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@paraself
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Unity Play Mode Detection
//originally adopted from
//http://answers.unity3d.com/questions/447701/event-for-unity-editor-pause-and-playstop-events.html
//with a few modifications which makes the event firing nicer and cleaner
//Usage Example :
//
//using UnityEditor;
//using UnityEngine;
//
//[InitializeOnLoad]
//public class SingleEntryPoint
//{
// static bool debugOp = false;
//
// static SingleEntryPoint()
// {
// Debug.Log("SingleEntryPoint. Up and running");
// EditorPlayMode.PlayModeChanged += OnPlayModeChanged;
// }
//
// private static void OnPlayModeChanged(PlayModeState currentMode, PlayModeState changedMode)
// {
// // DO your stuff here...
// Debug.Log(currentMode.ToString() + " => " + changedMode.ToString());
//
// if (debugOp) {
// Debug.Log(EditorApplication.isCompiling);
// Debug.Log(EditorApplication.isPaused);
// Debug.Log(EditorApplication.isPlaying);
// Debug.Log(EditorApplication.isPlayingOrWillChangePlaymode);
// Debug.Log(EditorApplication.isUpdating);
// Debug.LogWarning("-------------------------------------");
// }
//
//
// }
//}
using UnityEditor;
using System;
namespace FFE {
public enum PlayModeState
{
Stopped,
Playing,
Paused,
AboutToStop,
AboutToPlay
}
[InitializeOnLoad]
public class EditorPlayMode
{
private static PlayModeState _currentState = PlayModeState.Stopped;
static EditorPlayMode()
{
EditorApplication.playmodeStateChanged = OnUnityPlayModeChanged;
if (EditorApplication.isPaused)
_currentState = PlayModeState.Paused;
}
static int Bool2Int(bool b) {if (b) return 1; else return 2;}
static int GetEditorAppStateBoolComb() {
int b1 = Bool2Int(EditorApplication.isUpdating);
int b2 = Bool2Int(EditorApplication.isPlayingOrWillChangePlaymode);
int b3 = Bool2Int(EditorApplication.isPlaying);
int b4 = Bool2Int(EditorApplication.isPaused);
int b5 = Bool2Int(EditorApplication.isCompiling);
return b1 + b2 * 10 + b3 * 100 + b4 * 1000 + b5 * 10000;
}
public static event Action<PlayModeState, PlayModeState> PlayModeChanged;
private static void OnPlayModeChanged(PlayModeState currentState, PlayModeState changedState)
{
if (PlayModeChanged != null)
PlayModeChanged(currentState, changedState);
}
private static void OnUnityPlayModeChanged()
{
var changedState = PlayModeState.Stopped;
//Stoped -> Playing : 22112
//playing -> abouttostop : 22122
//about2stop -> stopped : 22222
//playing -> paused : 21112
//paused -> playing : 22112
//paused -> abouttostop : 21122
//stoped -> paused in editor (stoped) : 21222
//editor paused - > play(paused) : 21112
//stoped -> abouttoplay in editor: 22212
//editor paused -> play : 21212 //paused anyway
int state = GetEditorAppStateBoolComb();
switch (state) {
case (22112):
changedState = PlayModeState.Playing;
break;
case (21112):
changedState = PlayModeState.Paused;
break;
case (22222):
changedState = PlayModeState.Stopped;
break;
case (22122):
changedState = PlayModeState.AboutToStop;
break;
case (21122):
changedState = PlayModeState.AboutToStop;
break;
case (21222):
changedState = PlayModeState.Stopped;
break;
case 22212:
changedState = PlayModeState.Stopped;
break;
case 21212:
changedState = PlayModeState.Paused;
break;
default:
throw new SystemException("No such state combination defined: "+state);
}
// Fire PlayModeChanged event.
if (_currentState!=changedState)
OnPlayModeChanged(_currentState, changedState);
// Set current state.
_currentState = changedState;
}
}
}
@ewersp
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ewersp commented Sep 11, 2015

This works great, thanks!

@paraself
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paraself commented Aug 4, 2016

I have not tried to add support for every possible editor state, if you find that I am missing some, please let me know ;D

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