public class EditorPlaying :EditorWindow{ [MenuItem("Examples/EditorApplication.isPlayingdemo")] static void Init() {EditorWindowwindow = GetWindow(typeof(EditorPlaying)); window.position = newRect(100, 100, 150, 50); window.Show(); } ...
//这段代码所属的类名, 请把这个换成你的类名 MethodInfomethod=typeof(MyEditor).GetMethod("OnToolChangedFunc",BindingFlags.Static|BindingFlags.Instance|BindingFlags.NonPublic); Delegated=Delegate.CreateDelegate(info.FieldType,method); info.SetValue(null,d); } staticvoidOnToolChangedFunc(Toolfrom,Toolto...
暂停编辑器: EditorApplication.isPaused = !EditorApplication.isPaused; 播放: EditorApplication.isPlaying = true; 单步执行: EditorApplication.Step(); 打开场景,并运行 EditorSceneManager.OpenScene("Assets/Scenes/LandInit.unity"); EditorApplication.isPlaying = true; 本文参与 腾讯云自媒体同步曝光计划,分享自作...
代码语言:javascript 复制 using UnityEngine;using UnityEngine.UI;publicclassUnityTest1:MonoBehaviour{publicButton button1;publicGameObject @object;voidStart(){button1.onClick.AddListener(SwitchScene);}voidSwitchScene(){#ifUNITY_EDITOR//如果是在编辑器环境下UnityEditor.EditorApplication.isPlaying=false;#else/...
if(timer > fadeDuration + disableImageDuration) { //退出应用(打包后生效) Application.Quit(); //编辑器内退出 UnityEditor.EditorApplication.isPlaying =false; } } } 将角色以及Background传入脚本中。 运行游戏,可以看到角色走到触发盒子中后,UI成功触发。
EditorUtility.DisplayPopupMenu(newRect(mousePosition.x,mousePosition.y,0,0),"ToolBar/",null); Event.current.Use(); } }; Typet=typeof(Tools); FieldInfoinfo=t.GetField("onToolChanged",BindingFlags.Static|BindingFlags.Instance|BindingFlags.NonPublic); ...
usingUnityEditor; [InitializeOnLoad] publicclassNightsWatch { #region Public Attributes #endregion #region Private Attributes privatestaticList m_crows =newList(); #endregion #region Public Methods staticNightsWatch() { if(!EditorApplication.isPlayingOrWillChangePlaymode) ...
在Editor中逐帧运行游戏时, PlayableGraph.IsPlaying() 方法总是返回 false ,无论是否调用过 PlayableGraph.Stop() 方法。我认为这是个Bug,但是Unity表示这是故意设计的。这个设计显然非常糟糕,因为Runtime应该对Editor无感知,逐帧播放是存粹的Editor功能,但它却改变了Runtime接口的行为。如果游戏中根据PlayableGraph的...
UnityEditor.EditorApplication.isPlaying=false;//Application.Quit();} } } 其中 UnityEditor.EditorApplication.isPlaying =false; 是在Unity编辑项目的过程中使用的,在完成后我们使用: Application.Quit(); 对于还没有添加上述功能的情况下,本次进入游戏模式后的编辑内容都无法保存,需要关闭unity后重新打开项目并添加...
public partial class UpdateUnityEditorProcess { public IntPtr hwnd = IntPtr.Zero; private bool haveMainWindow = false; private IntPtr mainWindowHandle = IntPtr.Zero; private int processId = 0; private IntPtr hwCurr = IntPtr.Zero; private static StringBuilder sbtitle = new StringBuilder(255);...