Exists









How do I use Exists
Below are practical examples compiled from projects for learning and reference purposes

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File name: WorkerMenu.cs Copy
206     public void OnPhotonCreateRoomFailed()
207     {
208         this.ErrorDialog = "Error: Can't create room (room name maybe already used).";
209         Debug.Log("OnPhotonCreateRoomFailed got called. This can happen if the room exists (even if not visible). Try another room name.");
210     }
File name: PhotonConverter.cs Copy
341     static void EnsureFolder(string path)
342     {
343         if (!Directory.Exists(path))
344         {
345             Directory.CreateDirectory(path);
346             AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
347             AssetDatabase.Refresh();
348         }
349     }
File name: PhotonEditor.cs Copy
241     internal protected static bool CheckPunPlus()
242     {
243         androidLibExists = File.Exists("Assets/Plugins/Android/libPhotonSocketPlugin.so");
244         iphoneLibExists = File.Exists("Assets/Plugins/IPhone/libPhotonSocketPlugin.a");
245
246         isPunPlus = androidLibExists || iphoneLibExists;
247         return isPunPlus;
248     }
File name: PhotonEditor.cs Copy
250     private static void ImportWin8Support()
251     {
252         if (EditorApplication.isCompiling || EditorApplication.isPlayingOrWillChangePlaymode)
253         {
254             return; // don't import while compiling
255         }
256
257         #if UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_1 || UNITY_5_2
258         const string win8Package = "Assets/Plugins/Photon3Unity3D-Win8.unitypackage";
259
260         bool win8LibsExist = File.Exists("Assets/Plugins/WP8/Photon3Unity3D.dll") && File.Exists("Assets/Plugins/Metro/Photon3Unity3D.dll");
261         if (!win8LibsExist && File.Exists(win8Package))
262         {
263             AssetDatabase.ImportPackage(win8Package, false);
264         }
265         #endif
266     }
File name: PhotonEditor.cs Copy
827     {
828         get
829         {
830             if (currentSettings == null)
831             {
832                 // find out if ServerSettings can be instantiated (existing script check)
833                 ScriptableObject serverSettingTest = CreateInstance("ServerSettings");
834                 if (serverSettingTest == null)
835                 {
836                     Debug.LogError(CurrentLang.ServerSettingsMissingLabel);
837                     return null;
838                 }
839                 DestroyImmediate(serverSettingTest);
840
841                 // try to load settings from file
842                 ReLoadCurrentSettings();
843
844                 // if still not loaded, create one
845                 if (currentSettings == null)
846                 {
847                     string settingsPath = Path.GetDirectoryName(PhotonNetwork.serverSettingsAssetPath);
848                     if (!Directory.Exists(settingsPath))
849                     {
850                         Directory.CreateDirectory(settingsPath);
851                         AssetDatabase.ImportAsset(settingsPath);
852                     }
853
854                     currentSettings = (ServerSettings)ScriptableObject.CreateInstance("ServerSettings");
855                     if (currentSettings != null)
856                     {
857                         AssetDatabase.CreateAsset(currentSettings, PhotonNetwork.serverSettingsAssetPath);
858                     }
859                     else
860                     {
861                         Debug.LogError(CurrentLang.ServerSettingsMissingLabel);
862                     }
863                 }
864
865                 // settings were loaded or created. set this editor's initial selected region now (will be changed in GUI)
866                 if (currentSettings != null)
867                 {
868                     selectedRegion = currentSettings.PreferredRegion;
869                 }
870             }
871
872             return currentSettings;
873         }
874
875         protected set
876         {
877             currentSettings = value;
878         }
879     }
File name: LoadbalancingPeer.cs Copy
143         public virtual bool OpJoinRoom(string roomName, RoomOptions roomOptions, TypedLobby lobby, bool createIfNotExists, Hashtable playerProperties, bool onGameServer)
144         {
145             Dictionary op = new Dictionary();
146
147             if (!string.IsNullOrEmpty(roomName))
148             {
149                 op[ParameterCode.RoomName] = roomName;
150             }
151             if (createIfNotExists)
152             {
153                 op[ParameterCode.CreateIfNotExists] = true;
154                 if (lobby != null)
155                 {
156                     op[ParameterCode.LobbyName] = lobby.Name;
157                     op[ParameterCode.LobbyType] = (byte)lobby.Type;
158                 }
159             }
160
161             if (onGameServer)
162             {
163                 if (playerProperties != null && playerProperties.Count > 0)
164                 {
165                     op[ParameterCode.PlayerProperties] = playerProperties;
166                     op[ParameterCode.Broadcast] = true; // broadcast actor properties
167                 }
168
169
170                 if (createIfNotExists)
171                 {
172                     if (roomOptions == null)
173                     {
174                         roomOptions = new RoomOptions();
175                     }
176
177                     Hashtable gameProperties = new Hashtable();
178                     op[ParameterCode.GameProperties] = gameProperties;
179                     gameProperties.MergeStringKeys(roomOptions.customRoomProperties);
180
