PlaymodeStateChanged
How do I use Playmode State Changed
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
Line | Code | Ex.. |
---|---|---|
219 | EditorApplication.playmodeStateChanged += PlaymodeStateChanged; | 1 |
368 | private static void PlaymodeStateChanged() | 2 |
File name: PhotonEditor.cs
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215 static PhotonEditor()
216 {
217 EditorApplication.projectWindowChanged += EditorUpdate;
218 EditorApplication.hierarchyWindowChanged += EditorUpdate;
219 EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
220 EditorApplication.update += OnUpdate;
221
222 WizardIcon = AssetDatabase.LoadAssetAtPath("Assets/Photon Unity Networking/photoncloud-icon.png", typeof(Texture2D)) as Texture2D;
223
224 // to be used in toolbar, the enum needs conversion to string[] being done here, once.
225 Array enumValues = Enum.GetValues(typeof(CloudRegionCode));
226 CloudServerRegionNames = new string[enumValues.Length];
227 for (int i = 0; i < CloudServerRegionNames.Length; i++)
228 {
229 CloudServerRegionNames[i] = enumValues.GetValue(i).ToString();
230 if (CloudServerRegionNames[i].Equals("none"))
231 {
232 CloudServerRegionNames[i] = PhotonEditor.CurrentLang.BestRegionLabel;
233 }
234 }
235
236 // detect optional packages
237 PhotonEditor.CheckPunPlus();
238
239 }
File name: PhotonEditor.cs
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367 // called in editor on change of play-mode (used to show a message popup that connection settings are incomplete)
368 private static void PlaymodeStateChanged()
369 {
370 if (dontCheckPunSetup || EditorApplication.isPlaying || !EditorApplication.isPlayingOrWillChangePlaymode)
371 {
372 return;
373 }
374
375 if (PhotonEditor.Current.HostType == ServerSettings.HostingOption.NotSet)
376 {
377 EditorUtility.DisplayDialog(CurrentLang.SetupWizardWarningTitle, CurrentLang.SetupWizardWarningMessage, CurrentLang.OkButton);
378 }
379 }
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