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			45 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			45 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| #if !UNITY_2020_3_OR_NEWER
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| // make sure we weaved successfully when entering play mode.
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| using UnityEditor;
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| using UnityEngine;
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| 
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| namespace Mirror
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| {
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|     public class EnterPlayModeSettingsCheck : MonoBehaviour
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|     {
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|         [InitializeOnLoadMethod]
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|         static void OnInitializeOnLoad()
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|         {
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|             // Hook this event to see if we have a good weave every time
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|             // user attempts to enter play mode or tries to do a build
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|             EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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|         }
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| 
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|         static void OnPlayModeStateChanged(PlayModeStateChange state)
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|         {
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|             // Per Unity docs, this fires "when exiting edit mode before the Editor is in play mode".
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|             // This doesn't fire when closing the editor.
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|             if (state == PlayModeStateChange.ExitingEditMode)
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|             {
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|                 // Check if last weave result was successful
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|                 if (!SessionState.GetBool("MIRROR_WEAVE_SUCCESS", false))
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|                 {
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|                     // Last weave result was a failure...try to weave again
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|                     // Faults will show in the console that may have been cleared by "Clear on Play"
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|                     SessionState.SetBool("MIRROR_WEAVE_SUCCESS", true);
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|                     Weaver.CompilationFinishedHook.WeaveExistingAssemblies();
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| 
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|                     // Did that clear things up for us?
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|                     if (!SessionState.GetBool("MIRROR_WEAVE_SUCCESS", false))
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|                     {
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|                         // Nope, still failed, and console has the issues logged
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|                         Debug.LogError("Can't enter play mode until weaver issues are resolved.");
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|                         EditorApplication.isPlaying = false;
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|                     }
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|                 }
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|             }
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|         }
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|     }
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| }
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| #endif
 | 
