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#if UNITY_EDITOR
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace Rito
{
[InitializeOnLoad]
public class PlayModeStateChangeHandler
{
public static event Action OnExitEditMode;
public static event Action OnEnterPlayMode;
public static event Action OnExitPlayMode;
public static event Action OnEnterEditMode;
static PlayModeStateChangeHandler()
{
EditorApplication.playModeStateChanged += OnPlaymodeStateChanged;
}
private static void OnPlaymodeStateChanged(PlayModeStateChange stateChange)
{
switch (stateChange)
{
// EditMode -> PlayMode 1
case PlayModeStateChange.ExitingEditMode:
OnExitEditMode?.Invoke();
break;
// EditMode -> PlayMode 2
// 모든 Start()가 실행되고, 실제로 2번째 Update() 이후에 실행
case PlayModeStateChange.EnteredPlayMode:
OnEnterPlayMode?.Invoke();
break;
// PlayMode -> EditMode 1
case PlayModeStateChange.ExitingPlayMode:
OnExitPlayMode?.Invoke();
break;
// PlayMode -> EditMode 2
case PlayModeStateChange.EnteredEditMode:
OnEnterEditMode?.Invoke();
break;
}
}
}
}
#endif
유니티 - 플레이모드 상태 변경에 따른 동작 구현하기
This post is licensed under
CC BY 4.0
by the author.