Пример #1
0
 private void OnLostFocus()
 {
     if (!EditorApplicationLayout.IsInitializingPlaymodeLayout())
     {
         this.AllowCursorLockAndHide(false);
     }
     InternalEditorUtility.OnGameViewFocus(false);
 }
Пример #2
0
 private void OnLostFocus()
 {
     if (!EditorApplicationLayout.IsInitializingPlaymodeLayout())
     {
         Unsupported.SetAllowCursorLock(false);
         Unsupported.SetAllowCursorHide(false);
     }
     InternalEditorUtility.OnGameViewFocus(false);
 }
Пример #3
0
 private void OnLostFocus()
 {
     // We unlock the cursor when the game view loses focus to allow the user to regain cursor control.
     // Fix for 389362: Ensure that we do not unlock cursor during init of play mode. Because we could
     // be maximizing game view, which causes a lostfocus on the original game view, in these situations we do
     // not unlock cursor.
     if (!EditorApplicationLayout.IsInitializingPlaymodeLayout())
     {
         AllowCursorLockAndHide(false);
     }
     SetFocus(false);
 }
Пример #4
0
 internal static void FinalizePlaymodeLayout()
 {
     if (EditorApplicationLayout.m_GameView != null)
     {
         if (EditorApplicationLayout.m_RootSplit != null)
         {
             WindowLayout.MaximizePresent(EditorApplicationLayout.m_GameView, EditorApplicationLayout.m_RootSplit);
         }
         EditorApplicationLayout.m_GameView.m_Parent.ClearStartView();
     }
     EditorApplicationLayout.Clear();
 }
Пример #5
0
 internal static void SetPausemodeLayout()
 {
     EditorApplicationLayout.SetStopmodeLayout();
 }
Пример #6
0
 internal static void SetPlaymodeLayout()
 {
     EditorApplicationLayout.InitPlaymodeLayout();
     EditorApplicationLayout.FinalizePlaymodeLayout();
 }