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Question by L96416D18C552SCOPE · Oct 12, 2021 at 09:40 AM · programmingloopcustom

Unity custom player loop

I'm trying to register a custom loop just for fun. But the registered custom player loop is also called when I do something(save, edit something, etc...) on Editor while the game isn't running


Here's the code


internal class CustomPlayerLoop : MonoBehaviour {

     [RuntimeInitializeOnLoadMethod]
     internal static void OnApplicationAwake()
     {
         var defaultSystems = PlayerLoop.GetCurrentPlayerLoop();
         var customUpdate = CustomUpdate.CreateNewLoopSystem(typeof(CustomPlayerLoopLab));

         if (AddNewLoopSystem(ref defaultSystems, customUpdate, typeof(Update.ScriptRunBehaviourUpdate), LoopSystemAddMode.Begin))
         {
             PlayerLoop.SetPlayerLoop(defaultSystems);
         }
     }

     internal void Update()
     {
         Debug.Log("Default Update Loop!");
     }

     internal static bool AddNewLoopSystem(ref PlayerLoopSystem playerLoopSystem, PlayerLoopSystem newSystem, Type targetLoopSystemType, LoopSystemAddMode mode)
     {
         List<PlayerLoopSystem> newPlayerLoopSystem = playerLoopSystem.subSystemList.ToList<PlayerLoopSystem>();
         List<PlayerLoopSystem> childSubLoopSystem = null;
         
         int insertPosition = -1;
         int childSubLoopSystemPosition = -1;

         for (int i = 0; i < newPlayerLoopSystem.Count; i++)
         {
             List<PlayerLoopSystem> subLoopSystem = newPlayerLoopSystem[i].subSystemList.ToList<PlayerLoopSystem>();

             for (int j = 0; j < subLoopSystem.Count; j++)
             {
                 if (subLoopSystem[j].type == targetLoopSystemType)
                 {
                     childSubLoopSystemPosition = i;
                     childSubLoopSystem = subLoopSystem;

                     if (mode == LoopSystemAddMode.Begin)
                         insertPosition = j;
                     else if (mode == LoopSystemAddMode.End)
                         insertPosition = j + 1;
                     else return false;                        
                 }
             }
         }

         if (childSubLoopSystem == null || insertPosition < 0 || childSubLoopSystemPosition < 0)
             return false;

         childSubLoopSystem.Insert(insertPosition, newSystem);

         PlayerLoopSystem loopSys = newPlayerLoopSystem[childSubLoopSystemPosition];

         loopSys.subSystemList = childSubLoopSystem.ToArray();
         newPlayerLoopSystem[childSubLoopSystemPosition] = loopSys;
         playerLoopSystem.subSystemList = newPlayerLoopSystem.ToArray();

         return true;
     }

     internal enum LoopSystemAddMode
     {
         Begin, 
         End
     }

     internal struct CustomUpdate
     {
         internal static PlayerLoopSystem CreateNewLoopSystem(Type ownerType)
         {
             return new PlayerLoopSystem()
             {
                 type = ownerType,
                 updateDelegate = () => Debug.Log("Custom Update Loop!")
             };
         }
     }

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