diff --git a/Editor/src/Windows/EditorInterface.cpp b/Editor/src/Windows/EditorInterface.cpp index a10fdae3..c33df101 100644 --- a/Editor/src/Windows/EditorInterface.cpp +++ b/Editor/src/Windows/EditorInterface.cpp @@ -343,6 +343,8 @@ namespace Nuake { if (Engine::GetGameState() == GameState::Paused) { Engine::SetGameState(GameState::Playing); + std::string statusMessage = ICON_FA_RUNNING + std::string(" Playing..."); + SetStatusMessage(statusMessage.c_str(), { 97.0 / 255.0, 0, 1, 1 }); } else { @@ -388,6 +390,7 @@ namespace Nuake { Engine::LoadScene(SceneSnapshot); Selection = EditorSelection(); + SetStatusMessage("Ready"); } if (!wasPlayMode) diff --git a/Nuake/Engine.cpp b/Nuake/Engine.cpp index 73c095f3..900c1595 100644 --- a/Nuake/Engine.cpp +++ b/Nuake/Engine.cpp @@ -51,7 +51,7 @@ namespace Nuake s_LastFrameTime = s_Time; // Dont update if no scene is loaded. - if (s_CurrentWindow->GetScene() && GetGameState() == GameState::Playing) + if (s_CurrentWindow->GetScene()) { float scaledTimeStep = s_TimeStep * s_TimeScale; s_CurrentWindow->Update(scaledTimeStep);