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2024-10-17 17:23:05 +03:00
#if !UNITY_2020_3_OR_NEWER
// make sure we weaved successfully when entering play mode.
using UnityEditor;
using UnityEngine;
namespace Mirror
{
public class EnterPlayModeSettingsCheck : MonoBehaviour
{
[InitializeOnLoadMethod]
static void OnInitializeOnLoad()
{
// Hook this event to see if we have a good weave every time
// user attempts to enter play mode or tries to do a build
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
static void OnPlayModeStateChanged(PlayModeStateChange state)
{
// Per Unity docs, this fires "when exiting edit mode before the Editor is in play mode".
// This doesn't fire when closing the editor.
if (state == PlayModeStateChange.ExitingEditMode)
{
// Check if last weave result was successful
if (!SessionState.GetBool("MIRROR_WEAVE_SUCCESS", false))
{
// Last weave result was a failure...try to weave again
// Faults will show in the console that may have been cleared by "Clear on Play"
SessionState.SetBool("MIRROR_WEAVE_SUCCESS", true);
Weaver.CompilationFinishedHook.WeaveExistingAssemblies();
// Did that clear things up for us?
if (!SessionState.GetBool("MIRROR_WEAVE_SUCCESS", false))
{
// Nope, still failed, and console has the issues logged
Debug.LogError("Can't enter play mode until weaver issues are resolved.");
EditorApplication.isPlaying = false;
}
}
}
}
}
}
#endif