Was
How do I use Was
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PunStartup.cs
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34 static void OnUpdate()
35 {
36 bool doneBefore = EditorPrefs.GetBool("PunDemosOpenedBefore");
37 if (doneBefore)
38 {
39 EditorApplication.update -= OnUpdate;
40 return;
41 }
42
43 if (String.IsNullOrEmpty(EditorApplication.currentScene) && EditorBuildSettings.scenes.Length == 0)
44 {
45 #if UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_1 || UNITY_5_2
46 if (EditorApplication.isUpdating) return;
47 #endif
48
49 LoadPunDemoHub();
50 SetPunDemoBuildSettings();
51 EditorPrefs.SetBool("PunDemosOpenedBefore", true);
52 Debug.Log("No scene was open. Loaded PUN Demo Hub Scene and added demos to build settings. Ready to go! This auto-setup is now disabled in this Editor.");
53 }
54 }
File name: PickupController.cs
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308 void UpdateSmoothedMovementDirection()
309 {
310 Transform cameraTransform = Camera.main.transform;
311 bool grounded = IsGrounded();
312
313 // Forward vector relative to the camera along the x-z plane
314 Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
315 forward.y = 0;
316 forward = forward.normalized;
317
318 // Right vector relative to the camera
319 // Always orthogonal to the forward vector
320 Vector3 right = new Vector3(forward.z, 0, -forward.x);
321
322 float v = Input.GetAxisRaw("Vertical");
323 float h = Input.GetAxisRaw("Horizontal");
324
325 // Are we moving backwards or looking backwards
326 if (v < -0.2f)
327 movingBack = true;
328 else
329 movingBack = false;
330
331 bool wasMoving = isMoving;
332 isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f;
333
334 // Target direction relative to the camera
335 Vector3 targetDirection = h * right + v * forward;
336 // Debug.Log("targetDirection " + targetDirection);
337
338 // Grounded controls
339 if (grounded)
340 {
341 // Lock camera for short period when transitioning moving & standing still
342 lockCameraTimer += Time.deltaTime;
343 if (isMoving != wasMoving)
344 lockCameraTimer = 0.0f;
345
346 // We store speed and direction seperately,
347 // so that when the character stands still we still have a valid forward direction
348 // moveDirection is always normalized, and we only update it if there is user input.
349 if (targetDirection != Vector3.zero)
350 {
351 // If we are really slow, just snap to the target direction
352 if (moveSpeed < walkSpeed * 0.9f && grounded)
353 {
354 moveDirection = targetDirection.normalized;
355 }
356 // Otherwise smoothly turn towards it
357 else
358 {
359 moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
360
361 moveDirection = moveDirection.normalized;
362 }
363 }
364
365 // Smooth the speed based on the current target direction
366 float curSmooth = speedSmoothing * Time.deltaTime;
367
368 // Choose target speed
369 //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
370 float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);
371
372 _characterState = PickupCharacterState.Idle;
373
374 // Pick speed modifier
375 if ((Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift)) && isMoving)
376 {
377 targetSpeed *= runSpeed;
378 _characterState = PickupCharacterState.Running;
379 }
380 else if (Time.time - trotAfterSeconds > walkTimeStart)
381 {
382 targetSpeed *= trotSpeed;
383 _characterState = PickupCharacterState.Trotting;
384 }
385 else if (isMoving)
386 {
387 targetSpeed *= walkSpeed;
388 _characterState = PickupCharacterState.Walking;
389 }
390
391 moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
392
393 // Reset walk time start when we slow down
394 if (moveSpeed < walkSpeed * 0.3f)
395 walkTimeStart = Time.time;
396 }
397 // In air controls
398 else
399 {
400 // Lock camera while in air
401 if (jumping)
402 lockCameraTimer = 0.0f;
403
404 if (isMoving)
405 inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
406 }
407 }
File name: ThirdPersonController.cs
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131 void UpdateSmoothedMovementDirection()
132 {
133 Transform cameraTransform = Camera.main.transform;
134 bool grounded = IsGrounded();
135
136 // Forward vector relative to the camera along the x-z plane
137 Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
138 forward.y = 0;
139 forward = forward.normalized;
140
141 // Right vector relative to the camera
142 // Always orthogonal to the forward vector
143 Vector3 right = new Vector3(forward.z, 0, -forward.x);
144
145 float v = Input.GetAxisRaw("Vertical");
146 float h = Input.GetAxisRaw("Horizontal");
147
148 // Are we moving backwards or looking backwards
149 if (v < -0.2f)
150 movingBack = true;
151 else
152 movingBack = false;
153
154 bool wasMoving = isMoving;
155 isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f;
156
157 // Target direction relative to the camera
158 Vector3 targetDirection = h * right + v * forward;
159
160 // Grounded controls
161 if (grounded)
162 {
163 // Lock camera for short period when transitioning moving & standing still
164 lockCameraTimer += Time.deltaTime;
165 if (isMoving != wasMoving)
166 lockCameraTimer = 0.0f;
167
168 // We store speed and direction seperately,
169 // so that when the character stands still we still have a valid forward direction
170 // moveDirection is always normalized, and we only update it if there is user input.