181                     gameProperties[GameProperties.IsOpen] = roomOptions.isOpen;
182                     gameProperties[GameProperties.IsVisible] = roomOptions.isVisible;
183                     gameProperties[GameProperties.PropsListedInLobby] = roomOptions.customRoomPropertiesForLobby;
184                     if (roomOptions.maxPlayers > 0)
185                     {
186                         gameProperties[GameProperties.MaxPlayers] = roomOptions.maxPlayers;
187                     }
188                     if (roomOptions.cleanupCacheOnLeave)
189                     {
190                         op[ParameterCode.CleanupCacheOnLeave] = true; // this is actually setting the room's config
191                         gameProperties[GameProperties.CleanupCacheOnLeave] = true; // this is only informational for the clients which join
192                     }
193                 }
194             }
195
196             // UnityEngine.Debug.Log("JoinGame: " + SupportClass.DictionaryToString(op));
197             return this.OpCustom(OperationCode.JoinGame, op, true);
198         }
File name: NetworkingPeer.cs Copy
947     public bool OpJoinRoom(string roomName, RoomOptions roomOptions, TypedLobby typedLobby, bool createIfNotExists)
948     {
949         bool onGameServer = this.server == ServerConnection.GameServer;
950         if (!onGameServer)
951         {
952             // roomOptions and typedLobby will be null, unless createIfNotExists is true
953             this.mRoomOptionsForCreate = roomOptions;
954             this.mRoomToGetInto = new Room(roomName, roomOptions);
955             this.mRoomToEnterLobby = null;
956             if (createIfNotExists)
957             {
958                 this.mRoomToEnterLobby = typedLobby ?? ((this.insideLobby) ? this.lobby : null); // use given lobby, or active lobby (if any active) or none
959             }
960         }
961
962         this.mLastJoinType = (createIfNotExists) ? JoinType.JoinOrCreateOnDemand : JoinType.JoinGame;
963         return base.OpJoinRoom(roomName, roomOptions, this.mRoomToEnterLobby, createIfNotExists, this.GetLocalActorProperties(), onGameServer);
964     }
File name: PhotonNetwork.cs Copy
1510     public static bool JoinRoom(string roomName, bool createIfNotExists)
1511     {
1512         if (connectionStateDetailed == PeerState.Joining || connectionStateDetailed == PeerState.Joined || connectionStateDetailed == PeerState.ConnectedToGameserver)
1513         {
1514             Debug.LogError("JoinRoom aborted: You can only join a room while not currently connected/connecting to a room.");
1515         }
1516         else if (room != null)
1517         {
1518             Debug.LogError("JoinRoom aborted: You are already in a room!");
1519         }
1520         else if (roomName == string.Empty)
1521         {
1522             Debug.LogError("JoinRoom aborted: You must specifiy a room name!");
1523         }
1524         else
1525         {
1526             if (offlineMode)
1527             {
1528                 offlineModeRoom = new Room(roomName, null);
1529                 NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom);
1530                 return true;
1531             }
1532             else
1533             {
1534                 return networkingPeer.OpJoinRoom(roomName, null, null, createIfNotExists);
1535             }
1536         }
1537
1538         return false; // offline and OpJoin both return but the error-cases don't
1539     }
File name: VSCode.cs Copy
48         {
49             get
50             {
51           string current = EditorPrefs.GetString("VSCode_CodePath", "");
52                 if(current == "" || !VSCodeExists(current))
53                 {
54                     //Value not set, set to "" or current path is invalid, try to autodetect it
55                     //If autodetect fails, a error will be printed and the default value set
56                     EditorPrefs.SetString("VSCode_CodePath", AutodetectCodePath());
57                     //If its not installed or the install folder isn't a "normal" one,
58                     //AutodetectCodePath will print a error message to the Unity Console
59                 }
60                 return EditorPrefs.GetString("VSCode_CodePath", current);
61             }
62             set
63             {
64                 EditorPrefs.SetString("VSCode_CodePath", value);
65             }
66         }
File name: VSCode.cs Copy
403         static string AutodetectCodePath()
404         {
405             string[] possiblePaths =
406#if UNITY_EDITOR_OSX
407             {
408                 "/Applications/Visual Studio Code.app",
409                 "/Applications/Visual Studio Code - Insiders.app"
410             };
411#elif UNITY_EDITOR_WIN
412             {
413                 ProgramFilesx86() + Path.DirectorySeparatorChar + "Microsoft VS Code"
414                 + Path.DirectorySeparatorChar + "bin" + Path.DirectorySeparatorChar + "code.cmd",
415                 ProgramFilesx86() + Path.DirectorySeparatorChar + "Microsoft VS Code Insiders"
416                 + Path.DirectorySeparatorChar + "bin" + Path.DirectorySeparatorChar + "code-insiders.cmd"
417             };
418#else
419             {
420                 "/usr/bin/code",
421                 "/bin/code",
422                 "/usr/local/bin/code"
423             };
424#endif
425             for(int i = 0; i < possiblePaths.Length; i++)
426             {
427                 if(VSCodeExists(possiblePaths[i]))
428                 {
429                     return possiblePaths[i];
430                 }
431             }
432             PrintNotFound(possiblePaths[0]);
433             return possiblePaths[0]; //returns the default one, printing a warning message 'executable not found'
434         }

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