static UnitySoftDebuggerEngine () { UnityPlayers = new Dictionary<uint, PlayerConnection.PlayerInfo> (); ConnectorRegistry = new ConnectorRegistry(); bool run = true; MonoDevelop.Ide.IdeApp.Exiting += (sender, args) => run = false; try { // HACK: Poll Unity players unityPlayerConnection = new PlayerConnection (); ThreadPool.QueueUserWorkItem (delegate { while (run) { lock (unityPlayerConnection) { unityPlayerConnection.Poll (); } Thread.Sleep (1000); } }); } catch (Exception e) { MonoDevelop.Core.LoggingService.LogError ("Error launching player connection discovery service: Unity player discovery will be unavailable", e); } }
public static void GetUSBDevices(ConnectorRegistry connectors, List <ProcessInfo> processes) { if (Platform.IsMac) { var processId = connectors.GetProcessIdForUniqueId("Any iOS Device"); processes.Add(new ProcessInfo(processId, "Unity USB: any iOS device")); connectors.Connectors[processId] = new iOSUsbConnector(); } }
public static void GetUSBDevices(ConnectorRegistry connectors, List<ProcessInfo> processes) { if (Platform.IsMac) { var processId = connectors.GetProcessIdForUniqueId("Any iOS Device"); processes.Add(new ProcessInfo(processId, "Unity USB: any iOS device")); connectors.Connectors[processId] = new iOSUsbConnector(); } }
public UnitySoftDebuggerSession (ConnectorRegistry connectorRegistry) { this.connectorRegistry = connectorRegistry; unityPath = Util.UnityLocation; Adaptor.BusyStateChanged += delegate(object sender, BusyStateEventArgs e) { SetBusyState (e); }; MonoDevelop.Ide.IdeApp.Exiting += (sender,args) => EndSession(); }
public UnitySoftDebuggerSession(ConnectorRegistry connectorRegistry) { this.connectorRegistry = connectorRegistry; unityPath = Util.UnityLocation; Adaptor.BusyStateChanged += delegate(object sender, BusyStateEventArgs e) { SetBusyState(e); }; MonoDevelop.Ide.IdeApp.Exiting += (sender, args) => EndSession(); }
public UnitySoftDebuggerSession(ConnectorRegistry connectorRegistry) { this.connectorRegistry = connectorRegistry; Adaptor.BusyStateChanged += (object sender, BusyStateEventArgs e) => SetBusyState(e); }