    }
                }
                else
                {
                    foreach (var world in World.All)
                    {
                        if (world.Name != lastSelectedWorldName)
                        {
                            continue;
                        }

                        setWorldSelection(world);
                        return;
                    }
                }
            }
        }
Пример #13
0
        private static void RegisterCallbackFunction()
        {
            // Prepare the function for using player loop.
            var myPlayerLoopSystem = new PlayerLoopSystem()
            {
                type           = typeof(CubismModel), // Identifier for Profiler Hierarchy view.
                updateDelegate = OnModelsUpdate       // Register the function.
            };


            // Get the default player loop.
            var playerLoopSystem = PlayerLoop.GetCurrentPlayerLoop();


            // Get the "PreLateUpdate" system.
            var playerLoopSubSystem = playerLoopSystem.subSystemList[5];
            var subSystemList       = playerLoopSubSystem.subSystemList;


            // Register the model update function after "PreLateUpdate" system.
            Array.Resize(ref subSystemList, subSystemList.Length + 1);
            subSystemList[subSystemList.Length - 1] = myPlayerLoopSystem;


            // Restore the "PreLateUpdate" sytem.
            playerLoopSubSystem.subSystemList = subSystemList;
            playerLoopSystem.subSystemList[5] = playerLoopSubSystem;
            PlayerLoop.SetPlayerLoop(playerLoopSystem);
        }
Пример #14
0
 public void Setup()
 {
     m_PrevPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
     m_CustomInjectionWorld.Setup();
     DefaultWorldInitialization.Initialize("TestWorld", false);
     m_World = World.DefaultGameObjectInjectionWorld;
 }
Пример #15
0
        public static void InitCustomGameLoop()
        {
            //Debug.Log("PhysicsManager.InitCustomGameLoop()");
#if UNITY_2019_3_OR_NEWER
            PlayerLoopSystem playerLoop = PlayerLoop.GetCurrentPlayerLoop();
#elif MAGICACLOTH_ECS
            // ECS併用
            PlayerLoopSystem playerLoop = ScriptBehaviourUpdateOrder.CurrentPlayerLoop;
#else
            PlayerLoopSystem playerLoop = PlayerLoop.GetDefaultPlayerLoop();
#endif
            // すでに設定されているならばスルー
            if (CheckRegist(ref playerLoop))
            {
                //Debug.Log("Skip!!");
                return;
            }

            // MagicaCloth用PlayerLoopを追加
            SetCustomGameLoop(ref playerLoop);

#if UNITY_2019_3_OR_NEWER
            PlayerLoop.SetPlayerLoop(playerLoop);
#elif MAGICACLOTH_ECS
            // ECS併用
            ScriptBehaviourUpdateOrder.SetPlayerLoop(playerLoop);
#else
            PlayerLoop.SetPlayerLoop(playerLoop);
#endif
        }
Пример #16
0
        void BuildNodeTree()
        {
            systemsById.Clear();
            worldsById.Clear();
            recordersBySystem.Clear();
            hideNodesById.Clear();

            var currentID = kAllEntitiesItemId + 1;

            lastPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();

            rootNode = BuildNodesForPlayerLoopSystem(lastPlayerLoop, ref currentID)
                       ?? new HideNode(new TreeViewItem {
                id = currentID, displayName = "Root"
            });

            if (EntityDebugger.extraSystems != null)
            {
                foreach (var system in EntityDebugger.extraSystems)
                {
                    if (system != null)
                    {
                        AddNodeIgnoreNulls(ref rootNode.Children, BuildNodesForComponentSystem(system, ref currentID));
                    }
                }
            }
        }
        static void RuntimeInitializeOnLoad()
        {
            //Debug.Log("Mirror: adding Network[Early/Late]Update to Unity...");

            // get loop
            // 2019 has GetCURRENTPlayerLoop which is safe to use without
            // breaking other custom system's custom loops.
            // see also: https://github.com/vis2k/Mirror/pull/2627/files
            PlayerLoopSystem playerLoop =
#if UNITY_2019_3_OR_NEWER
                PlayerLoop.GetCurrentPlayerLoop();
#else
                PlayerLoop.GetDefaultPlayerLoop();
#endif

            // add NetworkEarlyUpdate to the end of EarlyUpdate so it runs after
            // any Unity initializations but before the first Update/FixedUpdate
            AddToPlayerLoop(NetworkEarlyUpdate, typeof(NetworkLoop), ref playerLoop, typeof(EarlyUpdate), AddMode.End);