171 if (targetDirection != Vector3.zero)
172 {
173 // If we are really slow, just snap to the target direction
174 if (moveSpeed < walkSpeed * 0.9f && grounded)
175 {
176 moveDirection = targetDirection.normalized;
177 }
178 // Otherwise smoothly turn towards it
179 else
180 {
181 moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
182
183 moveDirection = moveDirection.normalized;
184 }
185 }
186
187 // Smooth the speed based on the current target direction
188 float curSmooth = speedSmoothing * Time.deltaTime;
189
190 // Choose target speed
191 //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
192 float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);
193
194 _characterState = CharacterState.Idle;
195
196 // Pick speed modifier
197 if (Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift))
198 {
199 targetSpeed *= runSpeed;
200 _characterState = CharacterState.Running;
201 }
202 else if (Time.time - trotAfterSeconds > walkTimeStart)
203 {
204 targetSpeed *= trotSpeed;
205 _characterState = CharacterState.Trotting;
206 }
207 else
208 {
209 targetSpeed *= walkSpeed;
210 _characterState = CharacterState.Walking;
211 }
212
213 moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
214
215 // Reset walk time start when we slow down
216 if (moveSpeed < walkSpeed * 0.3f)
217 walkTimeStart = Time.time;
218 }
219 // In air controls
220 else
221 {
222 // Lock camera while in air
223 if (jumping)
224 lockCameraTimer = 0.0f;
225
226 if (isMoving)
227 inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
228 }
229
230
231
232 }
File name: AccountService.cs
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173 private void ParseResult(string result)
174 {
175 if (string.IsNullOrEmpty(result))
176 {
177 this.Message = "Server's response was empty. Please register through account website during this service interruption.";
178 return;
179 }
180
181 Dictionary
182 if (values == null)
183 {
184 this.Message = "Service temporarily unavailable. Please register through account website.";
185 return;
186 }
187
188 int returnCodeInt = -1;
189 string returnCodeString = string.Empty;
190 string message;
191
192 values.TryGetValue("ReturnCode", out returnCodeString);
193 values.TryGetValue("Message", out message);
194 int.TryParse(returnCodeString, out returnCodeInt);
195
196 this.ReturnCode = returnCodeInt;
197 if (returnCodeInt == 0)
198 {
199 // returnCode == 0 means: all ok. message is new AppId
200 this.AppId = message;
201 }
202 else
203 {
204 // any error gives returnCode != 0
205 this.AppId = string.Empty;
206 this.Message = message;
207 }
208 }
File name: PhotonConverter.cs
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18 public static void RunConversion()
19 {
20 //Ask if user has made a backup.
21 int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22 switch (option)
23 {
24 case 0:
25 break;
26 case 1:
27 return;
28 case 2:
29 PickFolderAndConvertScripts();
30 return;
31 default:
32 return;
33 }
34
35 //REAAAALY?
36 bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37 if (!result)
38 {
39 return;
40 }
41 Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43 //Ask to save current scene (optional)
44 EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46 EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48 //Convert NetworkViews to PhotonViews in Project prefabs
49 //Ask the user if we can move all prefabs to a resources folder
50 bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53 string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54 foreach (string prefab in prefabs)
55 {
56 EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58 Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59 int converted = 0;
60 foreach (Object obj in objs)
61 {
62 if (obj != null && obj.GetType() == typeof(GameObject))
63 converted += ConvertNetworkView(((GameObject)obj).GetComponents
64 }
65 if (movePrefabs && converted > 0)
66 {
67 //This prefab needs to be under the root of a Resources folder!
