MBEditor.EditorUpdate C# (CSharp) Method

EditorUpdate() public static method

public static EditorUpdate ( ) : void
return void
    public static void EditorUpdate()
    {
        if (EditorApplication.isCompiling) {
            Select(null);
            if (Selection.activeGameObject && Selection.activeGameObject.GetComponent<MBObject>())
                Selection.activeGameObject = null;
        }

        if (EditorApplication.isPlaying || !SelectedParticleSystem) return;

        // Time.time & Time.deltatime won't run in editor, so set them here
        if (!SelectedParticleSystem.Warping) {
            float elapsedRealtime = (float)EditorApplication.timeSinceStartup-mRealTime;
            mRealTime = (float)EditorApplication.timeSinceStartup;
            SelectedParticleSystem.GlobalTime += elapsedRealtime * MBEditor.mSlowMotion;
            SelectedParticleSystem.DeltaTime = SelectedParticleSystem.GlobalTime - LastEditorFrameTime;//Mathf.Min(SelectedParticleSystem.GlobalTime - LastEditorFrameTime, 1f);
            LastEditorFrameTime = SelectedParticleSystem.GlobalTime; // last GT
            //Old timing w/o slomotion:
            //SelectedParticleSystem.GlobalTime = (float)EditorApplication.timeSinceStartup;
            //SelectedParticleSystem.DeltaTime = Mathf.Min(SelectedParticleSystem.GlobalTime - LastEditorFrameTime,2f);
            //LastEditorFrameTime = SelectedParticleSystem.GlobalTime;
        }

        if (SelectedParticleSystem.AutoPlay && !SelectedParticleSystem.Playing)
            SelectedParticleSystem.Play();

        SelectedParticleSystem.mbUpdate();
        SelectedParticleSystem.mbRender();

        if (!GameView)
            GameView = MBEditorUtility.GetGameViewWindow();

        if (GameView)
           GameView.Repaint();

        if (GameView && SceneView.focusedWindow == GameView)
            SelectedParticleSystem.mbEditorCamera = null;
        if (SceneView.lastActiveSceneView)
            SceneView.lastActiveSceneView.Repaint();
    }