            // add NetworkLateUpdate to the end of PreLateUpdate so it runs after
            // LateUpdate(). adding to the beginning of PostLateUpdate doesn't
            // actually work.
            AddToPlayerLoop(NetworkLateUpdate, typeof(NetworkLoop), ref playerLoop, typeof(PreLateUpdate), AddMode.End);

            // set the new loop
            PlayerLoop.SetPlayerLoop(playerLoop);
        }
        /// <summary>
        /// Add this World's three default top-level system groups to the current Unity player loop.
        /// </summary>
        /// <remarks>
        /// This is a convenience wrapper around AddWorldToPlayerLoop() that retrieves the current player loop,
        /// adds a World's top-level system groups to it, and sets the modified copy as the new active player loop.
        ///
        /// Note that modifications to the active player loop do not take effect until to the next iteration through the player loop.
        /// </remarks>
        /// <param name="world">The three top-level system groups from this World will be added to the provided player loop.</param>
        public static void AddWorldToCurrentPlayerLoop(World world)
        {
            var playerLoop = PlayerLoop.GetCurrentPlayerLoop();

            AddWorldToPlayerLoop(world, ref playerLoop);
            PlayerLoop.SetPlayerLoop(playerLoop);
        }
        /// <summary>
        /// Remove all of this World's systems from the currently active player loop.
        /// </summary>
        /// <remarks>
        /// This is a convenience wrapper around RemoveWorldToPlayerLoop() that retrieves the current player loop,
        /// removes a World's systems from it, and sets the modified copy as the new active player loop.
        ///
        /// Note that modifications to the active player loop do not take effect until to the next iteration through the player loop.
        /// </remarks>
        /// <param name="world">All systems in the current player loop owned by this World will be removed from the player loop.</param>
        public static void RemoveWorldFromCurrentPlayerLoop(World world)
        {
            var playerLoop = PlayerLoop.GetCurrentPlayerLoop();

            RemoveWorldFromPlayerLoopSystem(world, ref playerLoop);
            PlayerLoop.SetPlayerLoop(playerLoop);
        }
Пример #20
0
        public IEnumerator RegisterAndUnregisterSystems()
        {
            // caching the current PlayerLoop (it will have NetworkUpdateLoop systems registered)
            var cachedPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();

            {
                // since current PlayerLoop already took NetworkUpdateLoop systems inside,
                // we are going to swap it with the default PlayerLoop temporarily for testing
                PlayerLoop.SetPlayerLoop(PlayerLoop.GetDefaultPlayerLoop());

                var oldPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();

                NetworkUpdateLoop.RegisterLoopSystems();

                int nextFrameNumber = Time.frameCount + 1;
                yield return(new WaitUntil(() => Time.frameCount >= nextFrameNumber));

                NetworkUpdateLoop.UnregisterLoopSystems();

                var newPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();

                // recursively compare old and new PlayerLoop systems and their subsystems
                AssertAreEqualPlayerLoopSystems(newPlayerLoop, oldPlayerLoop);
            }
            // replace the current PlayerLoop with the cached PlayerLoop after the test
            PlayerLoop.SetPlayerLoop(cachedPlayerLoop);
        }
Пример #21
0
        public static void Hook()
        {
            if (alreadyHooked)
            {
                return;
            }

            alreadyHooked = true;

            var playerLoop   = PlayerLoop.GetCurrentPlayerLoop();
            var update       = playerLoop.subSystemList[5];
            var updateAsList = new List <PlayerLoopSystem>(update.subSystemList);

            int updateLoopIndex = -1;

            for (int i = 0; i < updateAsList.Count; i++)
            {
                if (updateAsList[i].type == typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate))
                {
                    updateLoopIndex = i;
                    break;
                }
            }

            updateAsList.Insert(updateLoopIndex + 1, new PlayerLoopSystem()
            {
                type           = typeof(CoreLateUpdatePoller),
                updateDelegate = UpdateFunction
            });

            update.subSystemList        = updateAsList.ToArray();
            playerLoop.subSystemList[5] = update;
            PlayerLoop.SetPlayerLoop(playerLoop);
        }
Пример #22
0
    /// <summary>
    /// Inserts a new player loop system in the player loop, just after another system.
    /// </summary>
    /// <param name="toInsert">System to insert. Needs to have updateDelegate and Type set.</param>
    /// <param name="insertAfter">The subsystem to insert the system after</param>
    public static void InsertSystemAfter(PlayerLoopSystem toInsert, Type insertAfter)
    {
        if (toInsert.type == null)
        {
            throw new ArgumentException("The inserted player loop system must have a marker type!", nameof(toInsert.type));
        }
        if (toInsert.updateDelegate == null)
        {
            throw new ArgumentException("The inserted player loop system must have an update delegate!", nameof(toInsert.updateDelegate));
        }
        if (insertAfter == null)
        {
            throw new ArgumentNullException(nameof(insertAfter));
        }

        var rootSystem = PlayerLoop.GetCurrentPlayerLoop();