68 string path = prefab.Replace("\\", "/");
69 int lastSlash = path.LastIndexOf("/");
70 int resourcesIndex = path.LastIndexOf("/Resources/");
71 if (resourcesIndex != lastSlash - 10)
72 {
73 if (path.Contains("/Resources/"))
74 {
75 Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76 }
77 //This prefab NEEDS to be placed under a resources folder
78 string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79 EnsureFolder(resourcesFolder);
80 string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81 string error = AssetDatabase.MoveAsset(prefab, newPath);
82 if (error != "")
83 Debug.LogError(error);
84 Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85 }
86 }
87 }
88
89 //Convert NetworkViews to PhotonViews in scenes
90 string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91 foreach (string sceneName in sceneFiles)
92 {
93 EditorApplication.OpenScene(sceneName);
94 EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96 int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97 if (converted2 > 0)
98 {
99 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103 EditorApplication.SaveScene(EditorApplication.currentScene);
104 }
105
106 }
107
108 //Convert C#/JS scripts (API stuff)
109 List
110
111 EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112 ConvertScripts(scripts);
113
114 Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115 EditorUtility.ClearProgressBar();
116
117 EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118 }
File name: PhotonConverter.cs
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120 public static void PickFolderAndConvertScripts()
121 {
122 string folderPath = EditorUtility.OpenFolderPanel("Pick source folder to convert", Directory.GetCurrentDirectory(), "");
123 if (string.IsNullOrEmpty(folderPath))
124 {
125 EditorUtility.DisplayDialog("Script Conversion", "No folder was selected. No files were changed. Please start over.", "Ok.");
126 return;
127 }
128
129 bool result = EditorUtility.DisplayDialog("Script Conversion", "Scripts in this folder will be modified:\n\n" + folderPath + "\n\nMake sure you have backups of these scripts.\nConversion is not guaranteed to work!", "Backup done. Go!", "Abort");
130 if (!result)
131 {
132 return;
133 }
134
135 List
136 ConvertScripts(scripts);
137
138 EditorUtility.DisplayDialog("Script Conversion", "Scripts are now converted to PUN.\n\nYou will need to update\n- scenes\n- components\n- prefabs and\n- add \"PhotonNetwork.ConnectWithDefaultSettings();\"", "Ok");
139 }
File name: PhotonViewHandler.cs
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25 internal static void HierarchyChange()
26 {
27 if (Application.isPlaying)
28 {
29 //Debug.Log("HierarchyChange ignored, while running.");
30 CheckSceneForStuckHandlers = true; // done once AFTER play mode.
31 return;
32 }
33
34 if (CheckSceneForStuckHandlers)
35 {
36 CheckSceneForStuckHandlers = false;
37 PhotonNetwork.InternalCleanPhotonMonoFromSceneIfStuck();
38 }
39
40 HashSet
41 HashSet
42 bool fixedSomeId = false;
43
44 //// the following code would be an option if we only checked scene objects (but we can check all PVs)
45 //PhotonView[] pvObjects = GameObject.FindSceneObjectsOfType(typeof(PhotonView)) as PhotonView[];
46 //Debug.Log("HierarchyChange. PV Count: " + pvObjects.Length);
47
48 string levelName = Application.loadedLevelName;
49 #if UNITY_EDITOR
50 levelName = System.IO.Path.GetFileNameWithoutExtension(EditorApplication.currentScene);
51 #endif
52 int minViewIdInThisScene = PunSceneSettings.MinViewIdForScene(levelName);
53 //Debug.Log("Level '" + Application.loadedLevelName + "' has a minimum ViewId of: " + minViewIdInThisScene);
54
55 PhotonView[] pvObjects = Resources.FindObjectsOfTypeAll(typeof(PhotonView)) as PhotonView[];
56
57 foreach (PhotonView view in pvObjects)
58 {
59 // first pass: fix prefabs to viewID 0 if they got a view number assigned (cause they should not have one!)
60 if (EditorUtility.IsPersistent(view.gameObject))
61 {
62 if (view.viewID != 0 || view.prefixBackup != -1 || view.instantiationId != -1)
63 {
64 Debug.LogWarning("PhotonView on persistent object being fixed (id and prefix must be 0). Was: " + view);
65 view.viewID = 0;
66 view.prefixBackup = -1;
67 view.instantiationId = -1;
68 EditorUtility.SetDirty(view);
69 fixedSomeId = true;
70 }
71 }
72 else
73 {
74 // keep all scene-instanced PVs for later re-check
75 pvInstances.Add(view);
76 }
77 }
78
79 Dictionary
80
81 // second pass: check all used-in-scene viewIDs for duplicate viewIDs (only checking anything non-prefab)
82 // scene-PVs must have user == 0 (scene/room) and a subId != 0
83 foreach (PhotonView view in pvInstances)
84 {
85 if (view.ownerId > 0)
86 {
87 Debug.Log("Re-Setting Owner ID of: " + view);
88 }
89 view.ownerId = 0; // simply make sure no owner is set (cause room always uses 0)
90 view.prefix = -1; // TODO: prefix could be settable via inspector per scene?!