        InsertSystem(ref rootSystem, toInsert, insertAfter, InsertType.After, out var couldInsert);
        if (!couldInsert)
        {
            throw new ArgumentException($"When trying to insert the type {toInsert.type.Name} into the player loop after {insertAfter.Name}, " +
                                        $"{insertAfter.Name} could not be found in the current player loop!");
        }

        insertedSystems.Add(toInsert);
        PlayerLoop.SetPlayerLoop(rootSystem);
    }
Пример #23
0
        public void RegisterCustomLoopInTheMiddle()
        {
            // caching the current PlayerLoop (to prevent side-effects on other tests)
            var cachedPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();

            {
                // since current PlayerLoop already took NetworkUpdateLoop systems inside,
                // we are going to swap it with the default PlayerLoop temporarily for testing
                PlayerLoop.SetPlayerLoop(PlayerLoop.GetDefaultPlayerLoop());

                NetworkUpdateLoop.RegisterLoopSystems();

                var curPlayerLoop      = PlayerLoop.GetCurrentPlayerLoop();
                int initSubsystemCount = curPlayerLoop.subSystemList[0].subSystemList.Length;
                var newInitSubsystems  = new PlayerLoopSystem[initSubsystemCount + 1];
                Array.Copy(curPlayerLoop.subSystemList[0].subSystemList, newInitSubsystems, initSubsystemCount);
                newInitSubsystems[initSubsystemCount] = new PlayerLoopSystem {
                    type = typeof(NetworkUpdateLoopTests)
                };
                curPlayerLoop.subSystemList[0].subSystemList = newInitSubsystems;
                PlayerLoop.SetPlayerLoop(curPlayerLoop);

                NetworkUpdateLoop.UnregisterLoopSystems();

                // our custom `PlayerLoopSystem` with the type of `NetworkUpdateLoopTests` should still exist
                Assert.AreEqual(typeof(NetworkUpdateLoopTests), PlayerLoop.GetCurrentPlayerLoop().subSystemList[0].subSystemList.Last().type);
            }
            // replace the current PlayerLoop with the cached PlayerLoop after the test
            PlayerLoop.SetPlayerLoop(cachedPlayerLoop);
        }
        internal static void ValidateCurrentGraph(bool force = false)
        {
            var shouldRun = k_Cooldown.Update(DateTime.Now);

            if (!force && !shouldRun)
            {
                return;
            }

            foreach (var recorder in Current.RecordersBySystem.Values)
            {
                recorder.Update();
            }

            var graph = new PlayerLoopSystemGraph();

            ParsePlayerLoopSystem(PlayerLoop.GetCurrentPlayerLoop(), graph);
            if (!DidChange(Current, graph))
            {
                graph.Reset();
                return;
            }

            Current.Reset();
            Current = graph;
            OnGraphChanged?.Invoke();
        }
Пример #25
0
    // [MenuItem("Test/Output current state to file")]
    private static void OutputCurrentStateToFile()
    {
        var str = PrintSystemToString(PlayerLoop.GetCurrentPlayerLoop());

        Debug.Log(str);
        File.WriteAllText("playerLoopInterfaceOutput.txt", str);
    }
        public static void InitCustomGameLoop()
        {
            //Debug.Log("PhysicsManager.InitCustomGameLoop()");
#if UNITY_2019_3_OR_NEWER
            PlayerLoopSystem playerLoop = PlayerLoop.GetCurrentPlayerLoop();
#elif MAGICACLOTH_ECS
            // ECS併用
            PlayerLoopSystem playerLoop = ScriptBehaviourUpdateOrder.CurrentPlayerLoop;
            if (playerLoop.subSystemList == null || playerLoop.subSystemList.Length == 0)
            {
                playerLoop = PlayerLoop.GetDefaultPlayerLoop();
            }
#else
            PlayerLoopSystem playerLoop = PlayerLoop.GetDefaultPlayerLoop();
#endif
            // すでに設定されているならばスルー
            if (CheckRegist(ref playerLoop))
            {
                //Debug.Log("Skip!!");
                return;
            }