91
92 if (view.viewID != 0)
93 {
94 if (view.viewID < minViewIdInThisScene || usedInstanceViewNumbers.Contains(view.viewID))
95 {
96 view.viewID = 0; // avoid duplicates and negative values by assigning 0 as (temporary) number to be fixed in next pass
97 }
98 else
99 {
100 usedInstanceViewNumbers.Add(view.viewID); // builds a list of currently used viewIDs
101
102 int instId = 0;
103 if (idPerObject.TryGetValue(view.gameObject, out instId))
104 {
105 view.instantiationId = instId;
106 }
107 else
108 {
109 view.instantiationId = view.viewID;
110 idPerObject[view.gameObject] = view.instantiationId;
111 }
112 }
113 }
114
115 }
116
117 // third pass: anything that's now 0 must get a new (not yet used) ID (starting at 0)
118 int lastUsedId = (minViewIdInThisScene > 0) ? minViewIdInThisScene - 1 : 0;
119
120 foreach (PhotonView view in pvInstances)
121 {
122 if (view.viewID == 0)
123 {
124 // Debug.LogWarning("setting scene ID: " + view.gameObject.name + " ID: " + view.subId.ID + " scene ID: " + view.GetSceneID() + " IsPersistent: " + EditorUtility.IsPersistent(view.gameObject) + " IsSceneViewIDFree: " + IsSceneViewIDFree(view.subId.ID, view));
125 int nextViewId = PhotonViewHandler.GetID(lastUsedId, usedInstanceViewNumbers);
126
127 view.viewID = nextViewId;
128
129 int instId = 0;
130 if (idPerObject.TryGetValue(view.gameObject, out instId))
131 {
132 Debug.Log("Set inst ID");
133 view.instantiationId = instId;
134 }
135 else
136 {
137 view.instantiationId = view.viewID;
138 idPerObject[view.gameObject] = nextViewId;
139 }
140
141 //// when using the Editor's serialization (view.subId in this case), this is not needed, it seems
142 //PrefabUtility.RecordPrefabInstancePropertyModifications(view);
143
144 lastUsedId = nextViewId;
145 EditorUtility.SetDirty(view);
146 fixedSomeId = true;
147 }
148 }
149
150
151 if (fixedSomeId)
152 {
153 //Debug.LogWarning("Some subId was adjusted."); // this log is only interesting for Exit Games
154 }
155 }
File name: PhotonViewInspector.cs
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180 void ConvertOldObservedItemToObservedList()
181 {
182 if( m_Target.observed != null )
183 {
184 if( m_Target.ObservedComponents.Contains( m_Target.observed ) == false )
185 {
186 bool wasAdded = false;
187
188 for( int i = 0; i < m_Target.ObservedComponents.Count; ++i )
189 {
190 if( m_Target.ObservedComponents[ i ] == null )
191 {
192 m_Target.ObservedComponents[ i ] = m_Target.observed;
193 wasAdded = true;
194 }
195 }
196
197 if( wasAdded == false )
198 {
199 m_Target.ObservedComponents.Add( m_Target.observed );
200 }
201 }
202
203 m_Target.observed = null;
204 EditorUtility.SetDirty( m_Target );
205 }
206 }
File name: PhotonViewInspector.cs
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258 void DrawObservedComponentsList()
259 {
260 GUILayout.Space( 5 );
261 SerializedProperty listProperty = serializedObject.FindProperty( "ObservedComponents" );
262
263 if( listProperty == null )
264 {
265 return;
266 }
267
268 float containerElementHeight = 22;
269 float containerHeight = listProperty.arraySize * containerElementHeight;
270
271 bool isOpen = PhotonGUI.ContainerHeaderFoldout( "Observed Components (" + GetObservedComponentsCount() + ")", serializedObject.FindProperty( "ObservedComponentsFoldoutOpen" ).boolValue );
272 serializedObject.FindProperty( "ObservedComponentsFoldoutOpen" ).boolValue = isOpen;
273
274 if( isOpen == false )
275 {
276 containerHeight = 0;
277 }
278
279 //Texture2D statsIcon = AssetDatabase.LoadAssetAtPath( "Assets/Photon Unity Networking/Editor/PhotonNetwork/PhotonViewStats.png", typeof( Texture2D ) ) as Texture2D;
280
281 Rect containerRect = PhotonGUI.ContainerBody( containerHeight );
282 bool wasObservedComponentsEmpty = m_Target.ObservedComponents.FindAll( item => item != null ).Count == 0;
283 if( isOpen == true )
284 {
285 for( int i = 0; i < listProperty.arraySize; ++i )
286 {
287 Rect elementRect = new Rect( containerRect.xMin, containerRect.yMin + containerElementHeight * i, containerRect.width, containerElementHeight );
288 {
289 Rect texturePosition = new Rect( elementRect.xMin + 6, elementRect.yMin + elementRect.height / 2f - 1, 9, 5 );
290 ReorderableListResources.DrawTexture( texturePosition, ReorderableListResources.texGrabHandle );
291
292 Rect propertyPosition = new Rect( elementRect.xMin + 20, elementRect.yMin + 3, elementRect.width - 45, 16 );
293 EditorGUI.PropertyField( propertyPosition, listProperty.GetArrayElementAtIndex( i ), new GUIContent() );
294
295 //Debug.Log( listProperty.GetArrayElementAtIndex( i ).objectReferenceValue.GetType() );
296 //Rect statsPosition = new Rect( propertyPosition.xMax + 7, propertyPosition.yMin, statsIcon.width, statsIcon.height );
297 //ReorderableListResources.DrawTexture( statsPosition, statsIcon );
298
299 Rect removeButtonRect = new Rect( elementRect.xMax - PhotonGUI.DefaultRemoveButtonStyle.fixedWidth,
300 elementRect.yMin + 2,
301 PhotonGUI.DefaultRemoveButtonStyle.fixedWidth,
302 PhotonGUI.DefaultRemoveButtonStyle.fixedHeight );
303
304 GUI.enabled = listProperty.arraySize > 1;
305 if( GUI.Button( removeButtonRect, new GUIContent( ReorderableListResources.texRemoveButton ), PhotonGUI.DefaultRemoveButtonStyle ) )
306 {
307 listProperty.DeleteArrayElementAtIndex( i );
308 }
309 GUI.enabled = true;
310
311 if( i < listProperty.arraySize - 1 )
312 {
313 texturePosition = new Rect( elementRect.xMin + 2, elementRect.yMax, elementRect.width - 4, 1 );
314 PhotonGUI.DrawSplitter( texturePosition );
315 }
316 }
317 }
318 }
319
320 if( PhotonGUI.AddButton() )
321 {
322 listProperty.InsertArrayElementAtIndex( Mathf.Max( 0, listProperty.arraySize - 1 ) );
323 }
324
325 serializedObject.ApplyModifiedProperties();
326
327 bool isObservedComponentsEmpty = m_Target.ObservedComponents.FindAll( item => item != null ).Count == 0;
328
329 if( wasObservedComponentsEmpty == true && isObservedComponentsEmpty == false && m_Target.synchronization == ViewSynchronization.Off )
330 {
331 m_Target.synchronization = ViewSynchronization.UnreliableOnChange;
332 EditorUtility.SetDirty( m_Target );
333 serializedObject.Update();
334 }
335
336 if( wasObservedComponentsEmpty == false && isObservedComponentsEmpty == true )
337 {
338 m_Target.synchronization = ViewSynchronization.Off;
339 EditorUtility.SetDirty( m_Target );
340 serializedObject.Update();
341 }
342
343 }
File name: PhotonAnimatorView.cs
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189 public void SetLayerSynchronized( int layerIndex, SynchronizeType synchronizeType )
190 {
191 if( Application.isPlaying == true )
192 {
193 m_WasSynchronizeTypeChanged = true;
194 }
195
196 int index = m_SynchronizeLayers.FindIndex( item => item.LayerIndex == layerIndex );
197
198 if( index == -1 )
199 {
200 m_SynchronizeLayers.Add( new SynchronizedLayer { LayerIndex = layerIndex, SynchronizeType = synchronizeType } );
201 }
202 else
203 {
204 m_SynchronizeLayers[ index ].SynchronizeType = synchronizeType;
205 }
206 }
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