            // MagicaCloth用PlayerLoopを追加
            SetCustomGameLoop(ref playerLoop);

#if UNITY_2019_3_OR_NEWER
            PlayerLoop.SetPlayerLoop(playerLoop);
#elif (MAGICACLOTH_ECS && UNITY_2019_1_OR_NEWER)
            // ECS併用
            ScriptBehaviourUpdateOrder.SetPlayerLoop(playerLoop); // この関数はUnity2019以上でなければ存在しない(※正確にはEntity0.1.1)
#else
            PlayerLoop.SetPlayerLoop(playerLoop);
#endif
        }
Пример #27
0
        static void Init()
        {
            // capture default(unity) sync-context.
            unitySynchronizationContetext = SynchronizationContext.Current;
            mainThreadId = Thread.CurrentThread.ManagedThreadId;

#if UNITY_EDITOR && UNITY_2019_3_OR_NEWER
            // When domain reload is disabled, re-initialization is required when entering play mode;
            // otherwise, pending tasks will leak between play mode sessions.
            var domainReloadDisabled = UnityEditor.EditorSettings.enterPlayModeOptionsEnabled &&
                                       UnityEditor.EditorSettings.enterPlayModeOptions.HasFlag(UnityEditor.EnterPlayModeOptions.DisableDomainReload);
            if (!domainReloadDisabled && runners != null)
            {
                return;
            }
#else
            if (runners != null)
            {
                return;                  // already initialized
            }
#endif

            var playerLoop =
#if UNITY_2019_3_OR_NEWER
                PlayerLoop.GetCurrentPlayerLoop();
#else
                PlayerLoop.GetDefaultPlayerLoop();
#endif

            Initialize(ref playerLoop);
        }
Пример #28
0
    void OnApplicationQuit()
    {
        PlayerLoopSystem loopSystemRoot = PlayerLoop.GetCurrentPlayerLoop();

        EditPhysics(ref loopSystemRoot, true);
        PlayerLoop.SetPlayerLoop(loopSystemRoot);
    }
Пример #29
0
        /// <summary>
        /// Adds a system to the player loop in the same way that <see cref="Unity.Entities.ScriptBehaviourUpdateOrder"/> does.
        ///
        /// One difference is that this does not check to see if the system is already added. It is up to the users of this
        /// method to ensure that they do not add systems multiple times.
        /// </summary>
        /// <param name="parent">
        /// Must be one of the top level types already in the player loop such as
        /// <see cref="UnityEngine.PlayerLoop.FixedUpdate"/> or <see cref="UnityEngine.PlayerLoop.Update"/>.
        /// </param>
        /// <param name="system">
        /// The system to be added to the player loop.
        /// </param>
        /// <exception cref="Exception">
        /// An exception is thrown if the reflection components could not be initialized or the parent type was not in the player
        /// loop.
        /// </exception>
        public static void AddSubSystem(Type parent, ComponentSystemBase system)
        {
            ValidateReflectionComponents();

            PlayerLoopSystem currentPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();

            for (int i = 0; i < currentPlayerLoop.subSystemList.Length; i++)
            {
                if (currentPlayerLoop.subSystemList[i].type == parent)
                {
                    PlayerLoopSystem[] oldSubSystems = currentPlayerLoop.subSystemList[i].subSystemList;

                    PlayerLoopSystem[] newSubSystems = new PlayerLoopSystem[oldSubSystems.Length + 1];
                    Array.Copy(oldSubSystems, newSubSystems, oldSubSystems.Length);

                    newSubSystems[oldSubSystems.Length].type           = system.GetType();
                    newSubSystems[oldSubSystems.Length].updateDelegate = CreateDummyWrapper(system);

                    currentPlayerLoop.subSystemList[i].subSystemList = newSubSystems;

                    PlayerLoop.SetPlayerLoop(currentPlayerLoop);

                    return;
                }
            }

            throw new Exception($"Could not add {system.GetType().Name} to player loop. Are you sure {parent.Name} is in the player loop?");
        }
Пример #30
0
    void OnGUI()
    {
        PlayerLoopSystem loop = PlayerLoop.GetCurrentPlayerLoop();

        scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
        DrawSystem(ref loop);
        EditorGUILayout.EndScrollView();
    }